
I dropped the news near the end of the previous post shortly after it went public but both Playstation and Xbox have announced they are getting rid of physical discs: In 2027 for Playstation and 2028 for Xbox. This is to say nothing of Playstation silently updating the EULA (End-User Licensing Agreement) in Europe that stipulates if you don’t log into your Playstation Account for 3 months, it will be deactivated. If you then don’t log into it for 3 years, your Playstation account will be deleted and can’t be recovered. If you previously bought DLC, it will no longer be usable even if you have the physical disc. Why? Because Playstation purchases are tied to accounts, not the console. Meaning just because you previously purchased the digital content doesn’t mean it’s permanently yours to keep even if you own the physical disk.
In other words, buying no longer means owning as far as the industry is concerned…AND things are going to get a LOT more expensive moving forward.

That brings me to GTA6.
Apparently, the game already made over $3 Billion on just preorders. It is the highest-grossing preorder revenue in history–a record I believe will likely be broken by the end of the decade. Then, Rockstar Games announced last month the most anticipated game of the decade will NOT get a physical disc release on Playstation or Xbox consoles. This was announced AFTER preorders began, the overwhelming majority likely expecting it to be for a physical disc. What it means is everyone who preordered the game in person will be picking up a download voucher. A voucher for a game that has an eventual expiration date.
Why does the industry suddenly want to get rid of physical media? Doing so solves three problems for them:
- Mass Production Costs: Mass Producing physical discs and cartridges costs money at the end of the day.
- Secondhand Stores: The industry doesn’t make a cent from secondhand purchases weather the seller is Gamestop or a friend of yours.
- Price Caps: Games sold digital SHOULD cost less but they always cost the same as physical disks or more.
In other words, the industry has big financial incentives to go 100% digital. Not just on the PC but Consoles as well.
It’s ironic: I’ve been saying on this blog for the last few years that a Second Industrywide Crash was imminent. Now we have a much clearer picture on what led to it.
Know what else is ironic about this? If the industry doesn’t change course on just going all-digital, they will lose their own legal arguement on “Not having a monopoly” over video games as this violates anti-trust laws worldwide. It’s been been debated for decades in regards to mobile games and new debates started over the last 10 years in regards to Streaming Services. This is something entirely different in comparison because we’re talking about consumers basically being forced to spend hundreds of dollars on hardware and then an additional $80-$100 per software that will likely include additional DLC content you will have to pay more money for per software that you don’t actually own or have the right to access for life.
Know what you’d call that in any other situation? A Multi-Level Marketing Scam (MLM). Yet for 30 years, we told the industry they could do it to us. First it was paying extra for expansions after buying the base game. Then it was cosmetics and “Season Passes”. Now it’s straight-up content that should have been in the base game in the first place–see The Sims 4 for a textbook example. The recent releases of these “Complete Edition” and “Definitive Edition” versions of video games with all previously released DLC included at no extra cost proves it’s 100% about getting additional profit after the initial sale.

Getting back to Gamestop. Did you know this aggressive shift to digital gaming by the industry was primarily about killing Gamestop? It makes sense when you keep in mind game companies don’t get a cent from Preowned Sales and makes and average of $25-$30 from every preowned game sale. The Season Pass, online accounts, DLC, annual subscriptions, etc. is 100% about ensuring even if someone buys a game preowned, the publisher still makes money from digital content sales. THAT is why so many games are shipped the way they are across all platforms: It’s about ensuring even if the original owner sells the game, they still profit from the next owner.
This is also what makes Gamestop’s response to the industry looking to cut out physical games by the end of the decade potentially brilliant: They’re bringing games from older consoles back to their stores. From NES to PS3 and everything inbetween.
