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Every major storefront sells video games as revocable licenses, and the physical discs that once served as a fallback option are slowly disappearing from the market. When players purchase titles on digital platforms like Steam, PlayStation, or Xbox, they do not actually own the games; instead, they hold limited licenses subject to terms set by the selling companies.
Server shutdowns and revoked licenses
A recent example highlights this vulnerability as 2K removed NBA 2K25 from digital storefronts on October 30, 2026, and scheduled online servers to shut down on December 31 of the same year. Players who paid $99.99 for the NBA 2K25 All-Star Edition at its September 2024 launch receive just over two years of access to MyCareer, the game’s single-player story mode, which runs entirely on those online servers. While buyers can still redownload and play offline modes after the artificial expiration, server-dependent features vanish permanently.
The worst-case scenario involves a completely revoked license, where a game is erased from a player’s library. Ubisoft demonstrated this precedent in March 2024 by shutting down servers for the always-online racing game The Crew, after which the company reportedly moved the title to an “inactive games” section on its Ubisoft Connect launcher, blocking all downloads. Platform rules can shift unexpectedly too, as seen when PlayStation owners noticed a 30-day timer on new digital purchases in April. Sony told Game File that this feature is a one-time license check, but the user agreement clearly states software is licensed rather than sold, a point Sony reiterated in an August 2026 court filing arguing that reasonable consumers would understand this distinction.
Discs do not guarantee permanent access
Physical media offers diminishing protection against these changes. Sony announced plans to stop manufacturing disc-based PlayStation games starting in January 2028, meaning new releases will be sold strictly in digital formats through retailers and the PlayStation Store. Titles released on disc before that deadline remain unaffected, though the company has not clarified whether retailers will sell digital-only titles as codes in boxes or cards.
The upcoming Grand Theft Auto VI illustrates this shift, as Rockstar’s boxed version launching on November 19 contains a download code instead of a disc, leaving behind empty plastic waste once redeemed. However, physical discs never guaranteed permanent access anyway. The Crew was sold on disc, but required a constant internet connection to Ubisoft servers, causing physical copies to stop working simultaneously with digital editions. Similarly, Nintendo sells certain Switch 2 games on game-key cards that require a console download and an initial online check-in, followed by keeping the card inserted during play. In contrast, GOG informed customers in July that they can download and keep offline installers for purchased games without needing store permission to play them.
Legal frameworks and proposed bills
Legislative efforts to address digital ownership are beginning to emerge. California’s AB 2426 law took effect in January 2025, banning digital storefronts from using terms like “buy” or “purchase” unless they inform customers that they are only acquiring a license. However, the law does not stop publishers from pulling game servers offline, and its disclosure requirement faces a challenge in a proposed class action filed against Sony in June, which argues that PlayStation Store purchase buttons violate the rule. Sony has asked the court to dismiss the case or send it to arbitration.
Federal and international efforts are also taking shape. Representative Ritchie Torres announced in October that he plans to introduce a bill protecting video game ownership, which would direct the FTC to create rules treating purchased games as owned products and requiring an offline mode before servers close. “If you pay for it, you own it,” Torres told Kotaku. Meanwhile, the European Commission declined to propose a new law in June despite the Stop Killing Games citizens’ initiative collecting over 1.29 million valid signatures, opting instead to pursue talks with publishers and consumer groups regarding a voluntary code of conduct.
As Sony’s 2028 cutoff approaches and the industry continues its transition toward a digital-only future, more new games will reach players exclusively as licenses. At present, the primary protection offered by governments remains forcing storefronts to display checkout disclaimers that many consumers overlook.








