Posted June 13, 2019
Define "devalue"...
In the past production and distribution of physical media was a limiting factor. Boxes and disks had to produced, distributed and sold, with each part of the chain taking their share of the revenue. If you wanted to make and sell a game you needed to take this initial overhead into account. To make real money you needed to get your game boxes into the shelves of the big stores. Only a few of the bigger shareware companies like Apogee or Epic Games managed to bypass this way somewhat.
As you wrote digital distribution lead to a "democratization" since production and storage of copies so longer is a limiting issue. Storage space and download traffic costs are negligible. So effectively this lead to the creation of more games, including more niche and more artistic games (which in turn inspire the AAA production too). At the same time production costs for AAA titles have skyrocketed due to the large teams needed to create the amazing amount of detailed content compared to earlier games. But, on the other hand, games have become mainstream and player numbers skyrocketed especially when you count in mobile and social platform games.
From the customer POV of course, having a HDD full of installers or (with DRM) just some remote account with a few pictures can't compare to holding a nice box in your hand, esp. if the latter comes with a fat manual, a novella and a cloth map. And at the same time the sheer flood of new releases makes it impossible to even keep track. Back in the day we were looking forward to any new release, it was possible to know and even have played every "important" game (ok, I also had more time back then... lots).
You could call that "devaluation".
But on the other hand the game industry has become a billion dollar business - and at the same time with becoming mainstream the "art" in the genre also started to flourish. So as a medium, games have become more valuable to the people in general.
You could compare the situation to books and the invention of the printing press. The single hand-copied book was of course extremely valuable. But books as a medium became valuable to the "people" when printing made then affordable and more people were literate - catapulting reading into the mainstream and allowing many people to share their thoughts by the written word at the same time.
In the past production and distribution of physical media was a limiting factor. Boxes and disks had to produced, distributed and sold, with each part of the chain taking their share of the revenue. If you wanted to make and sell a game you needed to take this initial overhead into account. To make real money you needed to get your game boxes into the shelves of the big stores. Only a few of the bigger shareware companies like Apogee or Epic Games managed to bypass this way somewhat.
As you wrote digital distribution lead to a "democratization" since production and storage of copies so longer is a limiting issue. Storage space and download traffic costs are negligible. So effectively this lead to the creation of more games, including more niche and more artistic games (which in turn inspire the AAA production too). At the same time production costs for AAA titles have skyrocketed due to the large teams needed to create the amazing amount of detailed content compared to earlier games. But, on the other hand, games have become mainstream and player numbers skyrocketed especially when you count in mobile and social platform games.
From the customer POV of course, having a HDD full of installers or (with DRM) just some remote account with a few pictures can't compare to holding a nice box in your hand, esp. if the latter comes with a fat manual, a novella and a cloth map. And at the same time the sheer flood of new releases makes it impossible to even keep track. Back in the day we were looking forward to any new release, it was possible to know and even have played every "important" game (ok, I also had more time back then... lots).
You could call that "devaluation".
But on the other hand the game industry has become a billion dollar business - and at the same time with becoming mainstream the "art" in the genre also started to flourish. So as a medium, games have become more valuable to the people in general.
You could compare the situation to books and the invention of the printing press. The single hand-copied book was of course extremely valuable. But books as a medium became valuable to the "people" when printing made then affordable and more people were literate - catapulting reading into the mainstream and allowing many people to share their thoughts by the written word at the same time.