Sony’s decision to stop releasing new PlayStation games on physical discs starting in 2028 has reignited debate over who truly owns digitally purchased games. In response, GOG (Good Old Games) reiterated its commitment to DRM-free distribution and argued that players must retain permanent access to titles they buy, regardless of platform changes.
GOG emphasizes DRM-free model and offline installers
Unlike major digital storefronts such as Steam, the PlayStation Store and the Xbox Store, GOG offers users the ability to download offline installers for games. That approach allows buyers to store game files locally and reinstall titles without relying on the storefront or an internet connection.
Krzysztof Papliński, co-CEO of GOG, said the shift away from physical media makes conversations about ownership and preservation increasingly urgent. He told Eurogamer that technological progress should not limit consumers’ access to the games they purchased.
“As the industry becomes increasingly digital, players should have full confidence that the games they buy will remain accessible, regardless of changes in platforms, stores or business models,” Papliński said.

Preservation and ownership are linked, GOG says
Papliński argued that GOG’s preservation efforts are a direct result of its distribution model. Every game on GOG is sold without DRM and includes offline installers, which the company says gives buyers lasting control over their purchases.
He added that ensuring continued access to purchased games should be an industry-wide responsibility.
Discussion intensified after Sony announcement
Shortly after Sony confirmed it would cease physical releases for new PlayStation titles from 2028, GOG posted on social media to underscore its position. The platform stated that even if games were removed from GOG’s store, those titles would remain in users’ libraries.
The message highlighted a growing consumer concern: the difference between owning a game and holding a license tied to an online platform.
Recent removals fuel consumer anxiety
The debate over digital ownership has concrete precedents. In recent years, various platforms have pulled content from their stores or libraries, affecting users who had purchased it digitally. One notable example involved PlayStation removing hundreds of StudioCanal films from availability for users who had previously purchased them; the decision was later reversed after public backlash.
As the industry moves further toward fully digital distribution, discussions about DRM, game preservation and consumer rights are likely to become more prominent.


