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Home » The Switch 2 May Signal the End of Physical Games
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The Switch 2 May Signal the End of Physical Games

By News Room28 May 20253 Mins Read
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One of the biggest changes of Nintendo’s generational leap to the Switch 2 is the new console’s game carts. Not the aesthetic shift—they’re now red, to differentiate them from the original Switch’s slate gray ones—but rather that, in many cases, they won’t contain a game at all.

While all first-party Nintendo games are currently expected to be released on-cart, other publishers may choose to release their Switch 2 titles on “game-key cards.” These have no actual game data on them, instead serving as a physical license to access and play a digital version of a game. Per Nintendo, after players insert the game-key card into their console, they’ll be prompted to download the associated game. An internet connection will be required to download the game and for any online features, but otherwise, game-key card titles will be playable offline as normal, so long as that physical cartridge is inserted, its presence serving as a software authentication tool.

It’s a direction that has proven controversial with both fans and some developers (former Assassin’s Creed and Far Cry lead Alex Hutchinson said, “I think it’s sort of lame,” while Nightdive Studios CEO Stephen Kick said the move is “a little disheartening”) and could be confusing for consumers, despite Nintendo’s plans to clearly mark the packaging of game-key card titles. However, the move does have several positives—and it may just be a harbinger of the future for the entire games industry.

Better Than Literally Nothing

Probably the biggest plus point to game-key cards is that they’re an improvement on the current equivalent, which is … nothing at all. Switch cartridges are a proprietary storage format, which means they can be more expensive, per GB of storage, to release games on than mass-market media. As a result, several game publishers sell titles in a “code in a box” format—entirely empty Switch cases with a single-use, digital download code to redeem on the Nintendo eShop.

While these sorts of releases ostensibly fill a market gap, giving real-world retailers a product to put on shelves and, even for online sellers, providing some form of physical object to send to customers—useful to give out as gifts, for instance—they’ve always been an odd category. Collectors typically want an actual game on their shelves, while those unbothered by a permanent library would likely be browsing a digital-only storefront in the first place. Either way, once that code has been redeemed, the customer is left with an empty plastic case with no purpose and no secondary market value. Code-in-a-box releases are ultimately a waste of materials to produce and dispose of, the remnants likely destined for landfill.

Game-key cards go some small way to solving these problems. For collectors, they’ll have something in the case lining their shelves, making their collections tangible, while more casual players can take a chance on titles they’re unsure of. That’s because the carts won’t be tied to user accounts—anyone with the cart downloads their own copy of the game. Because the cartridge itself is the key, you’ll be able to lend out, sell, or trade-in game-key cards as easily as carts for previous console generations, and only whoever physically possesses it will be able to play.

There is still a convenience factor to consider, as you’ll need to have that cart inserted into your Switch 2 to play the game, unlike entirely digital purchases, but it stands to be a far more versatile and arguably consumer-friendly approach than those one-time codes. We’ll have chance to see which format players prefer with the first wave of Switch 2 titles, as titles like EA’s Split Fiction sticks with the code-in-a-box approach.

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