Game Ownership Bill: What New York’s Proposal Means
New York’s proposed game ownership bill could protect purchases and keep games playable after shutdowns. See what it may change—and what remains unclear.

Could a New York Bill Change What It Means to Own a Game?
Buying a game usually feels straightforward: you pay, download it, and expect to play it. That expectation gets shaky when publishers shut off servers, pull games from sale, or treat your purchase more like temporary access than ownership of something you can keep using.
A bill announced by New York Representative Ritchie Torres, called the Power to the Players Act, is aimed at closing that gap. The proposal would direct the Federal Trade Commission to set rules on game ownership. In the way it's described, a purchase would be treated as ownership rather than a license, and games with online functionality would have to offer an offline mode before the supporting servers are shut down.
It's a promising start, but it's not a complete policy yet. The public description raises practical questions about what "ownership" would mean, how online games could be preserved after support ends, and how these duties would work for publishers of different sizes. Here's what the proposal could change, why this matters, and what lawmakers would need to spell out before anything becomes workable.
What the proposed bill would change
The Power to the Players Act is intended to change the terms on which consumers buy games. The announcement says the bill would push the FTC to write regulations that curb practices that leave players with limited control over games they've paid for.
Two core ideas drive the proposal:
- Buying a game should mean ownership, not just a revocable license. This matters if a publisher later removes access or changes what you're allowed to do with the game.
- Games with online features should stay playable after publisher servers are retired. The bill would require an offline mode before the supporting servers for the game are shut down.
Those principles are easy to state. The hard part is implementation. Modern games can include a campaign, multiplayer matchmaking, cloud saves, licensed music, live events, and account-based progression. Some parts can run locally; others rely on publisher infrastructure. If the rules treat every game like it's a self-contained disc, they'll miss how these products actually work day to day.
The announcement also mentions a right to transfer a game. What's unclear is whether that would apply to digital purchases, physical copies, or both. That isn't a small detail - transfer rules shape resale options, account restrictions, and the real difference between owning a copy and simply being allowed to access a service.
For now, it helps to separate a proposal from an enforceable rule. The announcement doesn't include the full bill text or the detailed definitions that would determine how the FTC would write the regulations. Buyers shouldn't read it as immediate, guaranteed "you can keep every game forever" protection. What matters will be the final legislative language, the rulemaking process, and how enforcement is structured.
The bill also lands in a broader debate about what "buy" means for digital products. The original report frames the proposal alongside a similar effort in Pennsylvania. That suggests the concern isn't confined to one state - or one publisher. It's about the expectations consumers think they're purchasing when they pay for a digital game.
Why game ownership has become a consumer issue
The ownership debate turns practical when a game stops working. Titles can vanish from digital storefronts, lose online features, or become inaccessible even to people who already paid. In those moments, the product starts to look less like something you own and more like something you were temporarily allowed to access.
The 2024 shutdown of The Crew is a clear example. Ubisoft closed the servers for the online-only racing game, and players couldn't play it anymore, including its single-player campaign. The issue wasn't just that matchmaking ended. The game's design depended on a connection to Ubisoft's servers, and there was no offline mode - or publisher-supported alternative like community servers - available to fall back on.
Sports games show a related pattern. Annual releases often rely on online services for major features, and older entries can disappear from storefronts when newer versions arrive. The source report cited NBA 2K25 as an example of a short support window: the game was scheduled to be removed from sale and its online servers shut down roughly two years after release. A shutdown doesn't automatically break every part of a game, but it can remove functions buyers reasonably considered part of what they purchased.
There's also the "replacement" problem. When a sequel replaces an older live game instead of staying available as a distinct product, it becomes harder to tell whether you own something or just have access to a service that can be swapped out. Overwatch 2 was cited as an example where the original Overwatch was replaced rather than kept as a separate, purchasable game.
These examples are part of why the issue has picked up momentum through groups like Stop Killing Games. The movement argues that publishers shouldn't leave consumers with a nonfunctional product once support ends. Common proposals include offline play, peer-to-peer options, or community-hosted servers, depending on how the game was built.
There's a counterpoint, too. Running online services costs money - servers, security updates, moderation, customer support, and infrastructure don't fund themselves. A publisher can't realistically keep every live game running forever, especially if player numbers are low. Still, that doesn't fully answer the consumer question. The real issue is what a publisher must provide when support ends, not whether the publisher must fund an unpopular service indefinitely.
That difference matters for consumers as well. Asking a company to run a full online service forever isn't the same as asking it to offer a reasonable end-of-life path. A good plan might preserve a campaign offline, enable private servers, or release tools that let the community host the game. The right approach depends on the game's technical design and what the publisher can legally do with third-party content.
