
Games Anywhere
Movies figured out how to follow you across platforms. Games still haven't. And that gap says a lot about where the psychology of digital ownership is headed.
There is a strange, quiet friction that happens in almost every modern gaming library.
You buy a game. You install it. You play it for dozens of hours. And then, without you ever consciously realizing it, that game becomes locked to the exact storefront where you purchased it. The purchase isn't tied to you. It's tied to the ecosystem.
We already solved a version of this problem in another corner of the entertainment industry. Movies did it first. A service called Movies Anywhere quietly changed consumer expectations by doing something that once seemed impossibly complicated: if you buy a film on Apple, it appears in your library on Amazon, Google, Fandango, and elsewhere. The digital walls between fierce competitors become irrelevant. Your purchase follows you. Your library doesn't vanish when you change hardware or decide you'd rather watch on a different platform next year.
It isn't a perfect solution — MGM still hasn't joined, Google briefly pulled out entirely in late 2025 over a carriage dispute before returning, and some films remain locked behind exclusivity windows even within the system. But as of this summer, nearly 10,000 films across five major studios sit in a single portable library that no one storefront controls. The seams still show. The principle works.
Gaming, however, has refused to make that leap. And the barrier isn't technical capability. It's business structure.
The Case for the Walls
Before indicting the gatekeepers, fairness requires taking their argument seriously, because it isn't entirely hollow.
Platform holders don't just sell software; they sell infrastructure. Steam, PlayStation, Xbox, Nintendo, Epic, and the EA App each maintain the servers, the payment rails, the customer support pipelines, and the discovery systems that connect players to games in the first place. The standard 30% revenue cut those platforms collect funds that infrastructure, and it funds it at scale — a game sitting in a 100GB install package is not the same logistical object as a movie file, and the cost of hosting, patching, and distributing it across competing ecosystems isn't trivial. Under a unified "Games Anywhere" framework, a platform could find itself maintaining infrastructure for a transaction it never saw a cent from, and there is a real question buried in that scenario about who actually pays for the pipes when the toll booths come down.
There is also genuine complexity in the object itself. A movie purchased on one platform is the same movie on every other. A game in 2026 is a modular, living thing — DLC sold separately on one storefront, microtransactions running through a different payment system, save files tied to platform-specific cloud architecture, regional licensing variations that exist for reasons that have nothing to do with greed and everything to do with contractual history. Defining what constitutes "the same game" across completely different system architectures is not a trivial administrative problem.
None of that makes the current arrangement inevitable. It makes it profitable, which is a different thing. The complexity is real. The convenience of leaving it unsolved is also real. When those two things align, the complexity tends to stay.
Why the Walls Stay Up Anyway
The deeper reason has nothing to do with server costs or licensing complexity, and the platform holders know it.
Lock-in is not a side effect of the current system. It is the system. If a player can freely carry a two-hundred-game library from one piece of hardware to a competitor's, the traditional concept of console loyalty dissolves. The library becomes the platform, and the platform becomes a commodity. Every major platform holder in the gaming industry has spent decades and billions of dollars ensuring that does not happen, not because it serves the player, but because it is the entire value proposition of owning the storefront in the first place.
This is why the pieces of a unified architecture exist in scattered form without ever assembling. Publisher-specific networks like Ubisoft Connect already bridge their own catalog across platforms. Cross-progression systems in major multiplayer titles prove the data pipeline works. Cloud gaming continues to chip away at the necessity of local hardware altogether. The technology is not the obstacle. The incentive structure is.
The question has never been whether a Games Anywhere model is technically viable. It has always been whether the people who control the existing economy want to live in a world where software is finally decoupled from the storefront. Right now, they do not, and they have no competitive reason to change that position until someone forces the issue — which, in the history of digital media, has usually meant either a regulator, a catastrophic platform failure, or a new technology that makes the old walls look absurd.
Movies crossed that line, imperfectly and gradually, because the alternative was watching consumers abandon digital ownership for streaming subscriptions entirely. The gaming industry is not yet at that inflection point. But the players who have lost libraries to shuttered storefronts, or who have watched a platform discontinue a service they paid for, are accumulating. Their patience is not infinite, and the distrust they feel toward digital ownership is not irrational. It is the entirely predictable result of a system designed to hold a library hostage in ways that the customer only fully understands the day the vault closes.
Every digital industry eventually reaches this crossroads. You either build walls around ownership to manufacture artificial loyalty, or you build bridges to earn it.
Movies are already on the other side. Games are still standing at the edge, staring at the water.