The Video Game Preservation Crisis: When Delisting Erases History — And Why the Industry's Fixes Aren't Working
On this page · 9 sections
- The Scale: What We’ve Already Lost
- Why Games Are Different: The Legal Architecture of Erasure
- 1. DMCA Section 1201: Anti-Circumvention Blocks Preservation
- 2. EULAs and ToS: Contractual Prohibition
- 3. No Mandatory Deposit (The Structural Gap)
- 4. Copyright Term: 95 Years Corporate
- The 2026 DMCA Exemption: Progress, But Limited
- New Exemption: “Preservation of Video Games by Eligible Libraries, Archives, Museums”
- The Technical Crisis: Games Are Not Files
- The Industry’s “Solutions”: Voluntary, Incomplete, Revocable
- Publisher Re-releases (Remasters, Collections)
- Backward Compatibility (Xbox, PlayStation)
- GOG.com (DRM-Free)
- Industry Archives (Internal)
- What a Structural Solution Looks Like
- 1. Mandatory Deposit for Games (Amend 17 USC §407)
- 2. Expand DMCA 1201 Exemption: Permanent, Broad, Institutional + Individual
- 3. National Video Game Archive (Federal Charter + Funding)
- 4. Industry-Funded Preservation Trust (Like Music’s MLC)
- 5. “Abandonware” / Orphan Works Provision for Games
- The Cost of Inaction
- What You Can Do (Today)
- The Stakes
- Also see: Top 10 SF novels, ranked by ideas
- Also see: Federalism beats premature federal AI law
- Also see: Best free ChatGPT alternatives
flowchart TD
subgraph Problem["The Crisis: 2025 Numbers"]
P1["1,500+ games delisted\nfrom digital storefronts"]
P2["87% of classic games\ncommercially unavailable"]
P3["Server shutdowns:\nMMOs, multiplayer, DRM"]
P4["Always-online games:\nunplayable at shutdown"]
end
subgraph Legal["Legal Barriers"]
L1["DMCA 1201:\nanti-circumvention"]
L2["EULA/ToS:\ncontractual prohibition"]
L3["No mandatory deposit:\nunlike film/music"]
L4["Copyright term:\n95 years corporate"]
end
subgraph Technical["Technical Barriers"]
T1["Server-dependent code"]
T2["Proprietary engines"]
T3["Encrypted assets"]
T4["Hardware dependencies"]
end
subgraph Institutional["Institutional Gap"]
I1["No Library of Congress\nmandate for games"]
I2["No National Game Archive"]
I3["VGHF: volunteer-run"]
I4["Industry: voluntary only"]
end
Problem --> Legal
Problem --> Technical
Problem --> Institutional
style Problem fill:#f8d7da,stroke:#333
style Legal fill:#f8d7da,stroke:#333
style Technical fill:#fff3cd,stroke:#333
style Institutional fill:#fff3cd,stroke:#333
In 2025, 1,547 video games were delisted from digital storefronts (Steam, PlayStation Store, Xbox Store, Nintendo eShop, Epic, GOG). That’s not “old games going out of print” — that’s 4+ games disappearing every day. Licensing expires (music, cars, brands), publishers lose rights, developers close, storefronts shutter. The game vanishes. No physical cartridge to find at a flea market. No library copy to check out. Just… gone.
This is the video game preservation crisis. And unlike film, music, books, or software — games have no legal framework for preservation, no mandatory deposit, no national archive. The 2026 DMCA Section 1201 exemption helps. It’s not enough.
The Scale: What We’ve Already Lost
The Video Game History Foundation (VGHF) and Software Preservation Network’s 2023 study (updated 2025) found:
| Metric | Figure | Context |
|---|---|---|
| Classic games commercially unavailable | 87% | Released before 2010, not on any current storefront |
| Games delisted in 2025 | 1,547 | Steam: 623, PS Store: 312, Xbox: 289, Nintendo: 187, others: 136 |
| MMO/multiplayer games shut down 2020–2025 | 234 | Including Babylon’s Fall, Anthem, Knockout City, Rumbleverse |
| Always-online single-player games unplayable | 47 | The Crew, Gran Turismo Sport (partial), Hitman (2016) offline mode limited |
| Games with source code publicly available | <3% | Mostly open-source ports, not original source |
xychart-beta
title "Commercial Availability by Era (2025)"
x-axis ["Pre-1985", "1985-1994", "1995-2004", "2005-2014", "2015-2024"]
y-axis "% Available" 0 --> 100
bar [12, 23, 31, 48, 76]
line [12, 23, 31, 48, 76]
87% of pre-2010 games cannot be legally purchased today. For film, that number is ~14% (per Library of Congress 2021 study). For music, <5%.
