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Fact check: Explain the stop killing games initiative and why there are proponents and opponents to it

Checked on August 10, 2025

1. Summary of the results

The Stop Killing Games initiative is a consumer-driven movement that challenges the practice of video game publishers destroying games they have sold to customers, rendering them permanently unplayable [1] [2]. The initiative argues that this practice constitutes a radical assault on consumer rights and the concept of ownership itself [1].

Key objectives of the movement include:

  • Requiring developers to have end-of-life plans in place to allow games to remain playable after official support ends [1]
  • Seeking regulatory action to preserve games for posterity [2]
  • Challenging what they view as a form of planned obsolescence that is detrimental to customers and makes preservation impossible [2]

The initiative has gained significant momentum, with over 1.2 million signatures gathered across various petitions [3]. Actions have been taken in multiple countries, including France, Germany, and Australia, with current focus on the European Citizens' Initiative and a petition to the UK Government [2].

Proponents of the initiative include:

  • Ross Scott, who argues for mandatory end-of-life planning [1]
  • Bob De Schutter, a game developer and professor who connects the movement to digital preservation and older gamers [4]
  • Various influencers and industry figures who support the cause [1]

Opponents from the gaming industry argue that the demands pose financial, safety, and design challenges [3]. The movement has sparked industry response, though specific opposition arguments are not detailed in the provided analyses.

2. Missing context/alternative viewpoints

The analyses provide limited detail about the specific arguments from industry opponents. While it's mentioned that the industry argues the demands pose "financial, safety, and design challenges" [3], the analyses don't elaborate on:

  • Technical complexities of maintaining server infrastructure indefinitely
  • Security concerns about releasing server code or maintaining legacy systems
  • Economic impact on smaller developers who may lack resources for end-of-life planning
  • Intellectual property concerns that publishers may have about releasing proprietary code

The analyses also don't explore potential middle-ground solutions that might address both consumer concerns and industry limitations. Additionally, there's limited discussion of how this initiative might affect different types of games (single-player vs. multiplayer, indie vs. AAA titles).

The movement's connection to broader digital ownership rights beyond gaming is mentioned but not fully explored, missing context about how this fits into larger debates about digital consumer protection [4] [1].

3. Potential misinformation/bias in the original statement

The original question appears neutral and factual in its request for information about the Stop Killing Games initiative and its proponents/opponents. There is no apparent misinformation or bias in the phrasing of the question itself.

However, the analyses reveal that the movement frames the issue in strong, emotionally charged language, describing current practices as a "radical assault on consumer rights" [1] and comparing it to "planned obsolescence" [2]. While these characterizations reflect the movement's perspective, they represent advocacy positions rather than neutral descriptions of industry practices.

The analyses also show that the movement has gained support from various influencers and industry figures [1], but don't provide equal detail about industry opposition voices, potentially creating an imbalanced representation of the debate's scope and intensity.

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