For those who might not know, there is only ONE Gamestop left in the City of Boston as of July 2026. Fortunately for me, it’s 15 minutes from my house (30 minutes using public transportation and walking) and it’s where I bought my Switch 1 consoles. I recently stopped by to pick up physical copies of Persona 5 Royal and FFI-VI Pixel Remaster on the Switch 1 which I already have digital copies of on Switch 1, PS4 and Steam (I also have the original base version of Persona 5 physical on PS4 from its original release). I also have Persona 3 Portable digital on 3 platforms (PSP, Steam and Switch 1) as well as Persona 4 Golden physical on PS Vita (its original release) and digital on Steam and Switch 1. The one Switch 1 game I know I’ll have to buy a physical copy of online is Skyrim. I’ve seen it listed on Ebay but to play it safe, I’m gonna order it online direct from Amazon next month. I got the game digital on Switch 1 but I have it physical on PS4. I alsodid the Anniversary Edition upgrade on Switch 1, PS4 AND Steam so I’ll just need to get a physical Switch 1 copy and I’m set.
Before I continue, I’ll go ahead and say the obvious: Even physical games don’t last forever. Collectors are WELL aware of that. The difference at least ownership can’t be eventually revoked by the publisher for any or no reason.
In 2022 shortly after I bought my OLED Switch, I found out about a devastating issue inherent in 3DS consoles that scared the everloving shit out of me: If you keep the console shut down for months, there is a very high chance the console’s SD Memory Card and Internal Memory could become corrupted and unreadable. Meaning in my case, I could lose over a decade worth of progress on not one but TWO 3DS consoles just like that. I bought every premium minigame in the Streetpass Plaza as soon as they became available and since I have two 3DS consoles, I can just Streetpass with myself every day. I keep my 3DS consoles in sleep mode in my bedroom but they are both turned on.
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This is to say nothing of an apparent inherent but known issue with certain physical 3DS games including Pokemon OmegaRuby and AlphaSapphire which I also own both of physical. Apparently, if you don’t run certain games at least once every few months, there is a chance the game card will become corrupted and the 3DS will not be able to load the game. I did have this happen with my physical copy of Persona Q and it forced me to buy a second copy digital so I could finish the game. Given I plan to repurchase Pokemon Sun and Moon by the end of this year, my 3DS usage will increase accordingly. I actually did buy Sun and Moon when they were current but they were among the large collection of video games I was forced to sell in late 2018 due a financial situation I was dealing with at the time. I always planned to repurchase those two specific games largely due to the connectivity they have with 1st and 2nd Gen 3DS Virtual Console games that I also have–and that Nintendo never rereleased on the Switch 1 or 2 for some odd reason–as well as Pokemon Bank (still currently working for those who have it). I do still have UltraSun and UltraMoon physical on that note though.

GOG.com–GOG is short for Good Old Games on that note–has been getting a lot of new interest from PC Gamers since the Playstation announcement. Specifically from those who’ve been using Steam for years. Why? Because unlike Steam, all PC games you buy from GOG are not only yours to keep for life but are DRM free AND do not require an internet connection to play single player. This is actually also true for most of Steam’s games but some publishers do push DRM in games released on the Steam platform. Publishers claim they are protecting their games from piracy. Consumers point out the most popular DRM requires an internet connection even when playing a game in single player mode. Publishers claim always-on DRM is necessary even when playing Single Player to streamline regular stability updates to the game and collecting “diagnostic data” for errors and crashes. Consumers point out spyware is often embedded into the DRM which collects user data beyond the stated paramaters.
Steam, which boasts over 147 million monthly active users and over 200 Million registered accounts worldwide is actually the second-biggest PC Platform in the world. Second only to Roblox (see below). I recently made a GOG.com account and downloaded the Desktop client to both of my computers. You can import Library metadata from Steam, Xbox Live and Playstation Network (and a few other platforms) but that does NOT include free licenses to download the games you bought on the other platforms via GOG.com though. You can simply use GOG.com to view your game history.
As it happens, the overwhelming majority of Steam games I own are PC ports of console games I already own. Meaning the games I buy via GOG.com would be games I want to own for life no strings attached.