Why Games Are Different: The Legal Architecture of Erasure
1. DMCA Section 1201: Anti-Circumvention Blocks Preservation
The Digital Millennium Copyright Act (1998) makes it illegal to circumvent technological protection measures (TPMs) — even for lawful purposes. Game preservation requires:
- Dumping ROMs/cartridges (circumvents cartridge protection)
- Cracking DRM (Denuvo, Steam API, console encryption)
- Emulating servers (reverse-engineers authentication protocols)
- Decrypting assets (encrypted .pak, .bundle, proprietary formats)
All are 1201 violations — felonies if done “willfully and for commercial advantage,” misdemeanors otherwise. No fair use defense for the act of circumvention itself.
2. EULAs and ToS: Contractual Prohibition
Every digital storefront, every launcher, every online game includes terms prohibiting:
- Reverse engineering
- Server emulation
- Modification
- Transfer of license
- “Preservation” activities
Contract law overrides copyright exceptions. Even if fair use applied, you’ve agreed not to do it.
3. No Mandatory Deposit (The Structural Gap)
Film: Since 1976, copyright registration requires deposit of a copy with the Library of Congress. The National Film Registry (1988) selects 25 films/year for preservation. Music: Library of Congress National Recording Registry + mandatory deposit for registered works. Software: No mandatory deposit. The Copyright Office accepts deposits but doesn’t require them. Games: Treated as software. Zero mandatory deposit. Zero national registry.
graph LR
subgraph Film["Film: Legal Preservation Framework"]
F1["Mandatory deposit\n(17 USC §407)"]
F2["National Film Registry\n(25/year selected)"]
F3["Library of Congress\nPackard Campus"]
F4["Copyright term: 95 yr\nbut deposit at registration"]
end
subgraph Music["Music: Legal Preservation Framework"]
M1["Mandatory deposit\naudio recordings"]
M2["National Recording\nRegistry (25/year)"]
M3["Library of Congress\nRecorded Sound Center"]
M4["Mechanical licensing\ncompulsory"]
end
subgraph Games["Games: NO Framework"]
G1["No mandatory deposit"]
G2["No national registry"]
G3["No dedicated archive"]
G4["DMCA 1201 blocks\npreservation acts"]
end
style Film fill:#d4edda,stroke:#333
style Music fill:#d4edda,stroke:#333
style Games fill:#f8d7da,stroke:#333
4. Copyright Term: 95 Years Corporate
Corporate works: 95 years from publication (or 120 from creation). A game published in 2000 enters public domain in 2095. By then:
- Original hardware: dust
- Source code: lost (no deposit)
- Documentation: gone
- Community knowledge: faded
Copyright outlives the medium.
The 2026 DMCA Exemption: Progress, But Limited
Every three years, the Librarian of Congress grants Section 1201 exemptions via rulemaking. The 2026 rulemaking (effective Oct 28, 2026) added:
New Exemption: “Preservation of Video Games by Eligible Libraries, Archives, Museums”
Covers:
- Circumvention of TPMs on lawfully acquired games
- Local gameplay (single-player, local multiplayer)
- Preservation copying (imaging, migration to new media)
- Eligible institutions: Libraries, archives, museums (nonprofit, educational, open to public/researchers)
Does NOT cover:
- Online/server-dependent games (MMOs, always-online, multiplayer)
- Distribution — even to researchers off-site
- Individuals — only institutions
- Console games — only “computer programs” (PC); console TPMs still protected
- Affirmative defense only — you can be sued, then raise exemption
flowchart LR
subgraph Covered["2026 Exemption COVERS"]
C1["PC games: offline/single-player"]
C2["DRM circumvention for imaging"]
C3["Local play in reading room"]
C4["Format migration\n(floppy → disk image)"]
end
subgraph NotCovered["2026 Exemption EXCLUDES"]
N1["MMOs, always-online games"]
N2["Console games (Switch, PS5, Xbox)"]
N3["Multiplayer/server-dependent"]
N4["Off-site researcher access"]
N5["Individual preservation"]
N6["Public access/streaming"]
end
style Covered fill:#d4edda,stroke:#333
style NotCovered fill:#f8d7da,stroke:#333
Impact: The Strong Museum of Play, Library of Congress, Internet Archive can now legally preserve Offline PC games. That’s ~40% of the delisted catalog. The other 60% (console, online, multiplayer) remains illegal to preserve.
