I believe collector's editions will be a constant even in the digital age.
I mean, on one hand you have your Steam Special Edition, and then there's the boxed copy with coffee-table artbook, soundtrack CD, making-of DVD, and limited-edition Geralt of Rivia pewter bust. Companies will make collector's editions for as long as people pay for 'em - and the number of games with fancy boxed editions has only been increasing over the years. (Same with the price, but that's beside the point...)
For christmas presents, I'd probably agree with that - at present, the options for digital-distribution service presents are the gift card (which is lacking in personal feeling and ends up not feeling so much a present as a money transfusion) and the Steam gifting option (which lacks a physical component entirely), so digital distribution definitely is at a disadvantage here.
On the other hand, there's the way Patapon 2 did it - each box in retail just containing a download code. However, when I went and got my copy from the local GameStop recently, it contained a UMD disk, so I feel like this may not have been entirely successful.
For visitors, I believe cloud gaming covers this angle quite well. Services like onLive allow you to plug-and-play on any terminal with a 'net connection, and even distribution services like Steam have reasonable download speeds for medium-small sized games.
Impulse buying doesn't make any sense as a drawback for digital, however. When Steam have sales, it is the epitome of an impulse buy situation - especially since every user in the world can see those sale items a few clicks away. And Steam's Black Friday-type sales, in particular, are just incredible in terms of how many impulse purchases they've coaxed out of me in the past.
And the final point: One can see a direct correlation between "users connected to the 'net" and "quality/price of internet service." Xbox is supposed to have the best console Internet services around - but they cost money for the top tier, which probably puts a good number of people off. Playstation, in contrast, has less-lauded but free online services, which attract extra users. And the Wii's "internet services" are only perfunctorily present - with friend codes providing an incredible hassle for any Internet-connecting hopefuls - and the numbers reflect this. (The Wii's numbers, admittedly, are also influenced by its "casual" userbase, a large number of whom don't really use the Internet all that much)
The potential field of right-now Internet users for a console that could combine the PS3's prices with the 360's features is probably around 80-85%. But this is missing one crucial factor: "Killer apps." Just like has done for the Kinect and Move, a big-advertising-budget title from Activision or EA, say a new Call of Duty, going full digital-distribution could sell the service to 50-90% of the remaining non-Internet users. And that, when you consider the money saved by cutting out the middleman and the packaging/shipping/distribution costs, might in truth be worth the cut in audience.
I mean, on one hand you have your Steam Special Edition, and then there's the boxed copy with coffee-table artbook, soundtrack CD, making-of DVD, and limited-edition Geralt of Rivia pewter bust. Companies will make collector's editions for as long as people pay for 'em - and the number of games with fancy boxed editions has only been increasing over the years. (Same with the price, but that's beside the point...)
For christmas presents, I'd probably agree with that - at present, the options for digital-distribution service presents are the gift card (which is lacking in personal feeling and ends up not feeling so much a present as a money transfusion) and the Steam gifting option (which lacks a physical component entirely), so digital distribution definitely is at a disadvantage here.
On the other hand, there's the way Patapon 2 did it - each box in retail just containing a download code. However, when I went and got my copy from the local GameStop recently, it contained a UMD disk, so I feel like this may not have been entirely successful.
For visitors, I believe cloud gaming covers this angle quite well. Services like onLive allow you to plug-and-play on any terminal with a 'net connection, and even distribution services like Steam have reasonable download speeds for medium-small sized games.
Impulse buying doesn't make any sense as a drawback for digital, however. When Steam have sales, it is the epitome of an impulse buy situation - especially since every user in the world can see those sale items a few clicks away. And Steam's Black Friday-type sales, in particular, are just incredible in terms of how many impulse purchases they've coaxed out of me in the past.
And the final point: One can see a direct correlation between "users connected to the 'net" and "quality/price of internet service." Xbox is supposed to have the best console Internet services around - but they cost money for the top tier, which probably puts a good number of people off. Playstation, in contrast, has less-lauded but free online services, which attract extra users. And the Wii's "internet services" are only perfunctorily present - with friend codes providing an incredible hassle for any Internet-connecting hopefuls - and the numbers reflect this. (The Wii's numbers, admittedly, are also influenced by its "casual" userbase, a large number of whom don't really use the Internet all that much)
The potential field of right-now Internet users for a console that could combine the PS3's prices with the 360's features is probably around 80-85%. But this is missing one crucial factor: "Killer apps." Just like has done for the Kinect and Move, a big-advertising-budget title from Activision or EA, say a new Call of Duty, going full digital-distribution could sell the service to 50-90% of the remaining non-Internet users. And that, when you consider the money saved by cutting out the middleman and the packaging/shipping/distribution costs, might in truth be worth the cut in audience.