As I've been saying forever, the problem is that when you change the sales/monetization model you shift the balance in terms of what makes the most sense as a profitable offering.
So over time, what we get is a gradual transformation of the product into a form that best suits that environment.
Problem is, current monetization model for Single Player games is already victim of this anyway.
Charging a high once in a life-time payment inspires:
-Hyper focus on visuals and specific set-pieces. After all you just need a few impressive scenes to put on trailers so players get convinced to buy the game.
-Get chummy with reviewers, streamers, and other people who can form opinions, since all that matters is for those to convince the players to get the game and be done with it. So design games in a way that makes those specific publics happy and likely to give the game praise (relatively easy, can be finished in a weekend, low-to-no learning curve, preference for passive engagement rather than active, etc)
So changing this current environment in which a game is sold isn't necessarely a bad thing, though game rental or Multiplayer GAAS aren't my prefered alternative for the current model.