EA faces fan criticism after introducing microtransactions affecting progression in College Football 27
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Olhar Digital
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EA faces fan criticism after introducing microtransactions affecting progression in College Football 27

Traditionally, purchasing a game at full price theoretically implied access to the complete experience. However, the inclusion of cosmetic items, expansions, and extra content has complicated this definition over the years. The title College Football 27 elevated this debate to a particularly sensitive level, focusing on how quickly the player advances in the game.

In July, Electronic Arts (EA) received a strong reaction from the community after implementing microtransactions in the game's single-player modes, including the popular Dynasty Mode. Simultaneously, features that allowed players to speed up the acquisition of Experience Points (XP) were removed.

For some players, this combination signaled that even after purchasing a premium game, payment could become a necessary component to progress faster. The intensity of the reaction was such that there were threats of boycotts from players, and reports indicated internal criticism from developers regarding the decision. A few days later, EA announced the removal of these microtransactions.

Although microtransactions are not new in EA games or the industry, having been present for years in sports titles focused on cards, packs, and team building, the conflict in College Football 27 arose because this logic began to invade modes traditionally geared towards single-player experiences.

In Dynasty Mode, the objective is to manage and develop a college American football program over several seasons, making progression intrinsic to the experience. The situation gained more prominence due to the removal of options labeled 'Fast' and 'Faster,' which previously controlled the speed of XP gain. Initially, the company justified that the main advancement of coaches would remain unchanged. However, for many members of the community, removing a free acceleration tool while introducing paid options was difficult to ignore.

The complexity lies in the distinction between selling clothing for a character and charging for elements related to progression. In the first scenario, the player chooses to change the appearance; in the second, money begins to influence the pace of the game experience. This does not imply that it is impossible to progress without spending, but rather that the design creates a specific incentive.

When a game offers ways to accelerate a slow process, the question arises: was the progression designed this way because it is best for the game, or because there is a paid alternative to shorten the waiting time? In free games, this model is often accepted as part of the initial agreement with the consumer, as there is no entry cost, but certain benefits are monetized. This perception changes drastically when the same mechanic appears in a fully paid title.

The dissatisfaction seems to have extended beyond players. According to an Insider Gaming report, developers involved in College Football 27 had known about the implementation for months, and some of them were 'furious' with the determination. Sources also indicated that the team anticipated a sharp community reaction upon revealing the system. This helps differentiate between those who create the game and those who define its monetization strategy.

EA's initial response suggested that the microtransactions could be maintained. Content creator Bordeaux reported that the publisher provided materials to influencers about the new monetization, stating that they were 'monitoring community feedback.' Bordeaux criticized the way the position was communicated, given that there was no corresponding official statement on College Football 27 channels at that time.

However, the pressure persisted. EA ultimately changed course and announced that all microtransactions would be eliminated from College Football 27 in an update scheduled for July 11, satisfying the community's desire. Despite this, the incident triggered a discussion that transcends a single title.

Items such as DLCs, season passes, virtual currencies, cosmetics, special editions, early access, and paid progression systems have coexisted with premium games for some time. The core issue in College Football 27 was crossing a line that some players still consider vital: the difference between selling extra content and monetizing how the player advances in a mode that is already part of the purchased product. The reaction demonstrated that this boundary is still relevant.

Although EA backed down this time, the attempt served as a test of how far major publishers can push common free-to-play models into premium releases. After all, when a game offers a solution to accelerate its own progression, the debate ceases to be just about microtransactions and starts questioning how much of the purchased game was conceived to be played and how much was planned to force a new payment.

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More than 50 games to be discontinued in 2026; California law seeks to protect games from discontinuation
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olhardigital.com.br

More than 50 games to be discontinued in 2026; California law seeks to protect games from discontinuation

In January, the servers for the game Anthem were shut down, resulting in a loss of access for players who had purchased the title, given that it does not have an offline mode. This incident adds to a series of recent cases where various other games have become unplayable, often without prior notice beyond announcements on Discord or notes on the Steam page.

A recent survey points to the discontinuation of several notorious titles. Among them, Anthem, which caused surprise, and Highguard, which was a big expectation at The Game Awards 2025 but had its lifespan limited to only 45 days. Additionally, a significant portion of games for PlayStation 3 and 4, Xbox 360 and One had their servers shut down, either due to lack of hardware support or budget cuts.

So far, about 50 games have been discontinued, including those with offline functionalities, and have been removed from platforms such as Steam, PS Store, and Microsoft Store. Other titles, such as Granblue Fantasy: Versus, WWE 2K24, and NBA Live 19, have lost support for their online modes, while Project CARS 3 and others have been removed from digital stores, although their offline and local multiplayer modes remain operational.

More discontinuations are expected by the end of the year, covering titles from major developers. For example, Destiny 2, announced on May 21, will no longer receive updates because the studio Bungie is focusing efforts on a future, yet-to-be-revealed launch, which is not Destiny 3. Although Bungie assures that there are no plans for a definitive server shutdown, the number of discontinued titles suggests that the end of Destiny 2 is only a matter of time.

The bill known as Protect Our Games Act (AB 1921) is being processed in the state of California, USA. This legislation proposes to require video game companies to ensure that purchased games remain playable even after the termination of online services. Companies would have two options: provide an update that allows continuous use of the game without dependence on the original servers, or fully reimburse the buyers.

This initiative is a direct reflection of the global movement Stop Killing Games, which advocates for the preservation of games after their shutdown. The bill has already been voted on in the California Assembly and proceeded to deliberation in the state Senate. However, the path to final approval is still long.

A setback occurred in the state Senate, as despite being approved by the California Assembly in May, the bill failed in a crucial committee vote on June 29, receiving only 4 votes in favor, 3 against, and 4 abstentions. Thus, the text did not reach the necessary majority, preventing further voting before 2027. Furthermore, the proposed law would only apply to games released from 2027 onwards, leaving many current titles vulnerable to extinction.

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