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Stop Killing Games campaign gains strength against online gaming shutdown

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Stop Killing Games campaign pressures major publishers to change the way they end support for online games. The initiative, launched by YouTuber Ross Scott in 2024, gathered almost 1.3 million verified signatures on a petition sent to the European Commission. The case gained prominence after the closure of Ubisoft’s The Crew servers in March 2024.

Players who paid for the title lost complete access to the game. Ubisoft cited infrastructure and licensing restrictions to justify the decision. Many users reported frustration when they saw a product they considered part of their digital collection simply disappear.

European petition forces debate in institutions

The European Citizens’ Initiative Stop Destroying Videogames has exceeded the threshold necessary to compel an official response. With more than 1.3 million validated signatures, the document awaits positioning by the European Commission by July 27th. Organizers argue that publishers should leave games in a playable state, even after official support ends.

Ross Scott, creator of the Accursed Farms channel, started the movement after the announcement of the end of The Crew. He argues that the act of shutting down servers is equivalent to destroying copies already sold. The campaign does not call for eternal server maintenance, but responsible end-of-life plans, such as offline modes or tools for community servers.

  • The Crew has attracted more than 12 million players throughout its existence.
  • Ubisoft removed the game from digital stores in December 2023.
  • Servers were decommissioned on March 31, 2024.
  • Players report losing progress and purchased items.
  • Parallel lawsuits question license terms.

The initiative gained momentum with reports from fans. A player named Chemicalflood said that the game had been part of the family routine for almost ten years. He shared sessions with his children exploring virtual recreations of the United States. The biggest problem, according to him, was the lack of alternatives after the cut.

Industry reacts and defends current model

Companies in the sector, represented by Video Games Europe, state that the closure of online services is necessary when games are no longer commercially viable. They warn that extra requirements could increase development costs for live-service titles. Ubisoft, in response to the lawsuit in the United States, maintained that buyers acquire usage licenses, not perpetual ownership.

The class action lawsuit in California was voluntarily withdrawn in June 2025. Even so, the topic remains under discussion. In France, the consumer group UFC-Que Choisir took action against Ubisoft alleging false advertising about the permanence of purchases.

Recent examples show frequency of the problem

Sony announced the end of support for Destruction AllStars in May. The Concord shooter, also from Sony, lasted less than two weeks on air in 2024 and offered a full refund. These cases illustrate how live-service games depend on active communities. When the audience decreases, publishers opt to shut down.

Experts like Joost van Dreunen, a professor at NYU Stern, compare online games to digital communities. Unlike books or films, they lose meaning without interaction. Long-running hits like Fortnite and Call of Duty focus attention, leaving other titles unsupported.

Legislative advances in the United States and United Kingdom

In California, the Protect Our Games Act advanced in the State Assembly. The AB 1921 bill requires 60 days’ notice and options such as refunds or upgrading to offline mode. Approved by 43 to 16 votes, it now goes to the Senate. The law, if approved, would apply to games released from January 2027 onwards.

In the United Kingdom, a similar petition generated parliamentary debate, but the government decided not to change current consumer legislation. A local wing called Gamer’s Voice works in parallel with the global campaign. In the United States, the focus remains on state initiatives.

What the movement proposes as a solution

Organizers emphasize accountability in closing. Publishers could release single-player patches or allow private servers. The central idea is to prevent digital purchases from becoming useless overnight.

The campaign has already created NGOs in the United States and the European Union to continue the work. Ross Scott and team, including Moritz Katzner, keep up the pressure on multiple fronts. They catalog “dead” games and support legal action.

The debate calls into question the concept of digital property. While the industry sees temporary licenses as standard, players demand greater protection after purchase. The Crew case served as a catalyst, but the problem has affected several titles over the years.

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