What workable rules would need to define
A law that gestures at "ownership" without defining it can end up creating confusion instead of a usable remedy. If this is going to work, the rules need to spell out what rights buyers get and what happens when publishers stop supporting a game.
Ownership needs a practical definition
Owning a game wouldn't automatically mean you get the source code, the intellectual property, or a free pass to copy and redistribute it. It could instead mean you get a durable right to use the copy you bought, within clear limits. Legislators would need to separate that from access that a company can revoke at will.
The rules also have to make sense across formats. A physical disc can still involve downloads, account checks, or online authentication. A digital purchase can be tied to a platform account and restricted from transfer. The medium alone doesn't tell a buyer whether the game will stay usable later.
End-of-support requirements need options
An offline mode can be a strong safeguard when a game can function without a central server. It won't solve everything, though. Games built on persistent multiplayer worlds, shared economies, or server-side simulation may need a different kind of preservation - community servers, peer-to-peer modes, or some other mechanism.
A workable rule could focus on outcomes rather than one specific technical method. The goal would be that when a publisher ends support, buyers don't automatically lose the core functionality they paid for. Publishers could choose a feasible method based on the game's architecture, as long as they explain what will happen and deliver the preservation option before shutdown.
That approach still needs boundaries. The rules shouldn't accidentally force every publisher to keep an expensive service running forever. Instead, they should emphasize a transition plan and reasonable steps to preserve access. Notice periods and clear disclosure would help players understand what to expect, rather than treating every live game like a permanent service obligation.
The rules need to account for third-party dependencies
Many games include licensed music, sports leagues, brand partnerships, anti-cheat tools, or other components publishers may not be able to keep using indefinitely. A preservation requirement has to account for those dependencies instead of assuming the publisher owns everything needed to keep the game running.
That doesn't mean every contract limitation should automatically justify a shutdown. What it does mean is that the policy should separate real legal or technical constraints from business decisions that leave no workable fallback. If a game can't be preserved as originally sold, publishers would need to explain what's possible - and what won't be.
Enforcement and disclosure matter
Giving the FTC the job of creating regulations could help produce consistent standards, but the details will decide whether the policy has teeth. Issues include how violations are measured, what remedies consumers can seek, and whether requirements apply only to future releases or also to games already on sale. Without that, both players and publishers will end up guessing.
Clear disclosures can help, but they don't replace durable consumer rights. A small notice that a game might stop working informs buyers of risk; it doesn't fix the underlying power imbalance. On the other hand, a rule that's too broad could impose requirements that smaller studios simply can't meet. The point is to protect a reasonable expectation of continued use while still allowing companies to retire services in a transparent, technically realistic way.
What consumers and publishers should watch next
The next useful step is the full bill text. The announcement outlines the direction, but enforcement depends on the details - whether this becomes a meaningful consumer right or just a broad principle that's hard to enforce.
For consumers, the tracking questions are practical:
- Does "ownership" include a durable right to use the purchased copy?
- Does the rule cover digital purchases, physical copies, subscriptions, or some mix?
- When support ends, what does a publisher have to provide - offline access, community servers, a refund, or something else?
- How much advance notice must players get before a game or feature is disabled?
- Can buyers transfer a copy, and what happens if a platform account is closed?
For publishers, the sensible move is to treat end-of-life planning as part of product design. If a game depends on a central server, teams should identify which features stop working if that server disappears - and whether offline or community-hosted alternatives are technically feasible. Building that pathway early is usually cheaper than trying to recreate it after a game has already been discontinued.
None of this means every game should ship with every imaginable preservation option. A small studio and a large publisher have different resources, and a fast-moving live service has different dependencies than a single-player title with optional online features. Rules need to be proportionate, but the core expectation has to remain clear: if a company sells a game, it should explain what a buyer is paying for and what happens when support ends.
There's also the risk of unintended effects. If compliance ends up too expensive or too rigid, publishers might change how they sell games, shift more features behind subscriptions, or avoid certain online designs. Those outcomes aren't guaranteed, but they're real reasons to write precise rules instead of dismissing the underlying problem.
A workable approach wouldn't require companies to keep every server running forever. It would require a credible plan to preserve the purchased experience, clear communication about limits, and a defined set of remedies if a publisher doesn't follow the rules. That's the difference between an attention-grabbing headline and a policy consumers can actually rely on.
For now, treat the Power to the Players Act as a proposal, not a change that's already in effect. Follow the bill text and any FTC rulemaking that follows. When buying games today, look for titles that require accounts or persistent connections, and pay attention to announced support timelines. That won't replace stronger protections - but it can help you understand the risk before you pay.