Steam now confirms you’re buying a license, not a game — here’s why that sucks

Valve’s recent update to the Steam storefront has stirred a wave of concern among its dedicated user base, revealing a rather disheartening truth about digital game ownership. In a move that many are interpreting as a shift in the relationship between gamers and their beloved titles, the update clarifies that purchasing a game on Steam does not equate to ownership. Instead, users are essentially leasing the game, akin to a long-term loan.

As highlighted by Engadget, the fine print accompanying a digital purchase now reads: “A purchase of a digital product grants a license for the product on Steam. For full terms and conditions, please see the Steam Subscriber Agreement.” This seemingly innocuous statement belies a more troubling reality found in the “Licenses” section of the agreement, which states: “The Content and Services are licensed, not sold. Your license confers no title or ownership in the Content and Services.”

Laying down the law

This revelation has left many, including the 123 million active users of Steam, feeling somewhat betrayed. The timing of this announcement coincides with the implementation of California’s “AB 2426,” a law designed to ensure digital storefronts are transparent about the nature of digital purchases. Signed into law by Governor Gavin Newsom, this legislation mandates that consumers be made aware that they are acquiring a license rather than outright ownership of digital products.

The implications of AB 2426 extend beyond video games, encompassing movies, TV shows, music, and ebooks purchased through digital platforms. Companies that fail to comply with this ruling could face significant fines for misleading advertising practices.

The ramifications of this legal shift are already being felt in the gaming community. A notable example occurred earlier this year when Ubisoft’s popular racing game, The Crew, was delisted from Steam, resulting in the shutdown of its servers. This action not only removed the game from the platform but also erased it from the libraries of users who had previously purchased it, highlighting the precarious nature of digital ownership.

For long-time Steam users, like myself, who have invested in extensive libraries—284 games, to be precise—the fear of losing access to titles is palpable. As the landscape of digital rights continues to evolve, some may find themselves reconsidering their purchasing habits, potentially opting for physical copies of games in the future to ensure true ownership.

AppWizard
Steam now confirms you're buying a license, not a game — here’s why that sucks