Ever since consumer electronics entered the market, corporations and customers have in a quiet cold war. Customers try to get maximum utility out of their often pricy tech purchases while companies try to limit use cases in the name of increased profits and control of the product ecosystem. Gaming can be particularly fraught. Various attempts at streaming models, software ‘stores’ that limit play to their private portals, and games-as-a-service have, with varying success, tried to change what it means
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