Games:
I think as far as the use of TG2 in the games is concerned, the only place I could envision it been used is Cut-Scenes and the like, rather than in game. I am not really up with the different game engines out there currently, so I am unsure as to weather any of them could support high resolution procedural terrain generated in TG2 at high enough frame rates for the game play experience today's players expect.
Production:
The question of weather production houses are going to want more licences for render farms is a tricky one, especially for smaller companies; Planetside could go down the "Licence Per Node" route but that brings up in the mind of Render Farm managers the question of weather their company is going to have to pay Planetside a yearly licence renewal fee (Anti-Spy ware software is a case in point), my advice would be to go down the alternative route.
The model that is adopted by some vendors (and liked by software reviewers) is one licence for unlimited nodes for render farms, but companies would still be required to have a licence per workstation as now with the option for companies to by multiple licences in blocks: lets say they have 200 workstations they could buy 4 X 50 blocks with each block costing a given amount.
In this model there could be a scheme where once a certain amount of licences have been brought the cheaper it should be, with the option of negotiation on a case by case basis for smaller companies.
The last option would be select some of the Internet based Render Farms as official partners and have them install TG2 on their farms and have TG2 rendered in that fashion this is already done mostly for renderers such as PR Renderman, V-Ray, Brazil R/S and Maxwell Render, however there are internet render farms that do Maya and Lightwave so there are precedents out there.
Regards to you.
Cyber-Angel