July 23, 2026 - 01:59

Three weeks upstate, the tally is starting to take shape. So far, we have counted three different bears, a smattering of deer, one hare, a fisher cat, too many chipmunks, and a gopher that has been reclassified by the four-year-old as a capybara. Do you know what I did not see? A single Argentinian winning the World Cup. On to this week's update.
Being right is not always what is best for a relationship. In PlayStation's case, getting rid of physical discs makes perfect business sense. It improves margins, reflects how consumers have been buying video game software for years, and removes several important friction points. And it left its most passionate fans feeling completely unheard. In making what seemed like a straightforward, informed business decision, Sony inadvertently finds itself at the center of a classic platform economy problem. How much should a platform optimize its own economics if doing so alienates the players who sustain it?
On paper, Sony is perfectly executing its business goals. One of Sony's competitive advantages over Xbox has long been its command of its value chain. As a consumer electronics firm, Sony has established a broad global network over the years to sell not just its PlayStations but also its televisions, audio equipment, Blu-ray players, and music albums. That universe is shifting.
Disc sales peaked in 2008 at about 402 million units worldwide, carried by the Wii, the PS3, and the Xbox 360. Since then, they have fallen almost every year, to 82 million in 2025, a decline of roughly 80 percent. In contrast, digital downloads surpassed discs in 2019 and reached 382 million units last year. Even the cartridge, which was given a second life by the Switch, peaked in 2021 and is fading again. Rather than ending the disc era, Sony has reached the end of a thirty-year transition that began when it abandoned cartridges for CDs.
Discs overtook cartridges in 1997, after Sony discontinued its cartridges in favor of the CD-ROM. A cheaper format with better economics displaced an incumbent that had grown expensive and constrained. That same trend is now happening to discs as digital downloads prove cheaper to deliver and impossible to resell.
The games industry alternates between periods of content innovation and periods of distribution innovation roughly every decade, and we are firmly in the latter. When growth slows, firms stop chasing new audiences and start re-engineering how, and at what margin, they reach the ones they already have. Originally, the disc itself was a distribution play. The CD-ROM's cost-efficiency let Sony crash the console market in 1994, and the margin it freed up bankrolled the content boom that followed, from 3D worlds to cinematic storytelling. A distribution breakthrough set the stage for the next content wave. Three decades later, the disc dies the way it was born: as a distribution play. The difference this time is who benefits. Historically, distribution swings favored newcomers, as Steam was in the last one. This time, it is the incumbents capturing the value.
Part of that is practical and has to do with the creative ambition of the games industry. Marquee AAA titles have the terrible habit of becoming larger with each release. File sizes expand, even more so for blockbuster releases. Another reason is that the global value chain has changed. During the pandemic and the most recent spike in oil prices as a result of the War in Iran, it became painfully clear what some of Sony's weaknesses are. The cost of shipping discs and consoles halfway across the world is variable and heavily dependent on the price of oil. Worse, because of the Japanese economy's reliance on imported oil and domestically low interest rates, the Yen is at a 40-year low. That further increases the costs for manufacturing and shipping products and eats into Sony's margins.
It does not help that one of its primary markets, the United States, has spent the past two years fencing with tariffs. The uncertainty rippled straight through to sticker prices, and in Nintendo's case it has now curdled into a lawsuit from consumers who feel slighted. Nintendo raised prices when the tariffs hit. Then the US Supreme Court struck the tariffs down in February, after which Nintendo sued the government to get its money back. When players asked for the same courtesy, the company moved to dismiss, arguing they received exactly what they bargained and paid for. The tariff refund flows one way. Players ate the increase while Nintendo collected the rebate.
None of the savings are passed on to consumers. Walking through the revenue split of a full-priced game, the money that once went to retailers and disc manufacturers now flows to the platform instead. Updated to today's $80 price point, the math looks like this. On a first-party disc sale, Sony nets about $52 after the retailer takes $24 and disc manufacturing another $4. Sold through its own store, it keeps the entire $80. On
July 20, 2026 - 17:19
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