Sony has told you why it stops selling games in physical format. The real reason, of course, is the same as always: money

Sony has announced that in January 2028 will stop manufacturing physical discs for PlayStation. Among the brief reasons given for making this decision is adapting to the player’s preferences, and following the trends that rule the industry: digital games sell more than physical ones, therefore, this is the choice of the players, which must be adhered to. However, what you have to look at there to find Sony’s true motives is “best sellers.” And specifically, we have to ask ourselves what economic benefit Sony extracts from these sales.

The clear accounts. You just have to take note of the profit percentages that Sony makes with each game sold to understand the operation. According to the analysis of consultant Serkan Toto, Kantan GamesSony receives around 54% more for each digital copy of its own game than for the same physical copy. At a price of 70 dollars, a digital game leaves you the full 70 dollars, because there is no external store that takes commission (of course, from there you have to extract development, marketing and corporate costs, if the game is from an external studio).

The same title on disc, after deducting the distributor’s margin (about 30%) and the manufacturing cost (about 5%), is left with a profit of about $45.50. Although the calculation is approximate and countless external actors must be taken into account (especially third parties), the comparison makes clear the maxim that is guiding these decisions: the fewer intermediaries, the greater the profit margin per unit.

Less physical. Added to this is that the physical aspect already weighs little in the company’s overall income statement. According to a corporate report of the company itselfphysical software represented only 3% of its revenue in 2024. All these decisions must also be contextualized: at a time when Your Playstation 6 can cost a thousand euros sales price and that the current component crisis promises not only to continue, but directly double next yearcutting that 3% can save millions.

Kill the second hand. There is another figure that should be taken into account: resale. Every second-hand record that changes ownership is a sale from which Sony does not see a euro. An Alinea Analytics analyst said that “what this is all about is profitability and control for PlayStation”, two very juicy terms in this new situation because a digital code, apart from all the savings in intermediaries that we said above, is linked to a personal account that cannot be resold or lent. Every second-hand product that Sony was unable to sell now becomes a new purchase at full price, or is not produced at all.

This second-hand market is not exactly marginal, and is now being seen to disappear. GameStop saw a 14% drop in its quarterly revenue last March, and explicitly attributed to the shift towards digital. The analysis firm Circana estimates that spending on new physical games in the United States has fallen to 1.6 billion dollars in the last year, compared to a maximum of 11.5 billion in 2009. In other words, we have had an almost uninterrupted decline for seventeen years.

It’s the market, friend. Sony has taken the most aggressive step, but the direction had already been set from different parts of the sector for some time. A week before Sony’s announcement, Rockstar confirmed that The physical edition of ‘GTA VI’ will not have a disc version. Both Xbox and Playstation have sold versions of their latest consoles without a disc reader. It is an inescapable trend, which began on PC and in stores that have ended up becoming massive options, such as Steam, and which reveals that a corporation will always prefer, rather than a one-time sale, that we are subscribed (literally or figuratively) to a constant purchase, to a service that never ends.

Therefore, saying that the player has chosen digital for convenience is, at the very least, a liquid truth. As he told newsletter ‘Friday in Kiribati’we must not get carried away by that discourse: we have not chosen the preeminence of the digital, it has been imposed on us: “it seems that during the last decade no one has designed consoles without a reader, exclusive discounts for digital versions, subscription catalogs, stores integrated (and hyperpresent) in the designs of the systems, games that, despite having the disc, need to connect to the internet (…) nor have they invested obscene amounts of money in convincing us that getting up from the couch to change a disc was a thing. of the past.”

Image | Photo of Alexey Savchenko in Unsplash

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