
When French video-game publisher Ubisoft announced it was shutting down servers for The Crew, a popular online racing game released in 2014, it wasn’t just the end of a title. It marked the beginning of a broader reckoning about the nature of digital ownership, led by players angry at the company’s decision to deny them something they had paid for.
The Stop Killing Games (SKG) movement was born from that moment. As of July 2025, it has gathered more than 1.4 million signatures through the European Citizens’ Initiative. The European Commission is now obliged to respond.
At the heart of the issue is a deceptively simple question: when we buy a video game, what are we actually purchasing? For many gamers, the answer used to be obvious. A game was a product, something you owned, kept and could return to at will.
However, live service games have changed that dynamic. These are games usually played online with others and that typically require subscriptions or in-game payments to access features or content. They include popular titles such as Fortnite, League of Legends and World of Warcraft.
With live service games, players are learning that what they’ve really bought is something more tenuous: access.
And, evidently, access is something that can be revoked.
Erasing gaming communities
The issue goes well beyond The Crew. In the last couple of years alone, several games have been shut down, including Anthem, Concord, Knockout City, Overwatch 1, RedFall and Rumbleverse.
There are valid reasons why companies might choose to end support for a title. The game industry is saturated and brutally competitive. Margins are tight, player expectations are high and teams often face impossible deadlines. When an online game underperforms, a publisher will likely be inclined to cut their losses and shut it down.
Games tend to accumulate bugs in their code that are complex to clean and create player dissatisfaction. In our research, we have shown that when a game underperforms or becomes too costly to maintain, shutting it down can be a rational, even reparative, decision on many levels.
Yet, when companies decide to shut down a live service game’s servers, it’s not just content that…
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