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CultureJul 21, 2026· 3 min read

Those Who Cause Their Own Misery Should Weep for Themselves: Former Valve Employee Addresses the Controversies Surrounding Sony's Departure from Physical Discs

Sony’s Decision

Sony's decision to stop publishing new games on physical media starting in 2028 has generated mixed reactions from the public, with many gamers raising their shields and filing complaints and petitions regarding what they consider a maneuver that will further limit control over purchased games.

As always, protests tend to receive more media coverage than those who agree with or understand Sony's decision. Among them is Chet Faliszek, a former writer at Valve, who in a video posted on his YouTube channel offered a perspective different from the predominant frustration among disappointed gamers.

According to Faliszek, the gradual abandonment of physical formats is not the result of a top-down strategy imposed by producers, but rather a direct consequence of the purchasing habits developed by consumers over the years. The former Valve employee emphasizes that even today, it is still possible to find both new and used titles in stores, yet the public has progressively stopped turning to these channels, preferring the speed and convenience of digital downloads.

To support his thesis, Faliszek cites some rather eloquent market data: GameStop, a chain historically linked to the sale of physical games, now derives only 18% of its total revenue from the sale of new and used titles. This figure, according to the former writer, clearly illustrates the shift in purchasing preferences towards digital. Additionally, another point made in the video mentions that the share of digital downloads related to complete games on Sony's platform is around 85%, a percentage that leaves little room for alternative interpretations about the direction the market is taking.

For Faliszek, therefore, blaming giants like Sony or subscription services like Xbox Game Pass and Steam for an alleged conspiracy against consumers would be misleading: these companies merely respond to a real market demand generated by the users themselves, who, through their daily purchasing choices, have effectively oriented the supply towards digital.

In his speech, the former Valve employee also calls upon a literary parallel, referencing Kurt Vonnegut's novel Player Piano, published in 1952. This reference is used to illustrate what the author describes as a recurring irony in human nature: the tendency to systematically choose the most convenient solution, delegating increasing power to technology, only to later complain about the unintended consequences of such choices once they materialize.

According to Faliszek, initiatives such as online petitions or protests are unlikely to reverse a well-established market trend driven by sales numbers themselves. The former Valve employee therefore suggests that dissatisfied gamers should channel their energies more constructively, namely by advocating for greater protections and rights for consumers within this new landscape, often characterized by limited use licenses, absence of resale options, and dependency on third-party servers and platforms.

This reflection brings attention back to a broader theme: while the industry is indeed moving towards an increasingly digital model, the question remains as to what guarantees should be ensured for users in an ecosystem where physical ownership of the product is increasingly giving way to licensed access forms.