Stop Killing Games – European Citizens' Initiative

An EU citizens’ initiative seeks to require video game publishers to keep games playable after official support ends, for example by releasing server software, patching out online checks, or otherwise preventing remote kill switches. Supporters frame this as cultural preservation and consumer protection, arguing that games sold as products carry a reasonable expectation of long-term access, and that the move could set a precedent for wider software rights. Critics worry about implementation costs, unintended incentives toward subscriptions and free‑to‑play models, and practical limits on smaller studios and third‑party licensing.

Support for the initiative

  • Many commenters support the ECI and report signing it, seeing it as:
    • Consumer protection for paid digital goods.
    • Cultural and historical preservation of games and game communities.
    • A legal backstop against “remote kill switches” and shutdowns of purchased games.
  • Some note it could set a precedent for wider software regulation, even though it’s currently limited to games.

Scope, wording, and “supported” status

  • Several find the petition text and FAQ poorly written or ambiguous.
  • “Not interfere while a game is supported” is read as “only regulates end‑of‑life,” not day‑to‑day operations.
  • “Supported” is debated:
    • Some propose: for DRM games, when the authentication servers are gone; for online games, when official servers are shut down.
    • Others say edge cases and non-game software make the boundaries unclear.

Preservation, copyright, and piracy

  • Strong concern about cultural loss from online‑only and “games as a service” titles that vanish when servers close.
  • Some argue piracy is currently the only reliable preservation mechanism, but it fails for server‑side code.
  • The initiative is seen as a route to:
    • Mandatory patches to make games offline.
    • Release of server binaries, source code, or at least protocol specs.
    • Legal protection for reverse engineering once support ends.
  • Broader calls to shorten copyright terms; some suggest tying copyright benefits to obligations to eventually release code.

Business models and unintended consequences

  • Critics worry this will:
    • Favor large companies that can absorb compliance costs.
    • Push publishers harder toward F2P or subscription models where expectations of permanence are weaker.
  • Others counter that:
    • Clearer disclosure of support lifetimes and service levels would be a win.
    • If companies switch to explicit subscriptions, that at least makes the deal more honest.

Implementation and practical challenges

  • Concerns include:
    • Games using commercial third‑party libraries or engines that complicate source/code release.
    • Limited reverse‑engineering capacity vs. the volume of games.
    • Cheating in multiplayer if server or anti‑cheat code is opened.
  • Some argue small devs likely aren’t the main offenders and that self‑hostable designs often reduce complexity.