I think this is sort of what I'm getting at. The Game industry is moving rapidly to copy the Movie industry. Years of work, tens of millions of dollars, splashy and expensive ad campaign all culminating in a couple weeks' worth of sales and the bargain bin/used game box/forgotten 3 months later. The vast majority of which barely break even with production costs.
Old game mags used to have a metric called "replayability". Games with poor re-playability were dinged by the gaming press as offering low-value for the dollar to the gamer. I'm just wondering if the Movie style approach offers similar low-value for the dollar for the game makers in terms of the amount of money required to advertise to gamers for every AAA title that comes out the door, only to throw all that work away next month. It's almost like the industry is pumping out Mandalas, then sweeping them away.
Heck Mega Man (Rock Man) has had 7 or 8 games with virtually the same artwork (the most expensive part of game production). A modern developer might look at this and say "we'll just release a MegaMan game and every year release more enemies with more stages, weapons and bosses that just figure into the main release."
(I'm thinking Mega Man of course because I'm in the process of replaying through the series again and Capcom is losing millions from the PSN nonsense).
I guess what I'm rambling about is that there has to be a better way for the studios and the gamers to find better value in terms of longevity on both the development costs and the purchase price of the games -- and tying the games to a transient online auth system isn't going to do it.