I read the article, but it feels like "don't build anything until you are sure users want X". The problem is that nobody knows what users actually want, especially when you build something new. And the market will keep throwing ideas in several directions until one day, an idea sticks and becomes successful. Like, no gamer in pre-Wii times "wanted to play hours standing with a motion controller". Nintendo released th…
If you're a serial entrepreneur trying to get rich, or maybe a corporate product manager trying to get a juicy bonus, ya you'll have no clue what the users want because you'll be forcing it. But if you are one of the users you are very much aware of what your problems are and what might solve them - even if you don't have whatever domain experience is necessary to solve them. I agree with your overall point, that thi…
Agree with the sentiment, but almost every digital purchase nowadays does not tie with ownership, but a license to use whatever you pay for - and it can be nullified at any point in time. If Steam were to go bankrupt tomorrow (unlikely, but for the sake of the argument let's imagine it), you would probably lose complete access to your library of games you "bought".
One exception may be GOG with its DRM-free policy, but it's a very small part of the online reselling market.