Sony's forthcoming departure from physical game discs by 2028 is not an isolated event but rather a continuation of industry trends that have targeted the used game market for over a decade. Publishers, including EA, Ubisoft, and Sony itself, previously attempted to stifle the resale of games through the implementation of 'online passes' in the late 2000s and early 2010s. These passes typically involved a single-use code included with new physical game purchases, granting access to the game's online features. Without redeeming this code, any subsequent owner of the game, whether through borrowing or secondary market purchase, would be unable to access online multiplayer modes unless they bought a separate pass.
Major titles such as EA's Battlefield 3, Dead Space 2, and Need for Speed: Hot Pursuit, along with core offerings from Ubisoft and PlayStation, featured these online passes. Ubisoft branded its version the 'Uplay Passport,' while Sony offered a 'PSN Pass' for titles like Resistance 3 and Uncharted 3. Publishers often justified these policies by emphasizing the investment in online services, claiming these features should be reserved for paying customers. For instance, former EA Sports senior vice president Andrew Wilson stated in 2010 that the company wanted to ensure online services were accessible to those who paid for them. Similarly, Uncharted 3 director Justin Richmond cited server maintenance costs and the need for games to generate ongoing revenue as reasons for the PSN Pass.
This practice faced significant consumer backlash, leading to its gradual discontinuation by 2013. EA eventually cited player feedback as the reason for abandoning the online pass system, and Ubisoft acknowledged that its Passport system was no longer optimal. In a notable shift, Sony embraced the used game market for the PlayStation 4, publicly opposing the digital rights management (DRM) policies that Microsoft had initially planned for the Xbox One. Sony's announcement that the PS4 would support used games was met with widespread applause from consumers.
In contrast to the enthusiastic reception of Sony's past stance, the recent announcement about phasing out physical discs was delivered via a brief blog post, characterized by detached business language and lacking any acknowledgment of customer impact. The intervening years have seen publishers find alternative monetization strategies like battle passes and microtransactions. With digital sales now dominating the market, Sony possesses the data to support its current direction. The shift away from physical media is facilitated by the changing consumer purchasing habits, allowing platform holders to withstand potential backlash. This move mirrors earlier industry attempts to control game access, suggesting a long-term strategy to consolidate control over their ecosystems.
While Xbox is reportedly developing a 'disc-to-digital' program, which offers a compromise, Sony's decision to move away from physical releases represents a significant blow to the aftermarket for used video games. The industry appears to be reaching a future where platform holders exert even greater control over their digital offerings, diminishing the concept of game ownership. The current trend suggests that, for companies like Sony and Microsoft, the opportune moment to implement such changes has arrived, leaving consumers with fewer avenues for accessing and reselling games.