Just gonna repost a relevant post from another thread a while back, giving a nice little breakdown of why digital has been able to take off in other industries while console gaming is still largely retail-driven:
And of course, the ever-relevant Jimquisition video on why PC gaming gets away with all-digital compared to consoles is good viewing for any who haven't seen it yet.
So please, stuff the "digital is inevitable" argument. It will be resisted if it's not on consumers' terms, just look at the Xbone DRM reversal that happened not even half a year ago for the perfect example.
[...]video revenue is still primarily driven by discs, and total disc sales aren't shrinking quite yet.
But secondly, games are so far behind precisely because of accessibility, pricing, and convenience issues in their business models -- i.e. exactly the stuff that's wrong with the Xbox One approach. The success of digital distribution in every medium was tied to the arrival of specific platforms that a) competed in an open marketplace and b) provided a concrete, easily understandable sales proposition that was equivalently or more desirable to the physical one.
In music, people got a taste for digital music via Napster, then iTMS drove paid adoption by providing a convenient (and eventually, DRM-free) way to easily download music and then play it anywhere. Now the innovation is in streaming services like Spotify that represent a convenient bargain for heavy-volume users.
In video, the only places that have taken off all offer similar value propositions: iTunes again (and to a lesser degree, Amazon) for permanent sales, and Netflix for a low-price and convenient streaming option.
In books, basically nobody took ebooks seriously until Amazon provided both the physical means to read them and a convenient storefront, while still allowing you to load books from elsewhere onto your Kindle.
On smartphones, apps took off because of their extremely low price, the convenient usage restrictions (any number of devices simultaneously), and the near-guaranteed cross-compatibility that allowed a single purchase to span multiple generations of phones and tablets.
Digital enthusiast games aren't on the level of acceptance that any of these other media have, but the closest they've gotten is via Steam and other PC storefronts, and the reason why is exactly the same as these other platforms: the right combination of openness, convenience, reliability, and price to make digital competitive with physical. To do that effectively for all content, the console manufacturers would have to make some pretty significant changes to their business models, and I don't think either of them is ready to do that seriously yet.
And of course, the ever-relevant Jimquisition video on why PC gaming gets away with all-digital compared to consoles is good viewing for any who haven't seen it yet.
So please, stuff the "digital is inevitable" argument. It will be resisted if it's not on consumers' terms, just look at the Xbone DRM reversal that happened not even half a year ago for the perfect example.