The remaining physical buyers, however, use discs for more than storage. Boxed games can be gifted, lent, resold, traded in, or purchased second-hand. They can also be bought from retailers that accept payment methods unavailable on the PlayStation Store. Download codes preserve some retail access, including the ability to buy a physical gift card or code, but they do not recreate lending, resale, or ownership of a transferable copy.
A digital-only catalogue therefore makes account access, storefront availability, regional purchasing rules, download infrastructure, and Sony’s long-term support more important to the consumer experience. The “important notice” now appearing on some PS5 packaging improves disclosure for buyers, but it does not preserve the options associated with a disc.
The strongest counterpoint to a universal digital strategy is regional variation. Reported analyst data for Resident Evil Requiem puts physical sales at 22% in the United States, but 40% in the United Kingdom, 43% in Australia, 51% in Japan, and 55% in France.
That pattern supports Sony’s view that the US market is far more digital than many other major markets. It also shows why a single worldwide policy may inconvenience a meaningful share of players elsewhere. In France and Japan, physical copies represented more than half of the reported sales for this particular release.
The figures should not be treated as a complete global measure of every game. They come from analyst reporting reproduced by games-media outlets rather than a full public sales dataset from Capcom. Still, they are enough to challenge the idea that physical games have become equally irrelevant in every market.
Publishers may benefit from the change through faster launches, fewer manufacturing commitments, and a simpler global distribution system. Smaller studios could avoid the risks of estimating demand and paying for a physical run, while publishers could use digital storefronts to promote older games and adjust prices more frequently.
The costs fall elsewhere. Game retailers, distributors, disc manufacturers, collectors, and the used-game economy would lose a source of revenue. Sony’s PlayStation Store would also become more important as the central route to new games on the platform. That increases the importance of questions about store fees, approval processes, pricing rules, and how much competition remains between sellers.
For preservation advocates, the concern is not only the disappearance of packaging. A disc can provide an independent physical copy of a release, even though many modern games require patches, installations, or online services to work fully. Digital-only releases make continued access more dependent on accounts, servers, and storefront policies.
The effect could be particularly complicated in markets where some games are not officially approved or widely distributed. Removing imported discs may make access harder for players who previously relied on physical copies, although the scale of any gray-market change would depend on local enforcement and Sony’s regional policies.
The reception of a single major release, including Marvel’s Wolverine, would not prove whether Sony’s strategy is good or bad for the market. Reviews and sales are shaped by quality, price, marketing, release timing, and platform reach as well as by distribution format.
A meaningful test would require several digital-only releases and evidence showing whether the policy changes launch prices, the frequency of discounts, regional availability, user satisfaction, or long-term access.
Nintendo’s latest financial materials reported digital revenue at 61.5% of dedicated video-game-platform software sales for the quarter, leaving 38.5% attributed to physical sales by that measure. That is a substantial physical business alongside a digital majority, and it demonstrates that a platform can continue operating both channels while digital purchasing grows.
The comparison needs care. Nintendo’s digital-sales measure includes downloadable packaged software, download-only software, add-on content, and Nintendo Switch Online, so 38.5% should not be read as a precise share of full-game purchases made on cartridges or in boxes.
Even with that limitation, Nintendo’s results weaken the claim that physical media is already economically irrelevant everywhere. Sony is choosing to optimize for a predominantly digital customer base; Nintendo is retaining a dual-channel model because boxed software remains commercially meaningful for its audience.
Sony’s 2028 policy will probably make PlayStation distribution more efficient. Whether it makes games cheaper is a separate question. Players may see more frequent sales and faster global availability, but they will also lose the competitive pressure and flexibility created by new discs, retailers, lending, and resale.
The outcome will depend on how Sony and publishers use their added control. If distribution savings are passed through, digital-only could mean better prices and broader availability. If not, the policy may primarily increase margins and platform dependence while leaving launch prices unchanged.
The evidence so far points to a mixed conclusion: digital purchasing is already dominant in Sony’s business, but physical demand remains strong enough in several major markets that removing discs is more than a technical cost-cutting exercise. It is a decision about who controls the price, availability, and future access to PlayStation games.