this post was submitted on 02 Apr 2025
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Game-key cards are different from regular game cards, because they don’t contain the full game data. Instead, the game-key card is your "key" to downloading the full game to your system via the internet.

Pay a premium for a physical copy of your game, and the cartridge may not contain the actual game. Only on Nintendo Switch 2.

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Not only on Switch 2. There was at least one Tony Hawk Pro Skater game that did this.

If I remember the episode of Guru Larry, the developer noticed their rights to the IP were set to expire, so they went to shit out one last game as fast as possible. They had to get the game published by a certain date, as in discs on store shelves by this date. The game was not going to be ready in time, so they put the tutorial level on the disc to print and distribute it while they finished the game, which would then be a multi-gigabyte download. Meaning that a physical copy of the game is worthless once the servers shut down.

[–] JohnWorks@sh.itjust.works 6 points 6 days ago

At least there's marking on the packaging so you'd know which ones to avoid getting.

[–] MurrayL@lemmy.world 27 points 1 week ago (2 children)

Not that I agree with it, but isn’t this what other consoles have done for about a decade already?

Physical media for games is on its deathbed.

[–] Peffse@lemmy.world 24 points 1 week ago

Yes/No. Both Sony and Microsoft have quality control processes to ensure that whatever is published is going to play on first entry of the disc.

That said, publishers use A LOT of workarounds. Day 1 patches to "finish" the game. Download code inserts. And as of recent, mandatory online server check-ins. As far as I'm aware, Nintendo is the only one who allows publishing half the product with required download.

[–] emb@lemmy.world 13 points 1 week ago (1 children)

Seems so. