@media (max-width: 1200px) {
}body .ns-inline a.ns-button, body .ns-inline .ns-total-share-count {
margin: 0px 10px 10px 0px;
}body .ns-buttons.ns-inline .ns-button-icon { width: 100%; }
A recent lawsuit has reignited the ongoing debate surrounding the ownership of digital video games. Ubisoft has made a bold and clear statement: buying a video game does not mean you own it. This assertion has raised concerns among players who are deeply attached to their digital libraries.
The Case That Sparked the Debate
The issue began in April 2024 when Ubisoft announced it would be shutting down the servers for The Crew, an online racing game launched in 2014. Within days, players found they could no longer access the game, even in single-player mode. This led to an American player taking Ubisoft to court, furious that they lost access to a game they had paid for. The player argued that by preventing them from playing a product they bought, Ubisoft was violating their consumer rights.
In response, Ubisoft firmly stated that when players purchase a game, they are not actually buying the game itself but instead a license to use it. According to Ubisoft’s legal documents, shared by Polygon, this is clearly stated in their terms of service, which every buyer agrees to upon purchase. Therefore, the company maintains the right to suspend or remove access to a game, especially when it relies on servers that are no longer financially viable to maintain.
A Model That Raises Concerns Among Gamers
This case has reignited the ongoing debate about digital ownership. In the past, purchasing a game meant owning it for life, whether it was on a cartridge or a disc. However, with the rise of digital games and online services, this model is increasingly falling apart. Many games today require a constant internet connection or depend on server infrastructure, as is the case with The Crew.
Ubisoft is not alone in this practice; other major companies such as EA, Activision, and Sony follow similar policies. However, it’s Ubisoft’s unyielding stance in this lawsuit that has sparked a significant public backlash. On social media, reactions have been mixed but intense. Some players have expressed frustration, suggesting they might resort to piracy or illegal preservation methods to keep access to their games, while others argue that this model is based on planned obsolescence and unfair business practices.
A Possible Challenge to the Digital Market
The ramifications of this case could have lasting effects on the gaming world. On one hand, it underscores the importance of reading and understanding terms of service, something that many consumers overlook. On the other, it raises an uncomfortable question: what is the true value of a digital product? If players are essentially “renting” their games instead of owning them, why should they pay full price?
Some advocates are already calling for changes to the legal framework to ensure players have the right to preserve their games or receive refunds if a game is withdrawn. This situation highlights a key reality: when buying a game online, you aren’t actually purchasing the product in the traditional sense. Currently, GOG remains the only platform not affected by Digital Rights Management (DRM) restrictions, offering players full ownership of the games they buy.
As the digital landscape continues to evolve, the question of ownership versus licensing in the gaming industry is becoming more pressing, and this case may just be the catalyst for a broader reconsideration of digital consumer rights.
Similar Posts
@media (max-width: 1200px) {
}body .ns-inline a.ns-button, body .ns-inline .ns-total-share-count {
margin: 0px 10px 10px 0px;
}body .ns-buttons.ns-inline .ns-button-icon { width: 100%; }
The first 10 people to submit it via the form that appears after you share will win a surprise prize!
Good luck
发表回复