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Preserving the Future of Gaming: The Urgent Call to Protect Consumers from Abandoned Digital Games

The Contentious Battle to Prevent Publishers from Destroying Purchased Video Games

By Next KodingPublished about a year ago 3 min read

In the ever-evolving landscape of the gaming industry, a contentious issue has emerged that threatens to undermine the very essence of digital ownership and consumer rights. The practice of publishers intentionally rendering video games unplayable after discontinuing support has sparked a global movement known as "Stop Killing Games," which aims to hold these companies accountable and seek legal intervention.

The heart of the matter lies in the increasing number of video games that are sold as goods but designed to become completely unplayable once the publisher's support ends. This troubling trend has left many gamers feeling betrayed, as they have invested their hard-earned money into digital experiences that can vanish without warning.

One notable example is the case of "The Crew," a game published by Ubisoft. According to the "Stop Killing Games" initiative, this game had a player base of at least 12 million people, only to be rendered unplayable for all of them when the publisher decided to discontinue support. This incident has become a rallying cry for those seeking to establish clearer legal boundaries around the preservation of digital media.

"An increased number of video games are sold as Goods but designed to be completely unplayable for everyone as soon as support ends," the movement's website states. "The legality of this practice is untested worldwide, and many governments do not have clear laws regarding these actions."

The "Stop Killing Games" movement is pursuing a two-pronged approach to address this issue. Firstly, they are focused on the video game "The Crew" as a prime opportunity to hold publishers accountable, given France's strong consumer protection laws. If successful in pressing charges against Ubisoft, the organizers believe this could have a ripple effect across the gaming industry, deterring publishers from destroying more games.

Secondly, the movement has introduced official government petitions in the UK, Canada, Australia, and the entire European Union, all aimed at prohibiting the intentional rendering of commercial video games inoperable when publisher support ends.

The crux of the argument lies in the fundamental nature of these games. While they may be primarily for entertainment, the practice of destroying a product that customers have already paid for is seen as a "radical assault on customer rights and even the concept of ownership itself." The movement argues that if this practice is not stopped, it may spread to other products of greater importance, such as agricultural equipment, educational resources, and medical devices.

Moreover, the activists contend that video games, as a unique creative medium, deserve the same level of protection as other forms of art and media. The concept of destroying every existing copy of a book, song, or film would be considered a cultural loss for society, and the same principle should apply to the preservation of video games.

However, the issue is not without its complexities. Some argue that it is unrealistic to expect companies to support games indefinitely, and there are already examples of publishers ending support for online-only games in a responsible manner. Additionally, there is a legal gray area surrounding the ownership of digital games, as they are often licensed rather than sold outright.

In the case of large-scale massively multiplayer online (MMO) games, the challenge of customer-run servers emerges. While server emulation has enabled the continuation of some shuttered MMOs, the average user may not have access to the resources required to maintain the same scale and functionality as the original developer-hosted servers.

Despite these challenges, the "Stop Killing Games" movement maintains that there is no excuse for players not to be able to continue playing a game in some form once publisher support ends. The goal is not to force companies to support games forever, but rather to ensure that they implement an "end-of-life plan" that allows for continued playability without the need for ongoing publisher involvement.

As the debate surrounding the "Stop Killing Games" initiative continues, it highlights the broader implications of the digital age on consumer rights and the preservation of cultural artifacts. The outcome of these efforts could have far-reaching consequences, not just for the gaming industry but for the entire landscape of digital ownership and the responsibilities that come with it.

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Next Koding

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Comments (2)

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  • ReadShakurrabout a year ago

    Thanks for sharing

  • Latasha karenabout a year ago

    Excellent written

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