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> That hardware can no longer compete with platforms that don't throw away their entire library on every release is probably one of the first impacts of games finally maturing. My "next console" was a Steam Deck for partially this very reason, the fact that it came preloaded with years of previous acquisitions.

This was something that confused me about the concept of consoles in the 90s. The nonexistent value proposition of a console hasn't changed since then.

I assume they serve two purposes:

(1) They're marketed as toys you might buy for someone as a gift.

(2) You might own a console if you don't want to own a computer.

Purpose (2) seems to have withered and died.

> There's been a number of articles about how $NEW_GAME never even reached a peak player count of something like Skyrim. I think that's currently being written as a sort of a "ha ha, that's sorta funny", but it represents a real problem. It is not unsolvable; Hollywood has always faced this issue and it has historically managed to make money anyhow.

One major aspect of copyright law is making it difficult for people to consume media from the past.

(3) Play console-exclusive games (or they want to play online with their friends who do)

(4) Don't have money for computer (there is a lot of overlap here, a PC may or may not be cheaper in cases for a given perf level)

(5) Gift bought by non tech-savvy family member

(6) Do own a computer, but just want a different and more plug and play device to relax with after staring at said computer for 10 hours a day

(7) get super uncomfortable sitting in the office chair all day and just want to play on the couch with the TV.
I don't think (1) and (5) are different ideas?