@bigsocrates: I don't doubt that there are developers who take presentation on streaming platforms into consideration when designing games, but I do doubt that it's a large percentage of them. What I suspect is driving a reduction in truly high quality surround sound mixes in games is the transition to flat-screen televisions (which wouldn't have been nearly as common when Sly 2 came out in 2006) and the associated push toward things like soundbars as the most prevalent external sound source. Keep in mind that in 2006 you were much more likely to see "home theater in a box" setups being marketed, which included a receiver (often a DVD player combo) with some cheap 5.1 speakers, so more people had dedicated surround systems. Those made more sense when the TV was a large box unable to be hung on a wall, so there would more likely be space in a TV stand for a receiver that could process surround signals. With a push toward less intrusive entertainment installations, there is naturally less space for that kind of thing. Soundbars that can be wall-mounted make more aesthetic sense, and are good enough for most people.
An additional factor is that both Xbox and Playstation controllers now have built-in headphone jacks, so the frequency of players using headphones instead of dedicated sound systems or TV speakers is likely much higher. I almost exclusively use headphones these days since I don't want to disturb other people in my house, despite having a very capable dedicated surround setup. Virtual surround sound codecs, while not great, are substantially better than they used to be, so convincing surround sound is possible with headphones even with a stereo signal.
Sound will just never be as big a focus as visuals, because it's not as obvious and true surround sound is too cumbersome for mass-market saturation. Most people will default to the simplest option that is good enough, and that is what's going to drive content development.
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