As monumental as Sony’s decision to abandon PlayStation discs by 2028 is, it isn’t surprising one bit. The move feels like the culmination of industry trends dating back over a decade, and it recalls one egregious business practice–one that took aim at the used-game market, whether companies would admit it or not–that caused a brief uproar before fading away into the depths of our collective memory.
There was a period at the end of the 2000s and start of the 2010s when big publishers including EA, Ubisoft, and, yes, PlayStation implemented an “online pass” for games that included a multiplayer component. The idea was that physical games would come with a paper slip containing a code, and redeeming that code on the console’s online store would grant you access to that game’s online functionality.
The implications were massive: Since these codes were single-use, anyone new who plays that same copy of the game, whether it’s someone who borrows that game or purchases it from a secondary market, won’t have authentication to play that game online–unless they buy the online pass separately.
It’s a practice that was attached to major titles like EA’s Battlefield 3, Dead Space 2, and Need for Speed: Hot Pursuit, and both Ubisoft and PlayStation eventually caught the bug for their core titles. Ubisoft’s version of the online pass was called the “Uplay Passport,” and I distinctly remember my copies of Resistance 3 and Uncharted 3 coming with a “PSN Pass.”
If you asked these publishers why they enacted these policies, they sidestepped talk about secondhand games and instead touted the “premium” value of their games’ online services. When attempting to justify the presence of an online pass for Tiger Woods PGA Tour 11 in 2010, then-EA Sports senior vice president (and current EA CEO) Andrew Wilson said that the company “made a significant investment” in its online services and that it wants to reserve those features for “people who pay EA to access them.”



