The success of Game Pass though is worrying for the industry as a whole, and the consumer.
First off you don't own these games, once you stop paying your subscription they're gone. Once the license expires for Microsoft, and they don't renew it, you won't be able to access it either (we've had a couple of titles this has happened to over on PlayStation Plus). This is similar to the dangers of buying digital copies of games though, and not physical versions.
The second major issue is that games are expensive to make. Triple A titles are extortionate to make. Developers have to make their money back somehow, which is why you see in-game purchases / pay to play increasingly appearing in titles you wouldn't expect. At the moment Microsoft is happy to splash the cash and pay over the odds for the licence to include games in Game Pass, but once they've got a stranglehold in the market and the majority of consumers are signed up, they'll turn off the taps. Gamers will have become used to getting new games in exchange for paying Microsoft a monthly subscription fee, that they won't be inclined to purchase titles outright at full price. Developers will then start seeking to cut costs, either by scaling back their game plans (so no more triple A titles), or including more in-app pay to play elements to recoup some of their investment. Others will drop out of the space entirely. The purchase of massive studios by Microsoft will stem the tide for a while, they'll churn out triple A titles for a bit and include them in Game Pass to keep people excited, but eventually they won't even need to do this, they'll have you hooked. You'll also realise that no one else, aside from the studios owned by the console manufacturers, is producing triple A titles anymore and then... well the creative well might have dried up.
It's a little similar to the music industry, with streaming services and trickle down revenue, which means that independent artists or upcoming ones can't really make a living out of it. Gaming has more gatekeepers already though. Anyone can record a song, put it up on Spotify and maybe earn a few pennies from royalties. If you want your game on Xbox, PlayStation or Switch however, you better be paying Microsoft, Sony and Nintendo for those license fees and access to their customer base.
On the face of it, it's a really good deal for the consumer. This is entirely about platform lock-in though and keeping you loyal.
I agree somewhat with this.
Game Pass makes no secret of the fact you are signing up to a game subscription service where you do not own games, but you rent them so to speak and they can and do rotate on an ongoing basis.
What you are describing to me, sounds more like the business model of a conventional digital store front such as Steam, Epic Games Store or PS Store. Games you have purchased outright can and do sometimes vanish on these. This is a very different kettle of fish from renting a huge library of games as is the case with Game Pass.
What Game Pass has done though, which is spoken about very little, is the fact that it has revolutionised the way studios can and do deliver games. It has brought more success and more profit (by a massive metric) to those smaller and perhaps indie studios that would never have seen such success if they were not allowed the gigantic exposure of being on such a huge platform service. This alone is a great thing, many developers have vocally voiced this. This is re distributing the way games can be made, games can be made more risky and less similar by moving away from tried and tested practises that have been the normal for decades to ensure sales, because the game will be played a lot. Period. For being on a service such as Game Pass. This then benefits other platforms over time too.
It is a breath of fresh air in a stagnated industry and Game Pass is genuinely pushing innovation. A huge part of the financial risk has been removed from the developer when publishing on Game Pass. The almost identical Call Of Duty's, FIFA's year on year are great examples of this stagnation and the need to keep things very very similar year on year, while charging high prices. Not to mention the huge anger and annoyance of established IP's such a Battlefield trying to re invent (and completely failing) to change their tried and tested gameplay format to jump on what is currently hot, in this case it was battle royal games. Two sides of the same coin there, but huge issues facing the industry as a whole right now. The model of Game Pass so far has proven to work really well, not only for gamers, but for developers too.
I do not think the comparisons to the music industry is fair, because Spotify has not mitigated risk for artists or allowed innovation, Game Pass has. It is not all doom and gloom, it is a great thing for the industry.
As for them being able to take your game away when they want, they could do that 20 years ago, with disk based games, when they all moved to a format that forces you to use online digital rights management, regardless of how you purchased the game. Something ALL disk based games do now on ALL platforms, you still don't own the game and it can be taken away from you just as easily if they either decide to shut down servers, (as games move to be heavily integrated with online) essentially making your game unplayable, something which is happening. Or, by removing the DRM management that your disk based game has to communicate with online for you to able to play your game/.