Ubisoft Confirms You Don't Own The Games You Buy
Summary
TLDRUbisoft faces backlash over the discontinuation of *The Crew*'s servers, which made the game unplayable despite players having purchased it years earlier. A lawsuit argues that Ubisoft misled customers into believing they had bought full ownership, while the company defends the notion of players only buying a license to access the game. This controversy highlights growing concerns over digital ownership and game preservation, especially as the gaming industry shifts to subscription models and digital-only distribution. The video questions the long-term viability of these models, expressing worries about the future accessibility of games and the potential loss of gaming as an art form.
Takeaways
- 😀 Ubisoft faces a lawsuit from two Californian gamers over the shutdown of *The Crew*'s servers, which rendered the game unplayable.
- 😀 The lawsuit argues that Ubisoft misled players into believing they owned the game, rather than just purchasing a license to access it.
- 😀 Ubisoft's defense claims that players were aware they were buying a license and that they enjoyed years of access to the game before the servers were retired.
- 😀 The lawsuit compares the situation to buying a pinball machine and then discovering that the game is rendered unplayable by the manufacturer, highlighting the frustration over lost access.
- 😀 Other games with similar online components have been patched with offline modes, allowing players to continue enjoying them after server shutdowns, but *The Crew* was not updated this way.
- 😀 The ongoing debate is about whether players truly own digital games or simply rent access to them under a license agreement, especially with modern digital distribution models.
- 😀 The issue highlights a shift in the gaming industry from physical ownership to digital access, with players increasingly buying licenses to access games rather than owning them outright.
- 😀 There is concern about the future of digital game preservation, especially as more games rely on online services that may disappear, making games unplayable or inaccessible in the future.
- 😀 The shift towards digital-only games and subscription services like Game Pass and PlayStation Plus raises fears that games could disappear once the servers are shut down or the services are discontinued.
- 😀 The modern gaming climate risks erasing games as cultural artifacts, with digital distribution creating a future where players have little control over the longevity of their purchased games.
Q & A
What was the lawsuit filed against Ubisoft about?
-The lawsuit was filed by two Californian gamers over the discontinuation of *The Crew*, claiming that Ubisoft effectively rendered the game useless after shutting down its servers. The gamers argued that they had purchased the game with the expectation of long-term access, not realizing they were only purchasing a license to access it.
What comparison was made in the lawsuit to explain the issue?
-The lawsuit compared the situation to buying a pinball machine, only to find later that essential components like paddles and the monitor had been removed. This analogy illustrated how the game became unplayable once Ubisoft shut down the servers, despite players having paid for it.
How did Ubisoft defend its actions in the lawsuit?
-Ubisoft argued that players were not misled, as they were always purchasing a license to access the game rather than owning it outright. They also emphasized that players had enjoyed the game for years before the servers were retired and that no obligation existed to provide an offline version.
What was the main point of contention regarding game ownership?
-The main point of contention was whether players truly owned the games they purchased. Ubisoft's stance was that players had only bought access to the game through a license, not full ownership, which meant that when servers were shut down, players had no legal grounds to demand continued access.
How does the concept of ownership in gaming differ today from when *The Crew* was released in 2014?
-In 2014, gamers still had an expectation of owning their games, particularly in the form of physical copies. However, by 2025, the gaming industry has shifted toward digital distribution, subscription services, and a licensing model where players are more accustomed to buying access to games rather than owning them.
What is the speaker’s opinion on how Ubisoft views its players?
-The speaker suggests that Ubisoft's legal defense comes across as condescending, indicating a lack of empathy toward players. They believe Ubisoft's stance reveals a troubling disregard for gamers and how the company views its own games, reducing them to mere services rather than valuable cultural products.
What broader industry trend does the speaker express concern about?
-The speaker expresses concern about the broader shift to a digital-only future in gaming, where physical media is becoming less common, and the ability to preserve and access games long-term is increasingly uncertain. They worry that many digital games will become inaccessible once servers are shut down or studios close.
How does the speaker feel about the preservation of games as cultural artifacts?
-The speaker is concerned that games, as creative and artistic works, are being lost to history due to the lack of long-term preservation efforts. They argue that the gaming industry risks losing valuable pieces of culture if games are made inaccessible once their servers are turned off or support ends.
What other examples does the speaker provide to illustrate the problem with digital games?
-The speaker compares the situation to the challenges faced by games like *Spec Ops: The Line*, which was pulled from sale, and discusses the issues surrounding secondhand markets for rare games. They also mention physical game discs being reduced to mere keys for digital downloads, as seen with Nintendo’s approach to Switch 2 games.
Why is the speaker worried about digital game distribution in the context of current industry trends?
-The speaker worries that the move toward digital-only distribution, combined with the growing reliance on subscription services like Game Pass and PlayStation Plus, will leave players with no guarantees about the longevity or availability of the games they 'own.' They also express concerns about studio closures and the potential for games to disappear entirely from the market.
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