Sachys: Thats a pretty far flung future considering the state of net infrastructure across the globe.
StingingVelvet: That hasn't stopped streaming video taking over, which has similar bandwidth requirements. They'll happily write-off people living in super rural areas for all the benefits streaming brings them.
I'm not convinced it scales the same way in the big picture of hundreds of millions of gamers. Netflix style video streaming = the content is static, pre-compressed, is latency insensitive, never changes per user or per session and can be multi-cast or cached via regional mirrored Content Delivery Network servers. For game streaming, that content is always completely unique per user, per session, has to be compressed in real-time (can't reuse content), can't be multi-cast, mirrored, or pre-cached, is highly latency sensitive and last but not least requires an expensive unique GPU per user. The hardware distribution costs for game streaming are much more expensive per user than video streaming and the entire "back-end" is very different indeed.
Another three obvious effects would be
1. Lack of choice, ie only the most popular 100-500 titles will be available to stream at any one time, with everything else being rapidly dropped as player count drops.
2. Same service fragmentation / subscription fatigue we're starting to see with video streaming (
"stream all you want for $30pm! (2 years later = "That's $30pm for EA. And another $30pm for Ubisoft. And another $30pm for Square Enix. And another...", etc, which definitely won't end up cheaper for gamers if they have to pay just to retain their existing catalogue...)
3. Video quality. Unlike video streaming, local game rendering is naturally lossless and the difference in quality as bitrates start to be reduced (as we're already seeing with 1080p Youtube looking worse than upscaled 720 BluRay) will be even more pronounced. Not much of an upgrade at all.
What I suspect we're seeing now is the infant game streaming services are currently being run as "loss leaders" to test the "full media de-ownership" waters, but looking at Stadia even the mega-bucks of Google behind it is struggling to make any meaningful headway anywhere near what Youtube / Spotify did at the same stage, and simply throwing more bandwidth at it will not solve all the issues the same way it did for audio / video streaming services.