Thunderbringer: Blu-Ray didn't get wide adoption because USB flash drives and SD cards caught up really fast in sizes and they are silent and fast.
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I'm afraid you are mistaken. First, USB sticks and SD cards were a different market than optical discs, serving an entirely different function. Since the CD-ROM, the overwhelming majority of PC gamers did not buy optical drives for data storage--they bought them so that they could install and play games and other software.
The reason hardly any gamers bought Blu-ray drives is that no games were released on Blu-ray. That is the only reason I never bought a Blu-ray drive. This is primarily due to the Great Consolization of 2008.
Because all major AAA releases from 2008 onward have been console games--designed for console HW, console controllers, and the tastes and sensibilities of the console gamer--the
installation size of most PC versions/ports remained below 20GB until the current gen consoles were released at the end of 2013. Notable exceptions include RAGE (25GB), Max Payne 3 (35GB), and BioShock: Infinite (30GB).
So when PC versions/ports suddenly increased significantly in size and PC Blu-ray distribution made
sense, there was no installed base of PC Blu-ray drives. On top of this, the now wholly console-centric AAA industry's desire that the PC gaming market would hurry up and die, as well as the desire for total control over the gaming experience, led the "publishers"** to push Web-based distribution for PC.
At no point did the existence of flash memory have anything to do with the failure of developers to distribute via Blu-ray to the PC market.
** The sarcasm quotes reflect the fact that by this time, these companies were increasingly no longer actually publishing games in the PC market, but rather developing and electronically distributing them.
Thunderbringer: So, when game installer files are about 70-100Gb what kind of media you can ship as physical copy? 128Gb USB stick?...Those will easily *double* the cost of a physical release...
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You seem to contradict yourself, as you argue that Blu-ray was never originally adopted because flash memory caught up in size, but then you argue that USB sticks--even
now--are way too expensive as a means of distributing games.
Now, regarding a physical release, I'm not sure if you did indeed mean a doubling of
cost, or if you meant
price. But for argument's sake (not that the industry has any desire to do this), a cheap 128GB USB 2.0 stick--which is all that is necessary for the distribution of a game--could be sourced in bulk amounts for a wholesale price of a few dollars at maximum. Not only would this put only the smallest dent in the massive profit margin of the average AAA game, but if push came to shove, I'm sure that many people wouldn't object to paying an extra $2 or 3 USD for a full physical copy of a game, when their other option is to download 100GB+ over a sub-10 Megabit connection, and perhaps have the extra complication of data caps.
The cost of preparing and shipping a USB stick such as this could not possibly be more than the cost of physical releases used to be: The cost of the disc(s) was quite small, but then there was the cost of preparing and printing a manual, a map, the design and manufacture of the box, and the shipping and warehousing costs of a product significantly larger than a USB stick.
I'm only arguing that cost wouldn't be an impediment. I'm not advocating for flash memory distribution, as optical discs make much more sense. Unfortunately, the reasons for Web-based distribution ultimately have nothing to do with what is best for video games or video gamers.