Why was Borderlands 3 removed from GeForce Now?

In February 2020, Borderlands 3 publisher 2K Games requested that all of its titles be pulled from Nvidia‘s GeForce Now game streaming service. This highlights some of the key challenges facing cloud gaming platforms:

Publishers Felt Lack of Consent to Include Games

Nvidia did not properly consult with game publishers and developers before adding titles to GeForce Now. In many cases, this violated licensing agreements and intellectual property rights. Publishers felt their content was being used on the service without permission.

Borderlands 3 had already sold an impressive 5 million copies in just its first 5 months across various platforms. 2K Games likely wanted to retain full control over further sales and distribution.

Disruption of Traditional Revenue Models

Game streaming services fundamentally change the economics for publishers. With cloud gaming, players do not directly purchase or download games – they effectively rent access to titles through a subscription.

This may disrupt existing sales channels and revenue models. By pulling Borderlands 3 from GeForce Now, 2K Games protected against potential loss of sales on rival platforms.

Exclusivity Deals With Competing Services

There are also rumors that some publishers have signed exclusivity deals with Google Stadia and other streaming services. These agreements may prevent games from appearing on competing platforms like GeForce Now.

For example, GTA V was suddenly removed from GeForce Now in 2020. Users speculated this was thanks to an exclusivity agreement between Rockstar Games and Stadia.

Ongoing Licensing and Innovation Challenges

The first year of GeForce Now saw over 1,200 games removed from the service due to publisher requests. Other major companies pulling titles include Xbox Game Studios, Warner Bros and Klei Entertainment.

However, Nvidia has secured opt-in partnerships with studios like EA, Ubisoft and CD Projekt Red to add their games to GeForce Now. This highlights the ongoing negotiations needed to make cloud gaming work.

As video game streaming continues evolving, licensing agreements and business models will need to adapt. Cloud services promise improved access and convenience for players, but disrupt sales and revenue for publishers. New compromises are required to allow further innovation in this space while fairly compensating content creators.

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