
As the industry moves towards the next level of content distribution in the form of a 'Netflix for games', Game Savvy asks the question, who is it actually good for? Gamers? Game studios?

We take a walk around the Cloud Gaming Graveyard - listing all the failed cloud gaming services over the last decade.
We discuss the ups, the downs, and overall history of this technology. Turns out running a successful cloud gaming service that addresses the various technical hurdles and actually makes money is a real challenge.

PlayStation dominated cloud gaming users throughout 2021, beating Microsoft's xCloud streaming by over 10%, but Xbox swings back at PlayStation in 2022.
“In 2022, Microsoft took the lead with 60-70% of total MAUs”
From 20-30% up to 60-70%? That’s some crazy growth. Probably thanks to Fortnite.
What a clickbait headline. Why mention 2021, when the tides turned in 2022 for the obvious reason of one company making the Cloud service one of their biggest marketing pushes throughout the entire year while the other company was able to promote the games they had coming out?
And it's imprudent to suggest crazy growth when we only know proportions - did Xbox grow its proportion by attracting from the competitors' bases, did their marketing pay off and attract new users, or did cloud gamers on competitors just not play as much? The MAU figures don't point to shifts as significant as the Cloud proportions do, and Microsoft's lack of raw subscriber numbers that they happily boasted about in 2021 is telling too.

Ubisoft's brilliant Assassin's Creed Odyssey will become available via Xbox and PC Game Pass today, Microsoft has annou…
Grandma.
This WILL be the future. So the important question here is: How many publishers and devs will proactively hop onboard NOW in an attempt to shape how this future of digital distribution and its monetization will look? Napster may have been the first mainstream music distribution platform, but I think based on that history we can see the toll it took on its most important benefactors, the record industry and labels, while they hemorrhaged hundreds of millions fighting the inevitable only to finally come around to the new form of market access about 5-7 years late to the game. Often, massive sea changes like this represent positive shifts as they force direct competition and provide the perfect opportunity for the market shareholders to examine their business models. I think it goes without saying, we live in a technological age, and those who choose to not adapt are the ones who become dinosaurs and fail. This is fact.
So it remains to be seen where we go from here, but one thing is certain - we all (consumers, publishers, and devs) have an opportunity here to design the future of this medium, and we didn't get here by just standing around asking ourselves what we think the next guy's going to do. My hope is that we utilize our time, talents, and resources wisely and we all benefit in the end.
Just a thought, why hasn't gamefly broken out as the primary 3rd party Netflix style subscription service?
100+ games for $10 ($5 on sale) for a whole month. What more questions do you need to ask? Game Pass is the best deal in gaming.
This style of distributing games is inevitable whether people like it or not. Honestly it could work out very well if the technology is there.