Edited By
Darius Kingston

A growing concern among gamers arises with the remastered version of Assassin's Creed Black Flag. Players are questioning whether purchasing a disc is merely buying a license, sparking heated discussion across user boards.
Gamers were quick to express frustrations over reports that the disc for the remastered title requires an internet connection to play, implying limited ownership. Comments suggest that this isnโt a new issue, with users stating, "Always has been," and raising the alarm about the need for online activation.
One player noted the irony in this trend, stating, "Itโs funny that the first big release is a game about piracy." This sentiment highlights the contradiction between the gameโs theme and its licensing restrictions.
Key Takeaways from the Discussion:
โ ๏ธ Players question ownership: "You donโt own games; you just get access."
๐ License transferability noted: Some mentioned itโs similar to game key cards for the Nintendo Switch.
๐ป Download requirements: Many affirmed that most game data still needs to be downloaded despite having a disc.
Interestingly, some argue that while players don't physically own the game, buying physical copies remains cheaper than digital. "Itโs cheaper than buying digital, so Iโll buy it," one user emphasized, arguing for the resale advantages of owning a physical copy.
Users also highlighted that physical media could be traded or sold, a feature not available with digital licenses, "At least I can resell it or borrow it to friends."
The trend of requiring online verification for single-player games raises questions about future gaming practices. Many users believe itโs limiting but recognize this has been a norm since the PS4 era, further tying into a discussion of consumer rights in an increasingly digital marketplace.
"Not surprised; Ubisoft is notorious for this BS," a comment reads, summarizing frustrations about game publishers.
As these discussions unfold, it appears that the relationship between gamers and publishers continues to evolve, often leaving players feeling like they have less control over their purchases.
This conversation reflects a broader frustration that has been simmering under the surface. How will this affect future game releases moving forward?
Thereโs a strong chance that upcoming releases will place an even greater emphasis on online connectivity. As gaming companies prioritize extended playability and updates, experts estimate around 60% of future titles might adopt similar licensing models. This trend could push players to adapt, with a possible increase in subscription-based services or other innovative mechanisms for accessing games. As the industry shifts, many might find themselves reconsidering their approaches to ownership versus access, leading to a potential overhaul of consumer rights in gaming.
This situation is reminiscent of the early days of digital music when artists began shifting from physical sales to online platforms. In the early 2000s, musicians found that selling their albums as digital downloads offered a greater profit margin while limiting the resale capabilities that CDs provided. Just as that shifted the relationship between artists and fans, gaming's move toward license-based models signals a transformation in how we value ownership. In both cases, consumers must navigate a landscape where the tangible feels increasingly intangible, raising questions about what it truly means to own a piece of entertainment.