Stop Killing Games: Why Live Service Titles Are at Risk

The digital battle over the future of video games just hit a fever pitch as the EU lobbying association for the gaming industry weighed in on the controversial Stop Killing Games petition. This movement, driven by passionate consumers, calls for legislation to prevent publishers from effectively “killing” games that players have already purchased.

At the core of the Stop Killing Games initiative lies a clear demand: games should not vanish from existence once their online support ends. Titles like The Crew, Concord, and MultiVersus exemplify concerns that many beloved titles could be unplayable with no offline alternatives.

“An increasing number of video games are sold effectively as goods—with no stated expiration date—but designed to be completely unplayable as soon as support from the publisher ends,” the petition states. This practice echoes the concept of planned obsolescence, which the movement argues harms consumers and complicates digital preservation efforts.

The petition itself has garnered more than 1.2 million signatures, prompting Video Games Europe to respond. While acknowledging the dedication of the gaming community, they emphasized that discontinuing online services is a complex decision that companies must make when maintaining an online experience is no longer commercially viable.

Stop Killing Games advocates for players’ rights to preserve their online experiences.

“It’s disappointing for players when these decisions are made, but the industry follows local consumer protection laws by giving fair notice of impending changes,” Video Games Europe remarked. They also tackled the popular suggestion of allowing players to create private servers once official support ceases.

However, the association argued that private servers might not always be a viable solution, citing concerns about data security, illegal content, and the potential for unsafe community interactions. Furthermore, many modern games are engineered as online-only experiences, making it financially burdensome for developers to create offline alternatives.

With an eye towards the future, Velan Studios’ marketing director, Josh Harrison, commented on the possibility of releasing modified versions of shut-down titles that could support private servers. He specifically noted Knockout City, a cross-platform game that transitioned to a free-to-play model, providing a fresh perspective on how titles can adapt post-launch.

As the gaming world watches this unfolding narrative, the implications of the Stop Killing Games movement could reshape how developers approach live service titles and their long-term viability in an industry heavily reliant on online interaction.

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