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No Disc No Deal

1 day ago
3 min read

By Shane Gil Sep. 23, 2026


When Ubisoft shut down The Crew on March 31, 2024, the game became inaccessible to players who had purchased it. The game had been sold as a product, but its players ultimately discovered that their access depended on servers controlled by Ubisoft. The shutdown exposed the risk of digital game ownership: paying for a game does not necessarily guarantee permanent access to it. The shift toward digital gaming gives publishers more control over what consumers can buy, how much they pay and how long they can access what they purchased.


Digital downloads are convenient for consumers, but they also give publishers advantages that physical discs do not, including greater control over pricing, distribution and access. Over the past decade, the gaming industry has increasingly moved consumers toward digital downloads, while some consoles are sold without built-in disc drives. Selling consoles without built-in disc drives means consumers who want physical media may have to purchase a separate drive or choose a more expensive model. The difference can be seen in a game like Call of Duty: Black Ops III. A used physical copy can sell for a fraction of its original price, while the PlayStation digital store continues to list the game at $59.99. Digital-only platforms can reduce consumers’ ability to find cheaper alternatives, leading them to unavoidable higher prices.


Companies can sell directly to the customers via digital distribution, eliminating competition with physical inventory and used-game markets. Consumers are giving up too much control over their games in exchange for the extra convenience of buying digitally. According to organizers at Stop Killing Games, the campaign has organized petitions and legislative efforts arguing that publishers should not be able to render purchased games permanently unplayable when online support ends. It reflects the growing concern that consumers have over this digital game market.


"Video games should not transition away from physical media because discs are cool collectibles and nostalgic, especially classic games. The transition to expensive digital games may lead to less access, as not everyone can afford prices and subscriptions,” Sophomore John Walsh said.

When physical games exist, people can buy used copies for less, trade games with friends or borrow them from libraries, creating a secondary market that can push prices downward. Digital games generally eliminate those options.


"Physical discs shouldn't be completely taken away because having a physical copy typically gives greater control over what you pay for and you don't have to worry about a company taking away your access or shutting down servers whenever they feel like it,” Freshman Aarav Pai said.

The biggest issue with digital games is that players are losing control over what they have purchased. In many cases, when consumers buy a game online, they are paying for a license to play it. For example, as reported by digital media site IGN, when Sony pulled its online hero-shooter Concord offline just two weeks after launch in 2024, players who had spent hours playing the game were instantly locked out. Although the players were compensated for the $40 that the game cost, the shutdown demonstrates how little control players have over the lifespan of a server-dependent game.


Yuan Liang Art
Yuan Liang Art

Digital-only gaming can threaten the preservation of video game history, as the survival of some games is essentially tied to business decisions. Keeping physical media around is a crucial way to ensure timeless, classic games aren’t lost forever.


Despite the general industry-wide push toward digital-only platforms, major companies have also had to address where they stand on physical discs. As reported by IGN, Xbox CEO Asha Sharma stated on Aug. 26, 2026, that she recognizes how much players love physical discs and want to preserve physical media.




Digital convenience comes at a high cost to consumer freedom and personal finances. By moving games away from physical media, gaming companies can eliminate the secondary market for those particular games, setting higher prices and forcing players into a system where they pay more for less control. The future of gaming does not have to be a choice between convenience and ownership. Companies can offer digital features while still preserving physical libraries, as Xbox’s recent approach demonstrates. Gamers must push back against the move toward digital-only media to protect their wallets, control over purchases and the history of gaming.

About the Contributors


Shane Gil

Staff Writer


Shane Gil is a freshman at Leland High School and a Staff Writer, plays basketball watches tv shows and movies. When not sleeping he can be found hiking with friends, hanging out with friends, or practicing for track and field.








Yuan Liang

Artist


Emma Liang is an artist at Leland High School. When not in school, she can be found drawing with friends, dancing, or baking cookies.

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