The Rise and Fall of Used Games: A Look at PlayStation’s Journey
So, it looks like Sony is making waves again with its announcement to ditch physical PlayStation discs by 2028. While this decision is a huge deal, it’s not entirely unexpected. In fact, it seems like a natural progression in a trend that’s been brewing for over a decade. Let’s take a stroll down memory lane to revisit a controversial tactic aimed at the used game market that stirred up quite the fuss before fading into the background.
Back in the late 2000s and early 2010s, major game publishers like EA, Ubisoft, and yes, even PlayStation, kicked off the “online pass” system for titles that featured multiplayer modes. The concept was straightforward: a physical copy of the game came bundled with a one-time-use code that players had to redeem online to access multiplayer features.
This meant that if you picked up a secondhand game, whether from a friend or a resale shop, you were out of luck when it came to online play unless you forked out extra cash for an online pass. This policy was tied to hit games like EA’s Battlefield 3, Dead Space 2, and Need for Speed: Hot Pursuit, with Ubisoft’s version known as the “Uplay Passport.” I still remember getting my hands on Resistance 3 and Uncharted 3, both containing a “PSN Pass.”
When asked about these restrictive practices, publishers rarely admitted to targeting the secondhand market. Instead, they highlighted the “premium” benefits of their online services. For instance, Andrew Wilson, who is now EA’s CEO, justified the need for an online pass in Tiger Woods PGA Tour 11 in 2010 by saying they invested heavily in online features and wanted to ensure that only paying customers accessed them.
Sony took a similar route with its PSN Pass. Uncharted 3’s director, Justin Richmond, mentioned server maintenance costs, suggesting that “games need to turn a profit” at some point. A producer from Battlefield 3 was even more direct, stating they preferred players to buy new games over used ones since they wouldn’t see a dime from those secondhand sales, despite still needing to maintain server spaces.
However, the backlash from gamers was swift and severe. By 2013, the online pass system started to fizzle out. EA pointed to player feedback as a reason for the change, while Ubisoft acknowledged that its Passport system wasn’t the best way to deliver gaming experiences. Sony, on the other hand, capitalized on the used game market with the PS4 and made a big splash by dismissing the online DRM strategies that Microsoft initially wanted to implement for the Xbox One. Gamers erupted in applause when it was announced that the PS4 would support used games.
Fast forward to today, and Sony’s recent announcement was delivered in a few dry paragraphs on a blog post, lacking the enthusiasm and empathy that characterized the PS4 reveal. It feels like a stark contrast to the excitement of yesteryears.
In the meantime, publishers have found new ways to monetize their offerings through battle passes and microtransactions. Plus, with digital purchases now dominating the market, Sony has the data to back its decisions. Back during the online pass era, the digital landscape wasn’t nearly as strong as it is today, allowing Sony to ride out the storm of complaints following its recent revelations.
Current trends are shifting, and platforms are looking to tighten their grip on their digital ecosystems. The future seems to be one where our ownership of games is becoming more tenuous. As we witness these changes, it’s hard not to feel nostalgic for a simpler time when our biggest concern was finding a slip of paper in the game box.