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Netflix Sees Cloud Gaming as Its Path Forward in a 'Post-Console World'

Co-CEO Ted Sarandos says Netflix remains interested in games, with television-based cloud play and phone controllers central to its strategy.

Netflix Sees Cloud Gaming as Its Path Forward in a 'Post-Console World'

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Netflix still sees gaming as part of its future, but its ambitions appear to be narrowing around cloud-based experiences built for televisions rather than the kind of large-scale, prestige games typically associated with console and PC publishers.

Speaking at Bloomberg's Screentime event, Netflix co-CEO Ted Sarandos said he expects the company to remain involved in games over the next five years. His comments framed mobile games as a stepping stone toward Netflix's larger interest: letting people play games on a TV while using their phones as controllers.

The most striking part of Sarandos' answer was his description of a possible "post-console world." It is a provocative phrase in an industry still dominated by PlayStation, Xbox, Nintendo, and a thriving PC ecosystem. But it also clarifies how Netflix is thinking about the market. Rather than trying to compete head-to-head with established hardware platforms, the company appears to be betting on games that can reach viewers through the devices they already use for streaming.

Gaming remains in Netflix's plans

When asked whether Netflix would still be in games five years from now, Sarandos answered in the affirmative. He described mobile gaming as a gateway to cloud gaming and emphasized the potential of playing on a television with a smartphone functioning as the input device.

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That approach fits Netflix's broader business model. The company has spent years building its service around reducing friction: subscribers open an app on a TV, phone, tablet, or other connected device and begin watching. A cloud gaming initiative designed around televisions and phone controls follows the same philosophy. There is no dedicated game box to buy, no expensive controller necessarily required, and potentially no lengthy download before a player can begin.

In that sense, Sarandos' use of "post-console" does not necessarily mean conventional consoles will disappear. Instead, it suggests Netflix is more interested in a future where a meaningful share of gaming can occur outside the traditional hardware cycle. For Netflix, the television itself could become the endpoint, while the cloud handles game processing and the phone fills the role of controller.

This is not a completely new direction for the company. Netflix has already made games available through its subscription service, particularly on mobile. It has also tested ways to bring select games to TV screens, with phones used for controls. Sarandos' remarks indicate that these experiments are not merely side projects; they are central to the company's current vision for its gaming business.

A different kind of competition for the TV screen

Sarandos also explained why gaming is valuable to Netflix even when it is not directly replacing the company's film and television offerings. Games can extend Netflix-owned or Netflix-associated intellectual property, strengthen the brand, and give subscribers another reason to spend time inside the service.

That last point matters. Netflix is competing for attention as much as it is competing for subscriptions. If a household member wants to play rather than watch, Netflix would prefer to offer an activity within its own ecosystem instead of losing that time to another platform. Gaming, in this model, is an additional form of engagement for the same screen and the same audience.

It also creates an opening for games that are approachable to people who do not identify as dedicated players. TV-based cloud experiences with phone controls could suit party games, simple competitive games, interactive tie-ins, family-friendly titles, and projects based on recognizable shows or films. Those categories may not demand the same level of technical performance or control precision as a major action game, but they could be easier to access for Netflix's enormous worldwide audience.

That is a notably different goal from attempting to build the next blockbuster console exclusive. Netflix may be seeking convenience, familiarity, and broad reach rather than trying to persuade core players to abandon established platforms and libraries.

What the strategy may mean for Netflix's game catalog

Sarandos' comments also help put Netflix's recent gaming decisions into perspective. The company's path through games has been uneven. It shut down its AAA-focused internal studio before that team released a project, and it has been scaling back elements of the indie-studio operation it built through acquisitions.

Night School Games illustrates the tension between Netflix's earlier ambitions and the direction Sarandos now describes. Netflix owned the studio behind Oxenfree, and Night School released the narrative-driven game Unhinged over the summer. Months later, the studio was closed. The sequence made it difficult to view Netflix as committed to becoming a long-term home for the sort of auteur-led, story-heavy development associated with Night School's earlier work.

