I wonder if this tech will enable a PC equivalent of consoles' game quick suspend/resume features. I wouldn't mind setting aside 100gb of SSD space if i could suspend a game in a second or two and pick it up just as quickly hours later. That would be one of those small friction reducers that I think would result in people playing games more.
If loading data is the only bottleneck while loading.
On one of the TES benchmarks threads in CPU (I think the Oblivion one), a post speculated that there's a lot more going on that storage speed and having lots of memory - as CPUs made a huge difference there.
I know, an ancient game using an engine which was barely fit for purpose even when it came out (and Bethesda repeated that part with Skyrim and FO4 so will be interesting what the engine in Starfield will be like), but the point might still be valid: there's a lot more to loading a game than storage performance even if getting rid of that bottleneck will be nice.
The fact that other stuff happens during load times doesn't mean storage isn't a significant or primary bottleneck, it could just mean developers were smart enough to use that time to also do other stuff.
And it's not just load times, games should require fewer compromises if the developers don't have to worry about fetching data seconds/minutes in advance of its use. Story cutscenes could easily jump between very different locations without special planning. Gimmicks like gates/doors with long opening animations could go away, tight squeezes between areas could go away, pointless elevator rides could go away.
A lot of the impacts will probably be subtle, but I bet games will feel increasingly "slick" as this matures.