Therein lies the problem with goalposts moving around to what "GaaS" specifically means. I tried to pinpoint exactly when the term was coined, expecting it to have been from some EA stockholders meeting. Hence why I unearthed this video earlier I had forgotten about from 2011
https://www.youtube.com/watch?v=ZR6-u8OIJTE
I am struggling to pinpoint an exact creation of the term, it more seems to be many in the industry started adopting it in unison.
There is a discussion here from 2013 referencing GaaS. There is a pretty interesting long blog post read on Gamasutra from 2015.
https://www.gamasutra.com/blogs/Ily..._meaning_of_the_quotGame_as_a_servicequot.php
It leans more on talking about creating a community, and obviously player retention is an important part of that. I agree. Pubs and devs want to keep people playing for months, not just 30 days, platinum trophy achieved and game goes into the pile of played and finished.
That's how it's always been, though. Again, going back to PC gaming in the 90s and 00s, even all the MP games wanted to have communities engaged for years. What has largely happened with the industry though is the pubs and devs aren't content with someone buying Counter Strike or TFC and playing it for 4~5 years without spending another penny. Now what we have is yearly, or biennial sequels of games. So you'll get Desinty 1, 2 and maybe 3 within the timeframe of the old CS/TFC players still within their communities without spending any more money. Same goes for COD, Battlefield and the others. Look at a number of sequels, all with DLC, microtransactions, special editions and season passes. COD literally is an annual game, like a sports franchise.
Okay, fair enough, this isn't the "glory days" of Counterstike Classic, BF2 and Team Fortress Classic. The industry largely wants sequels every 12 months, or 24 months tops, and the repeated cycle of paying for everything again. Some devs, such as Blizzard with Diablo and Overwatch, so far, do still keep the same product going for 3~4 years of constant engagement, without trying to shift everyone onto a sequel. When they're doing that though, they still want to somehow monetize so that the community that stays for a good number of years will keep pouring in a constant stream of money in. How many of us spent a single penny extra on CS or TFC back in the day? We bought the game and then played it for 2/3/4/5+ years. I don't even think there was anything to spend money on. Maps were provided for free, or the community/modders did the work. Devs continually patched the main game, balancing it, fixing things or adding additional content/options/tweaks.
Hence why in this convoluted debate around what "GaaS" is, many old-school gamers are referring to it as the way in which monetization occurs and the constant debate between gamers and devs/pubs as to what they are happy with. The F2P mobile industry comes up often because it is exactly where pubs and devs are drawing inspiration from to transition the service methods into paid content. Ubisoft specifically said they wanted to do this years ago