There is no indication from Sarandos' remarks that Netflix is abandoning games entirely. Quite the opposite: he specifically presented cloud gaming as an opportunity Netflix wants to support early. But the type of game receiving the company's attention may be changing. A strategy focused on TV access, phone controllers, and brand extension is likely to favor projects that are easy to understand and quick to enter.

That does not automatically rule out more ambitious experiences. Cloud technology can support technically demanding games, and a subscription company with Netflix's reach has many ways to fund or distribute projects. Still, Sarandos' emphasis was on the TV experience and on providing an option for people choosing between gaming and watching. It was not a pitch for building a prestige game-development organization on the scale of the industry's largest publishers.

No sign of a major publisher buying spree

Sarandos was also asked whether Netflix might pursue a large game-publishing acquisition, such as buying a major company like Take-Two or acquiring part of Xbox if Microsoft were ever to separate that business. His answer signaled limited appetite for major purchases at present.

Netflix has not historically operated as a company that relies on huge acquisitions, Sarandos said, aside from the Warner Bros. deal. He characterized the company as a builder that tends to create growth from the ground up. He added that Netflix expects to grow primarily through organic means, while remaining open to opportunities that complement the business--and said that principle applies to games as well.

For the gaming industry, that suggests Netflix is unlikely to become an immediate buyer of one of the sector's biggest publishers simply to obtain a vast development network, established franchises, and a console-scale release pipeline. Instead, its investment may be more selective: technology, smaller teams, content partnerships, or projects that reinforce the Netflix service.

That stance is especially important given the scale of investment needed to run a major publisher. Buying one would not just mean acquiring popular brands. It would also mean taking on escalating development budgets, complicated platform relationships, long production cycles, and the pressure to keep shipping major releases. Sarandos' comments suggest Netflix would rather avoid making that its core challenge.

The limits of the 'post-console' idea

Netflix's vision has obvious appeal, but it faces difficult questions. Television cloud gaming has been pursued by multiple companies, and the concept has not yet displaced dedicated game hardware. Streaming performance depends heavily on network quality, latency can affect genres that require rapid and precise input, and phone controls may be convenient but are not ideal for every game.

Consoles also offer advantages beyond raw computing power. They have established player communities, mature storefronts, recognizable controller standards, local downloads, and libraries that users may have spent years building. Nintendo, PlayStation, Xbox, and PC platforms each occupy distinct positions in the market that a TV app alone will not easily replicate.

Netflix may not need to replicate them. Its potential strength lies in reaching subscribers who would not otherwise buy a console, install a large game, or navigate a traditional digital store. For that audience, the ability to select a game from the same service used for movies and series could be compelling. The challenge will be turning convenience into sustained interest.

That means content will remain just as important as the technology. A cloud gaming tab on a TV will need games people actually want to return to, whether that comes from strong Netflix tie-ins, social experiences, recognizable licensed properties, or original ideas tailored to the service's audience.

Netflix is defining gaming on its own terms

Sarandos' comments do not amount to a declaration that the console era is over. They do, however, show that Netflix is building its gaming strategy around the possibility that consoles will not be the only meaningful route to the TV screen.

For Netflix, cloud gaming is less about winning a conventional platform war and more about making games another accessible part of a subscription entertainment bundle. Mobile games opened the door, television play is the next target, and the smartphone is positioned as the bridge between them.

After studio closures and a retreat from parts of its earlier development push, Netflix's gaming future looks more focused than expansive. The company still wants a place in games, but it appears to want one that complements streaming, supports its brands, and reaches casual audiences with as little hardware friction as possible. Whether that approach can produce a durable gaming destination remains uncertain, but Netflix's interest in cloud play is clearly not going away.

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About the author

Aaron Chisea

Hey there, I'm Aaron Chisea! When I'm not pouring my heart into writing, you can catch me smashing baseballs at the batting cages or diving deep into the realms of World of Warcraft. From hitting home runs to questing in Azeroth, life's all about striking the perfect balance between the real and virtual worlds for me. Join me on this adventure, both on and off the page!

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