It's not about physical vs. digital games, it's about ownership

Ownership vs Licensing & Misleading Language

  • Core tension: users feel they “buy” games but legally only license revocable access.
  • Many argue “buy”/“purchase” buttons are deceptive; want mandatory terms like “license” or “rent” plus clear duration.
  • Others counter that software has always been licensed, not sold; the big change is enforcement power, not the license text.

Physical Media vs Digital-Only

  • Physical discs once embodied practical ownership: self-contained, replayable, resellable, lendable.
  • Modern discs often ship incomplete (big patches, DLC, on-disc locks, “code in a box”), eroding their usefulness.
  • Some still value physical objects and the second‑hand market; others accept physical’s decline as inevitable or pointless.
  • Digital-only consoles are seen as a way to eliminate resale, lock in users, and enable subscriptions and price hikes.

DRM, Online Services, and Control

  • Always‑online checks, account bindings, and central servers (e.g., Minecraft auth, online-only single‑player) let vendors revoke access or silently break games.
  • Firmware updates and anti‑downgrade mechanisms mean even disc-based console games can be effectively disabled.
  • Suggestions: mandatory DRM‑free “final patches,” escrowed source/binaries, or laws requiring offline play once services end.

PC vs Console Ecosystems

  • Consoles are closed, single‑store platforms; critics see this as a monopoly on a sunk hardware investment.
  • PC praised as “open”: users can choose stores, crack weak DRM, run private servers, and back up games.
  • Disagreement on Steam: some see it as relatively benign with offline play; others note it’s still license‑only, non‑transferable, and could change policy at any time.
  • GOG is highlighted as the only mainstream truly DRM‑free option.

Resale, Transfer, and KYC

  • Many want digital goods to have first‑sale–like rights: resale, lending, inheritance.
  • Others note used markets bypass developers entirely and hurt revenue.
  • Ideas include regulated license transfers, blockchain/NFT‑style tracking, or KYC-based resale, but there’s skepticism about privacy, complexity, and incentives.

Regulation and Consumer Protection

  • Unusually broad support for some regulation:
    • Protecting the ability to transfer licenses.
    • Forbidding unilateral revocation of paid content.
    • Tying copyright to providing a DRM‑free copy when support ends.
  • Counterpoints: regulations are often clumsy, full of loopholes (e.g., shell companies), and rent‑seeking is hard to define and control.

Preservation, Piracy, and Open Alternatives

  • Strong concern that online‑tied and delisted games will disappear, unlike books or older media.
  • Piracy, cracks, and repacks are portrayed by some as de facto consumer defense and cultural preservation.
  • Others dismiss long‑term preservation as niche “hoarding”; argue most players move on and don’t care.
  • Open‑source games, community servers, and DRM‑free releases are proposed as the only robust form of real digital ownership.