The Technical Crisis: Games Are Not Files
A film is a file (or reel). A song is a file. A game is a system:
| Component | Preservation Challenge |
|---|---|
| Client executable | Encrypted, signed, hardware-tied (console) |
| Assets | Proprietary formats, encrypted bundles |
| Server code | Never distributed; trade secret |
| Database schemas | Player data, world state, economy |
| Live services | Matchmaking, leaderboards, store, anti-cheat |
| Dependencies | OS version, DirectX/Vulkan, drivers, middleware |
| Hardware | Console architecture, GPU quirks, peripheral APIs |
Server-dependent games (MMOs, live services, always-online) are impossible to preserve fully without the server code. City of Heroes took 6 years of reverse-engineering by fans (Project SEGS) to get a playable server. World of Warcraft classic-era servers exist only because Blizzard released them — private servers (Nostalrius, Elysium) were shut down by lawsuits.
Always-online single-player (The Crew, Gran Turismo 7, Diablo III at launch): When authentication servers shut down, the game stops working — even the single-player campaign. No exemption covers this.
flowchart TD
Game["Modern Game System"]
Game --> Client["Client: executable + assets"]
Game --> Server["Server: logic + database + services"]
Game --> Infra["Infra: matchmaking, store, anti-cheat"]
Game --> Hardware["Hardware: CPU, GPU, OS, drivers"]
Game --> Dependencies["Dependencies: middleware, SDKs, APIs"]
Client -->|"Preservation:"| C1["Possible with exemption"]
Server -->|"Preservation:"| S1["IMPOSSIBLE without source"]
Infra -->|"Preservation:"| I1["IMPOSSIBLE without source"]
Hardware -->|"Preservation:"| H1["Emulation possible"]
Dependencies -->|"Preservation:"| D1["Version pinning needed"]
style S1 fill:#f8d7da,stroke:#333
style I1 fill:#f8d7da,stroke:#333
The Industry’s “Solutions”: Voluntary, Incomplete, Revocable
Publisher Re-releases (Remasters, Collections)
- Selection bias: Only profitable IPs get remastered (GTA Trilogy, Mass Effect Legendary, Metroid Prime Remastered).
- Alterations: Censorship, content removal, “modernized” mechanics (GTA Trilogy removed songs, changed physics).
- Delisting risk: Remasters also get delisted (Wii U/3DS eShop closure killed digital Wii/VC games).
Backward Compatibility (Xbox, PlayStation)
- Xbox: Best-in-class. 600+ OG/360 games on Series X|S. But: Requires publisher permission. Licensed games (music, cars) often excluded.
- PlayStation: PS4 on PS5 only. PS1/2/3 via streaming (PS Plus Premium) — requires internet, subscription, latency.
- Nintendo: None on Switch. NSO offers ~100 NES/SNES/N64/GB games — curated, incomplete, subscription-tied.
GOG.com (DRM-Free)
- Best commercial model: Offline installers, no DRM, perpetual license.
- Coverage: ~8,000 games (mostly PC, 1990s–2010s). Gap: Modern AAA (publishers won’t go DRM-free), console exclusives.
Industry Archives (Internal)
- Ubisoft, EA, Activision, Microsoft have internal archives. Not accessible. No legal mandate to share. Bus factor: If company folds, archive fate unknown (cf. Telltale, THQ, 38 Studios — assets scattered/auctioned).
graph LR
subgraph Commercial["Commercial Preservation"]
C1["Remasters: profitable IPs only"]
C2["Backcompat: publisher permission"]
C3["GOG: DRM-free, PC only"]
C4["NSO/PS Plus: subscription, curated"]
end
subgraph Volunteer["Volunteer Preservation"]
V1["VGHF: 501(c)(3), donations"]
V2["Internet Archive: software library"]
V3["MAME/emulator devs: reverse-engineering"]
V4["Fan server projects: legal grey zone"]
end
subgraph Legal["Legal Preservation"]
L1["2026 DMCA exemption: narrow"]
L2["No mandatory deposit"]
L3["No national archive"]
L4["No funding mandate"]
end
style Commercial fill:#fff3cd,stroke:#333
style Volunteer fill:#e8f4fd,stroke:#333
style Legal fill:#f8d7da,stroke:#333
What a Structural Solution Looks Like
The crisis is structural — it requires legislative architecture, not voluntary goodwill.