Here’s my short list:
- Skyrim: Anniversary Edition (Of course)
- Kingdom Two Crowns
- Kingdom New Lands
- Final Fantasy VII
- Kingdoms and Castles
- Hyperdimension Neptunia: Rebirth 1-3
- The Legend of Heroes: Trails of Cold Steel I-IV
- The Legend of Heroes: Trails in the Sky 1-3
- Stellaris
- Symphony of War
- Stardew Valley
- Star Ocean: The Second Story R
I only included games from my Steam Library though I do have almost all of them on other platforms as well. GOG.com boasts over 12,000 games but not most of my Steam library is over there yet including Clannad and most of the Final Fantasy series. Of the above listed games, Skyrim and Star Ocean are my top priorities since they are both currently on sale. I’m not in a rush in regards to both games though so I’ll probably buy them sometime next year or I get a financial windfall, whichever happens first.

I’ll end with this because it’s looking more and more likely Roblox–or rather its model–is hastening the second industry-wide crash I’ve been eluding to. With over 151.5 million daily active users, around 380 million monthly active users worldwide and an estimated over 11 Billion registered accounts (many older or inactive IDs include automated bots FYI), it is the biggest online platform in the world. Not Steam. Not Battle.net. Not Playstation, Nintendo or Xbox. Roblox.
If that part I pointed out about the Roblox being flooded with bots isn’t bad enough, the platform is also FLOODED with imitations of imitations of simple but popular existing games like Mecca Chameleon that exist specifically for the microtransactions. To anyone who knows their gaming history, that last sentence should sound VERY familiar. I am referring to the crash of ’83. What happened back then? Atari, Intellivision and ColecoVision FLOODED the market with shovelware. VERY BAD shovelware that was also buggy and often released without being tested. Atari’s versions of E.T. and Pac-Man will always be remembered as the straw the broke the camel’s back but the signs were in plain sight and IGNORED. The crash tanked the U.S. Market so hard, Atari abandoned it completely. Japan’s console market survived albiet barely in comparison. The crash paved the way for Nintendo to singlehandedly rebuild the home console market in their image two years later: The Family Computer, or FamiCom in Japan and the Nintendo Entertainment System or NES outside of Japan. It was a home video game console marketed as anything but and it worked.
I’ve seen many industry insiders say things like “That can’t happen again. Lessons were learned.” For a about 25 years, yes. Nintendo, Sega, Sony and Microsoft all learned during that first 25 years (1985-2010) QUALITY matters as much as if not in many cases more than QUANTITY. Nintendo standardized quality control. Software developers like Trip Hawkins (EA and 3DO) hated it because in their minds, “Quality Control” infringed on their “creative freedom”. Sega offered more “freedom” early on when they challenged Nintendo with the Genesis but eventually, even they adopted standards. Mostly because the crash of ’83 was still fresh in the minds of the industry and consumers. Unchecked ambition and greed was considered “risky”…until it wasn’t. What things? The release of the iPhone in 2007. Three years in 2010, Apple took over the handheld market. By 2013, it prettymuch dominated the handheld market.
Unlike video game consoles and PCs, prettymuch most of the world had a smartphone or two by the mid-2010s. Emphasis on “most of the world” and I mean compared to even Nintendo’s handhelds. There’s just no way for even Nintendo to realistically compete with a handheld device more powerful than their Nintendo DS and Nintendo 3DS consoles that people literally had to have. One thing the mobile market taught the industry that consumers as a whole have been paying for ever since–both literally and metaphorically–is people are willing to pay more for convenience and cheap fun. No longer do companies need to heavily invest in making several big budget games a year that are not even guaranteed to sell enough to break even. Now they only really need to plan on making such games every few years at the most. That’s both good and bad. It’s good in the sense it means quality games are not rushed. It’s bad in the sense inbetween, we’re getting shovelware and gacha.
Roblox is the face of this new reality. A very proud face at that.
Now’s the time for folks to start stockpiling games both physical and DRM-free digital. When the crash hits, it’ll be too late.
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