A growing movement is challenging the practice of online video game publishers disabling access to titles that players have already purchased. This consumer rights campaign, named Stop Killing Games, argues that once a game is bought, it should remain playable, even if online services are discontinued.
Campaign Gains Momentum with EU Petition
The initiative, spearheaded by American YouTuber Ross Scott, gained significant traction in January when it submitted a petition with nearly 1.3 million signatures to the European Commission. This action has triggered a public hearing in the European Parliament scheduled for April, marking a pivotal moment for the campaign as it awaits a decision from a major European institution.
The catalyst for Scott’s campaign was the announcement by major studio Ubisoft that it would shut down its online-only racing game, The Crew, in 2024. The French company cited “upcoming server infrastructure and licensing constraints” for taking the game offline, a title that had attracted over 12 million players during its lifespan.
Player Perspectives on Game Shutdowns
For long-time players like one individual known online as Chemicalflood, who had been playing The Crew for nearly a decade, the move felt deeply personal. “I was around 18 at the time of the launch – it was a big part of my adult life growing up,” he shared. “It was a great escape from hardship at the time, so it has always been something special to me.” He further explained that the game had become a shared experience with his children, who enjoyed exploring its virtual representation of the United States. The shutdown itself was not the primary issue, but rather the manner in which it was implemented. “The shutdown itself wasn’t upsetting,” he explained. “But how they handled it was the kick in the teeth.”
Chemicalflood and many other fans expressed frustration not with the discontinuation of support, but with the complete loss of access to the game. This sentiment was echoed by Whammy4, a gamer who founded the fan community The Crew Unlimited and actively worked on preserving the game post-shutdown. Whammy4 likened the situation to “someone just breaking into your home and stealing your bike or your car.” He elaborated, “You buy a physical copy of a game, you bring it home and install the game, you play it for some amount of time. Then all of a sudden the publisher completely destroys all copies of the game worldwide, including yours.” He highlighted the lack of refunds, adequate prior notification at the time of purchase, and any recourse for players to retain access.
Industry Response and Legal Challenges
Ubisoft has previously defended its actions in legal proceedings. In response to a proposed class-action lawsuit filed by two The Crew players in California, the studio contended that consumers had purchased a license to use the game, not perpetual ownership rights, and that players were informed that online services would not be available indefinitely. The lawsuit was dismissed in June 2025 after the plaintiffs voluntarily withdrew their case.
The broader video game industry has also voiced opposition to the campaign, warning that some proposed solutions could significantly increase development costs for online-only games. Scott clarified that the campaign is not demanding that companies maintain servers indefinitely. Instead, he and his fellow campaigners advocate for publishers to implement “responsible” end-of-life plans when shutting down a game. These plans could include updating the game to function offline or releasing software that enables players to continue operating it independently.
The Rise of Live-Service Games and Their Implications
While The Crew‘s shutdown served as a major impetus for the Stop Killing Games campaign, numerous other games have faced similar fates. The issue has become increasingly prominent with the rise of online-dependent “live-service” games, which constitute a significant segment of the industry.
Joost van Dreunen, a professor specializing in the business of games at NYU Stern, posits that unlike passive media like books or films, many games are inherently built around community and online interaction. “Games, especially live-service games, are more like digital communities and much less so consumable experiences,” he stated. He further explained that maintaining these communities is becoming more challenging in a market dominated by long-running successful titles such as Fortnite and Call of Duty. As player bases inevitably shrink, publishers often opt to shut down servers and reallocate resources.
Advocacy Reaches Legislative Bodies
The European Commission is expected to formally respond to the European Citizens’ Initiative by July 27th. In March, a French consumer group, UFC-Que Choisir, initiated legal action against Ubisoft concerning The Crew‘s shutdown, alleging that players were misled about the enduring nature of their purchase and that certain contractual terms were unfair. Ubisoft has declined to comment on ongoing litigation.
In the United Kingdom, the government has so far resisted calls for new legislation, stating, “Those selling games must comply with existing requirements in consumer law, and we will continue to monitor this issue.” Meanwhile, in the United States, campaigners are supporting California’s proposed Protect Our Games Act. This bill aims to mandate that publishers either ensure games remain playable after online support ceases or provide refunds. The legislation has already passed the California State Assembly and is currently under consideration by the State Senate.
For Ross Scott, the journey from launching a grassroots campaign to engaging in parliamentary debates has been arduous. Despite the challenges, he and his team remain committed, acknowledging that resolution may take considerable time. However, the significant debate sparked by their efforts shows no signs of abating, indicating a lasting impact on the conversation around digital ownership in the gaming industry.