This is a guest column by Nicolas Gilot, Co-CEO of Ultra.
Most PC gamers have a pile of shame. Thanks to deals that were too good to turn down or just FOMO on the hottest new release, all on the promise that you’ll ‘get around to it’, an ever-increasing library of titles steadily builds up, many of which are destined never to be played.
These untouched, unloved games gradually become a burden and can even create a sense of guilt when it’s time to pull the trigger on another purchase. Maybe I should play one of those games in my digital graveyard first? Is the money spent on another title really warranted if I don’t play everything I buy? Will I be marched through the streets of King’s Landing by a bell-tolling nun if I buy yet another game I won’t play?
At present, for PC gamers who buy digitally—which, let's be honest, is now the vast majority of consumers—a lack of real ownership means there's little to no recourse to recoup a single cent on games you’ve never played or even the ones you have. And it’s time that changed.
When it comes to physical boxed games, consumers can spend a premium on a new release, safe in the knowledge that they truly own that copy. In fact, a large pre-owned market exists for players who want to sell on their games, freeing up money for other purchases, such as a new title.
In the digital space, this just isn’t possible (or, more accurately, just isn’t allowed), and this has the potential to effectively price out large parts of the consumer base that simply can’t find or justify the funds to buy another full-priced game.
A pile of shame—or even just a library of games that have been played but are no longer of interest—keeps money tied up. Players might just simply decide to dive into their
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