StingingVelvet: I couldn't stand the writing style of that blog for the whole thing, but I think the EA guy is right that consumers have shown a preference for subscriptions and online services and are willing to give up ownership for them. The success of Steam, Netflix and other such things prove that.
AB2012: ^ The problem with this is that gamers are ludicrously naive in what they think they want (the gaming equivalent of video / audio streaming) is not what they'll end up with. Eg, Netflix and Spotify are streaming services with "static" content. You may not own the content but you'll also generally get the same content as a DVD, Blu-Ray or CD and do so every time. The real "End Game" for game-streaming is this stuff:-
https://www.pcgamesn.com/ea-matchmaking-microtransactions-eomm-engagement-patent https://www.pcgamesn.com/activision-microtransaction-matchmaking-patent https://www.techpowerup.com/240655/leaked-ai-powered-game-revenue-model-paper-foretells-a-dystopian-nightmare Basically once those micro-transaction loving publishers have all the code server-side, they'll start implementing stuff they've already patented like Dynamic Difficulty Adjustment, or DLC Driven Matchmaking with almost everything been done to alter gameplay itself to drive more in-game purchases. Want to be matched vs someone of equal skill? Nope, we'll match you with someone who bought more equipment and then encourage you to buy equipment that 'coincidentally' counters theirs before the game starts. Game detects shotgun is your favorite weapon? AI then decides to cease all future shotgun weapon drops, adjust the upcoming boss so he's immune to anything but shotguns slightly more powerful than what you've got, then present the option of purchasing that Golden Shotgun required to kill him at just the right moment (or force too much grind if you don't...)
This is the real 'end game' of where cloud gaming will end up 10 years down the line as the content is naturally dynamic not static, and it far more resembles
the future of TV in Idiocracy than it does today's gamers 'expecting' publishers to stop at only the equivalent of Netflix or Spotify when they've already shown their true intentions via what they've patented 'for future use'...
That is truly frightening, because it is credible. I doubt it would be successful if implemented now, but —— as you say —— the slowly-boiling frog will realize only too late what has happened.
Personally, I own all the entertainment I watch / listen to / play. I have noticed the always-online aims of content developers, and I am just not interested.
But what if the experience was truly profound. What if it were possible to imbue the customer with, say, a mother's ineffable contemplation at her newborn, seconds after the birth? Or the awe Buzz Aldrin felt as he saw the Earthrise for the first time in human history?
The crucial time will be, in the near future, when developers have enough server-side power to offer a truly remarkable gaming experience (think some sort of Matrix-style virtual world, with a Augmented Reality 2.0 plug-in) that will only work for a connected customer. (Like the Better-Than-Life stimulant input technological implants that mirror drugs in
Shadowrun, only developed for community use, like the Communion in
Dragonfall.) This represents the easiest clawback for investment, the best guarantee of ROI (using tried and tested dopamine triggers, ã la Facebook) that minimizes entry costs and maximizes profit.
All of the games we have now are just the kindergarten amusements; eventually people will be happy to pay their ticket price for a truly awesome experience, like a Disney ride, where they care not for ownership because it will be irrelevant. (Not many people would refuse to ride the rollercoaster because they can't own it.)
The Big Tech companies are rapidly researching Artificial Intelligence to create irresistible virtual worlds. Worlds that are simply incompatible with single instances so, no matter the local gaming equipment, the only way to join the fun is on their hardware, with everyone else.
I don't think single-person gaming will disappear entirely, however, although it may suffer from neglect as the big money moves on to economies of scale that include merchandizing (your own plush NPC figure!) and experiential purchasing (supplemental romantic NPC interaction!) etc.
FWIW, the games that we all know now will always be with us, methinks, but the money (and a lot of innovation) will move on to better, more lucrative ROI.