Stop Killing Games “wins” after creator drama

by Chloe Adams
5 minutes read

The “Stop Killing Games” (SKG) initiative, launched in April 2024 by Ross Scott, has achieved what many considered impossible: reaching the one million signature threshold required for consideration by the European Commission. The initiative, which advocates for the preservation of video games beyond server shutdowns, experienced a dramatic surge in support following a very public dispute between Scott and another prominent content creator.

The initial impetus for SKG stemmed from instances like the forced obsolescence of “The Crew,” a game with substantial single-player content rendered unplayable due to server dependence. The European Citizens’ Initiative (ECI) petition quickly amassed over 400,000 signatures, suggesting significant public backing. However, progress stalled, leaving the campaign’s future uncertain. This stagnation, as some observers claimed, was fueled by negative publicity.

Enter PirateSoftware, known online as Thor, a popular streamer who initially dismissed the initiative as “trash” during a livestream. He publicly discouraged his audience from supporting SKG, potentially dampening enthusiasm among a key demographic. The gaming community, often swayed by influential voices, appeared to heed Thor’s criticism, casting a shadow of doubt over the petition’s prospects. The effect of Thor’s criticism was not immediate, but in the following months, the signature count flatlined. Some commenters on Reddit even said they withrew thier signatures as a result.

Ross Scott remained largely silent until June 2025 when he released a video titled “The End of Stop Killing Games?”. In this video, Scott directly addressed Thor’s criticisms, methodically dismantling what he characterized as fundamental misunderstandings of the initiative’s goals and scope. He argued that Thor’s points were based on misinformation and a lack of due diligence regarding the petition’s actual demands. Scott addressed concerns that the petition would stop developers from running live service games, clarifying that SKG sought only to protect games from becoming unplayable for single player after their servers were shut down.

The impact of Scott’s response was immediate. Other prominent content creators, including penguinz0 and Josh Strife Hayes, voiced their support for SKG, amplifying Scott’s message and correcting the narrative that Thor had established. This sparked a wave of renewed interest and participation.

Within ten days of Scott’s video, the SKG petition reached its target of one million signatures. That meant over 550,000 new signatures in under two weeks. It was a remarkable achievement for a campaign that seemed on the verge of collapse. This rapid turnaround underscores the power of clear communication and the influence of key figures in the gaming community. The initial impression was defeat, but the subsequent revelation of misinformation ignited a revised perspective and a surge of support.

The success of Stop Killing Games has broader implications for consumer rights in the digital age. It raises fundamental questions about ownership and access in an era of increasingly digital distribution. Is a purchased game truly owned, or merely licensed for a limited time? The SKG initiative seeks to clarify these issues and empower gamers to make more informed choices about the products they buy.

The impact on the ground is already being felt. As one gamer, Sarah Miller, put it on X.com: “I almost gave up hope after hearing the criticisms. But Scott’s video explained everything so clearly. This one detail mattered — the clarification that it wasn’t about stopping online games, just preserving single-player content. It completely changed my mind.” Miller’s sentiment reflects a wider trend of gamers who felt empowered to support SKG after Scott addressed the misconceptioins. A Facebook post by long-time gamer “OldManGamer72” echoed this sentiment: “I’m tired of buying games only to have them disappear when the servers shut down. It’s like they’re taking away something I paid for.”

Now that the petition has reached one million signatures, the European Commission is obligated to consider it. This could lead to new regulations requiring developers to ensure that games remain playable even after official server support ends. While the exact outcome remains uncertain, the success of SKG represents a significant victory for gamers and a step towards greater consumer protections.

Here are some key demands of the “Stop Killing Games” initiative:

  • Developers should provide offline patches or tools to allow single-player components to function without online servers.
  • Clearer labeling of games to indicate whether they rely on online services for core gameplay.
  • Establishment of a legal framework to protect purchased games from becoming completely unplayable due to server shutdowns.

The fight is not over. Lobbying efforts by gaming companies could still influence the European Commission’s decision. However, the SKG initiative has demonstrated the power of collective action and the importance of advocating for consumer rights in the gaming industry. The momentum is on their side, and gamers around the world are watching to see what comes next. It’s also important that the media maintains a level-headed perspective on the initiative, and doesn’t jump to conclusions that are based in bias and opionion, rather then facts.

“We aren’t trying to stifle innovation,” Scott stated in a recent interview. “We’re simply asking that games are treated with respect and that gamers’ investments are protected. You know, it’s about ensuring that games that we buy today remain playable tomorrow.”

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