Yeah, you’re basically describing the core flaw with cloud/streaming gaming: the player still needs the “real” game rights, but the experience depends on someone else’s servers and network quality. If it’s laggy, expensive, or limited, it feels less like a revolution and more like paying extra for friction—so it makes sense it didn’t survive on hype alone.
And your “Amazon owns servers… rents them out…” take is a fair ecosystem read (market power, matchmaking audiences, etc.). If you’re already sensing DRM-y, metadata-y, and network-dependent weirdness, it’s hard to feel too sad when the service flops—especially when the value is “pretty much shit.”