The “Stop Killing Games” campaign, led by YouTuber Ross Scott, has collected 1 million signatures within the European Union, prompting lawmakers to respond and preparing for a hearing in the European Parliament. However, as this movement spreads worldwide, the video game industry has countered with its own response.
In their fresh response, Video Games Europe—an influential lobby group comprising most major AAA game publishers—has taken a firm position against the campaign’s requests. Essentially, they argue that when players purchase video games, they do not acquire ownership rights. Instead, publishers should maintain the authority to turn off games whenever they deem necessary.

According to their statement, all types of video games – be they digital or physical copies – are licensed, not owned by consumers. This means when you buy an online game from any country, what you get is a permit to access and play the game according to its terms of service. In essence, ownership of the game does not transfer to you. These well-defined intellectual property rights form the basis of the entire video game industry, fostering substantial investments over the years. There’s no doubt about the current status quo regarding video games.
Based on their statement, if you buy a “user license” to play a game rather than owning the game outright, that license can be terminated according to the game’s terms of agreement. This could happen, for instance, when the online features are discontinued.
Industry Backlash to Preservation
The “Preserve Playable Games” petition, initiated in 2024, calls for game developers to maintain games as playable, even when the main servers are discontinued. Advocates believe that permanently taking away access to games you’ve bought – especially those that can be played offline – infringes on consumer rights.
Europe’s video game sector contests these expectations as “unbalanced,” expressing concerns about potential dire outcomes for the industry should such regulations become legal mandates.

Requiring continuous server support or adherence to particular tech standards for online video games that ensure perpetual access, they pointed out, will increase development costs and risks. This could negatively impact game design, acting as a deterrent to creating such games in Europe. It’s not just a minor adjustment or easy extra feature in game development.
In simpler terms, they contend that enforcing the use of personal servers or offline options might present considerable technical hurdles, particularly for games where online functions are deeply intertwined with the main game mechanics.
They argued that developing a version of the game suitable for use on a personal server could be excessively expensive, especially considering that, by the time this is done, it might be many years or even decades since the game’s original release, and there may only be a small number of players still interested.
Safety and Legal Concerns
The paper likewise voices worries over the security of players, the management of content, and possible legal complications that may arise should firms be compelled to disclose their game codes or establish community-led servers.
The document also expresses concerns about keeping players safe, making sure content is appropriate, and dealing with potential lawsuits if companies have to share their game secrets or let communities run their own servers.
The suggestion of making games run only on private servers might prevent gaming companies from safeguarding players against unlawful or risky behavior,” they caution. “Sharing game codes might put both gaming companies and users at risk of encountering malicious individuals, malware, data leaks, and Distributed Denial of Service (DDoS) attacks.

Another perspective is that they believe these alterations could potentially weaken intellectual property protections, harm brand reputation, and provide opportunities for unapproved editions of games to challenge authentic versions in the marketplace.
The document proposes that making game developers continue operating their online games after official support ends could infringe upon their rights and ability to control how they use their own intellectual property.
Who’s Behind the Pushback?
This opposition to SKG is coming from the top of the industry.

Video Games Europe’s board includes representatives from:
- Sony Interactive Entertainment
- Microsoft
- Nintendo of Europe
- Ubisoft
- Activision Blizzard
- Electronic Arts
- Take-Two Interactive
- Bandai Namco
- Epic Games
- Square Enix
- Warner Bros. Games
- Embracer Group
- Level Infinite (Tencent)
- And regional lobby groups like UKIE, SELL, and game.
Most of these businesses run live-action games, and a significant number of them have taken steps such as withdrawing games from sale or discontinuing online services – actions that clearly indicate they want to maintain the current situation.
What Happens Next?
Since the petition managed to gather over 1 million valid signatures within the EU, it’s now compulsory for the European Commission to provide an official response. Additionally, Ross Scott has been extended an invitation to address the public at a hearing in the European Parliament—an uncommon chance for gamers to confront the industry and voice their concerns about digital access directly.
For now, Scott has cautioned that certain signatures might not pass the EU’s verification tests and is urging supporters to persist in adding their names at StopKillingGames.com so we can accumulate a safety margin.

As a supporter, I’ve noticed that while publishers assert their commitment to game preservation in museums and exhibits, they tend to be firm on the issue of consumer access.
In the escalating conflict between conservationists and distributors, it’s become evident that the stakes go beyond gaming; instead, the central question revolves around who truly holds the rights to digital content in today’s contemporary era.
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2025-07-08 00:00