Discs matter because centralized digital distribution is what is eroding your rights. The medium's the message.
It's the malleability and ephemerality of digital content that has enabled not just restricting people's rights, but destroying the authenticity of media by arbitrarily replacing its content. The reason Amazon could delete 1984 from your Kindle, is its digital nature. Nobody, except you, can delete a book from your shelf or change its content.
It's not about the digitalness, it's about the hardware that enforces the rights management. You can stick every Super Nintendo game ever made on to a not-very-large SD card. It's completely digital. No one anywhere can control what you do with them. It's honestly more "yours" in that form than the corresponding rather enormous pile of cartridges.
Turning things into big piles of numbers isn't what takes them from you. It's the hardware and ecosystem that limits what you can do with the numbers. The reason Amazon could delete that book isn't that the numbers were particularly deletable somehow, it's that people were using systems that let someone else control them.
No. Thats the whole point.
The point is you have no rights digital or physical. That’s the problem.
Disc are not magic totems. There is nothing promising you the disc you will work in 10 years, 10 months, 10 days. Nothing ensuring that you can resell it for >$0. They could trivially make the disc hold a one-time redemption for the game.
If you buy a physical used copy of Anthem can you play it? Nope. They could do that with single player games.
What’s the resale value of, effectively, a coaster? Can you lend it to a friend? Your current rights are about the coaster. Not the software.
You happen to have abilities with physical discs because of tradition. You’re not guaranteed those. Digital makes that obvious.
This is a rights issue.
Have you read the article?
> For years now, the testers at DoesItPlay have been documenting this trend, testing thousands of physical game releases to see which ones live up to the promise of full “plug and play” functionality without an Internet connection. Thus far, a full 27 percent of the physical releases they’ve tested require some sort of download to fix game-breaking bugs or obtain core game content that is not stored on the physical release itself. That ratio balloons to 34 percent for tested PS5 games and 50 percent for those on the Xbox Series X.