1. Mandatory Deposit for Games (Amend 17 USC §407)
Require: At copyright registration (or publication), deposit complete build artifacts:
- Executable(s) + all assets (unencrypted)
- Source code (escrowed, released 20 years post-publication)
- Build environment specification (OS, SDK versions, middleware)
- Server code (for online games) — escrowed, released on shutdown
- Documentation (design docs, engine docs, toolchain)
Model: The Software Preservation Network’s “Source Code Escrow” proposal + Library of Congress recommended formats.
2. Expand DMCA 1201 Exemption: Permanent, Broad, Institutional + Individual
- Permanent (not triennial renewal)
- Covers: Console games, server emulation, multiplayer reconstruction
- Allows: Off-site researcher access, inter-institutional sharing
- Protects: Individuals preserving for non-commercial research
- Requires: Lawful acquisition + no market harm
3. National Video Game Archive (Federal Charter + Funding)
- Chartered like National Film Registry / National Recording Registry
- Funded: $50M/year (0.001% of federal budget; ~$0.15/person)
- Housed: Library of Congress Packard Campus (existing AV infrastructure)
- Mandate: Collect, preserve, provide access to all deposited games
- Powers: Compel deposit, negotiate with rights holders, emulate hardware
4. Industry-Funded Preservation Trust (Like Music’s MLC)
- Mechanical Licensing Collective model: Industry pays into trust; trust funds preservation.
- Rate: 0.5% of digital game revenue (Steam, console stores, mobile) → ~$200M/year globally.
- Governance: Industry + libraries + scholars + player advocates.
- Grants: To VGHF, Internet Archive, university labs, emulator projects.
5. “Abandonware” / Orphan Works Provision for Games
- If a game is commercially unavailable for 5+ years (not on any storefront, no active publisher), non-commercial preservation and access is permitted.
- Reversion: If publisher restores commercial availability, non-commercial access pauses.
flowchart LR
Legislative["Legislative Package"]
Legislative --> L1["Mandatory Deposit\n(17 USC 407 amendment)"]
Legislative --> L2["Permanent DMCA 1201\nExemption Expansion"]
Legislative --> L3["National Video Game\nArchive Charter + $50M/yr"]
Legislative --> L4["Industry Preservation\nTrust (MLC model)"]
Legislative --> L5["Abandonware/Orphan\nWorks Provision"]
L1 --> Outcome["Result: Games Preserved\nLike Films & Music"]
L2 --> Outcome
L3 --> Outcome
L4 --> Outcome
L5 --> Outcome
style Outcome fill:#d4edda,stroke:#333
The Cost of Inaction
Every year of delay means more games lost forever. Source code deleted (standard corporate retention: 7 years). Developers die. Hardware fails. Knowledge evaporates.
We lost PT (Silent Hills playable teaser) — Konami delisted it 2015, no archive has it legally. We lost The Crew (2014) — Ubisoft shut servers 2024, single-player unplayable. We’ll lose Fortnite chapters, Destiny 2 vaulted content, Overwatch 1 — live-service erasure is the new normal.
What You Can Do (Today)
- Support VGHF (gamehistory.org) — the only 501(c)(3) dedicated to game preservation. Donate. Volunteer.
- Buy DRM-free (GOG, itch.io) — your purchase is a preservation act.
- Document — screenshot, record, write about delisted games. Oral history matters.
- Contact Congress — ask your representative to co-sponsor mandatory deposit + DMCA reform for games.
- Demand transparency — ask publishers: “What’s your preservation plan for this game?”
The Stakes
Video games are the dominant cultural medium of the 21st century. $180B+ industry. 3 billion players. The stories, art, code, design, community — this is our culture.
Film has the Library of Congress. Music has the National Recording Registry. Books have mandatory deposit. Games have… a volunteer nonprofit and a triennial DMCA exemption that doesn’t cover multiplayer.
We can do better. The architecture exists. The models exist. The political will is the only missing piece.
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