US Representative Ritchie Torres announces Power To The Players Act to ensure gamers own their games

US Representative Ritchie Torres, a Democrat representing New York’s 15th congressional district, has officially introduced the "Power To The Players Act," a landmark legislative proposal aimed at fundamentally redefining the relationship between digital consumers and video game publishers. The bill seeks to mandate that the Federal Trade Commission (FTC) establish clear, enforceable regulations that protect the rights of individuals who purchase digital software, moving the industry away from a model of revocable licensing toward a standard of genuine ownership.
The core motivation behind this legislative effort is the growing frustration among the global gaming community regarding the ephemeral nature of digital purchases. For decades, the transition from physical media—cartridges and discs—to digital distribution has empowered publishers to revoke access to games at their discretion. Torres’ proposal addresses the widespread concern that what consumers currently perceive as a "purchase" is, in legal terms, merely a revocable license that can be extinguished when a company decides to shut down servers or cease support for a title.
The Shift from Ownership to Licensing
The gaming industry has undergone a radical transformation over the last twenty years. During the early 2000s, the emergence of platforms like Steam signaled the end of the traditional "retail ownership" model for PC gamers. While this brought convenience and instant access, it also introduced End User License Agreements (EULAs) that explicitly stated users were not purchasing the software itself, but rather a license to use it.
This tension reached a breaking point in recent years as the console market began to mirror the PC industry’s trajectory. With hardware manufacturers like Sony announcing plans to phase out physical disc production by 2028, the industry is accelerating toward a fully digital ecosystem. Critics argue that this transition leaves consumers vulnerable to the whims of corporate decision-making. When a publisher decides to "pull the plug" on an online service, the consumer is often left with a useless digital asset that cannot be played, transferred, or preserved.
Chronology of the Ownership Crisis
The discourse surrounding game preservation and ownership has intensified significantly since 2020. Several key events have underscored the urgency of the issue:
- 2020-2023: A series of high-profile server shutdowns for older titles leads to community backlash. Players find that they can no longer access single-player content in games that required persistent internet connectivity.
- December 2023: Ubisoft announces the permanent shutdown of servers for the original 2014 title The Crew.
- April 2024: The Crew is officially taken offline. Users report that the game is not only unplayable online but that the files are being revoked from their digital libraries, preventing even offline exploration of the game world.
- 2024: The "Stop Killing Games" movement gains international momentum. Founders Ross Scott and Moritz Katzner initiate a campaign urging regulators to force publishers to ensure games remain functional after support ends.
- Late 2024: Representatives and international bodies, including the European Parliament, begin formal inquiries into the consumer protection implications of "live service" game decommissioning.
- Present Day: Rep. Ritchie Torres introduces the Power To The Players Act in the US Congress, formalizing the legislative response to these grievances.
The Stop Killing Games Movement and Regulatory Pressure
The "Stop Killing Games" campaign has served as the primary catalyst for the current legislative push. The movement argues that if a company sells a product as a "game," it should remain playable regardless of the status of the company’s backend servers. The campaign specifically targets the practice of selling a product that is effectively a "time-limited rental" without disclosing that limitation to the buyer at the point of sale.
The movement’s interaction with the European Commission earlier this year highlighted the difficulty of applying existing consumer protection laws to software. While the Commission stopped short of immediate radical reform, the publicity generated by the movement forced the industry to defend its practices in public forums. Rep. Torres’ bill represents the first major attempt within the United States to codify these protections into federal law.
Implications of the Power To The Players Act
The Power To The Players Act proposes three fundamental rights for consumers: the right to own, the right to play, and the right to transfer digital goods. If enacted, these provisions would represent a tectonic shift in the digital economy.

1. Mandatory Offline Functionality:
The bill would likely require publishers to release "offline patches" or provide local server files before a game is sunsetted. This ensures that a single-player component remains accessible even if the multiplayer infrastructure is dismantled.
2. Disclosure Requirements:
The FTC would be tasked with ensuring that digital storefronts provide transparent labeling. Consumers would need to be informed at the point of purchase whether a game is a perpetual asset or a service that may be discontinued.
3. Secondary Market Rights:
Perhaps the most ambitious aspect of the proposal is the "right to transfer." In the current digital landscape, secondary markets—such as reselling a used game—are non-existent. Allowing for the legal transfer of digital licenses could theoretically disrupt the current pricing models used by companies like Microsoft, Sony, and Valve.
Industry and Economic Perspectives
The gaming industry has historically resisted such regulation, citing the complexities of intellectual property and the high costs associated with maintaining legacy servers. Publishers argue that forcing them to maintain games indefinitely would stifle innovation and lead to higher prices for new releases.
However, proponents of the bill argue that the gaming industry is now one of the largest entertainment sectors in the world, eclipsing the film and music industries combined. With revenue often exceeding $200 billion annually, advocates suggest that companies have the resources to ensure product longevity. Furthermore, the cultural impact of video games as a medium necessitates better preservation practices. Just as libraries and archives preserve physical media, there is a growing consensus that digital history should not be subject to the quarterly profit requirements of software publishers.
Fact-Based Analysis of Enforcement
While the legislation aims to protect the consumer, legal analysts suggest that enforcement will face significant hurdles. The FTC’s mandate would likely involve intense litigation against multinational corporations that employ expansive legal teams. Additionally, the definition of "ownership" in the digital age is complicated by DRM (Digital Rights Management).
Most DRM-free platforms, such as GOG (Good Old Games), already operate on a model that aligns with the spirit of Torres’ bill. By providing standalone installers, these platforms allow users to keep, archive, and play their games on any compatible hardware without needing a connection to a central server. If the Power To The Players Act becomes law, it may force major platforms to adopt similar technical standards, effectively mandating a shift away from restrictive, always-online DRM.
Future Outlook
As Rep. Torres moves forward with this legislation, the focus will shift to committee hearings and the gathering of testimony from both consumer advocates and industry representatives. The outcome of this bill will likely determine the future of digital consumption, not just for video games, but potentially for other digital assets like e-books and software suites.
For now, the gaming community remains in a state of cautious optimism. The introduction of the Power To The Players Act marks a significant recognition by the federal government that the digital transition has left consumers with fewer rights than they enjoyed in the era of physical media. Whether the bill can survive the lobbying efforts of major game publishers remains to be seen, but the conversation surrounding the necessity of digital rights has undeniably moved to the forefront of national policy.







