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Alternatively, Blockbuster failed because its leaders could not properly adapt new ideas to a business model that was inflexible and exploitative: https://www.forbes.com/sites/gregsatell/2014/09/05/a-look-back-at-why-blockbuster-really-failed-and-why-it-didnt-have-to/.
The video-game industry is the most popular and profitable entertainment industry. The most profitable franchise, out of any such industry, is Pokémon, which is worth about $98.9 billion, beating out second place, Mickey Mouse & Friends by a margin of over $30 billion: https://en.wikipedia.org/wiki/List_of_highest-grossing_media_franchises.
Putting aside whether my idea, specifically, is implemented or another one like a rough adaptation of other industries' models for renting digital titles is, you severely underestimate the value of "owning" (I say "owning" in quotes because of the whole license thing), or, alternatively put, having much longer-term access to a game that is perceived by users.
The video-game industry is an extremely exploitative industry. It's raised the already-expensive standard price of games by another $10 to $69.99, despite having the strength of being the most popular entertainment industry and enough contemptible greed to implement predatory, profitable practices such as loot boxes, season passes, overly-priced special editions that make "normal" editions incomplete, and so on and so forth. You know, Blockbuster was once the popular and profitable leader of an industry itself. But, it failed to adapt. While there are differences between Blockbuster and the leaders of the video-game industry, generally, it is not outside of the realm of possible that, at the very least, the latter industry could regress because of its inflexibility and exploitation.
What I want is for there to be another way for games to be made accessible in an industry that is expensive and exploitative. With enough creativity and effort, rentals can be implemented in a fashion that respects indie developers while making things more affordable for users, especially in regard to higher-costing games.
The thing I'm curious about, though, is what makes you think others are, or even could possibly be, interested in you getting things cheaper?
Here is an example:
https://store.steampowered.com/app/493340/Planet_Coaster/
People typically pirate media for three reasons, two of which are relevant to this context: They either don't want to pay for anything or can't pay for something. The former pirates are going to do what they want to, presumably no matter what, while the latter pirates are held back by inaccessibility, despite wanting to officially support a title. Instead of worrying about matters pertaining to the inefficacy of any given DRM that do not prevent industries from functioning, the focus should be on constructively expanding accessibility in an industry that is becoming more inflexible and exploitative.
Because it's a subscription-based -- which, as I've already explained, subscriptions are not the same thing as rentals -- model that is neither fully supported nor advertised.
but for the sake of argument, lets go with they are similar systems. if the subscription system is not attractive enough, what makes you think game developers are going to want to use a rental system?
since you see the 2 systems as different, please explain how they are different?
Subscriptions are more numerous title-wise but random with that they offer. Rentals are less diverse title-wise but more specific to what is actually wanted.
as I said already, if you want to rent GTA V, rockstar has to set that up, not steam.
The example I showed you gives you access to just one game (with all DLCs) - so it is VERY SPECIFIC and not random at all.
It is up to you for how long you want to RENT it.
Because it would mean that people who could not afford a specific title would officially support it in some way instead of pirating it or simply not buying it.
You showed me a sale. Sales exist for digital movies and television shows, as well, both of which can be rented. Your point is moot.
No, Rockstar would have to opt-in to it, assuming that it's not made a standard by default. Steam would be the one to set it up and allow it to be opted-in to, assuming, again, that it's not made a standard by default.
developers not using a system or rarely using it does not mean the system doesn't exist. if the system exists and it rarely used, maybe its because its not viewed as profitable.
if yout cant find games for cheap, that is because you are either not looking or not asking the right questions. about 1/2 or more of my library is games I got for FREE. dont expect the newest releases to be cheap, game developers want to make money pay their bills.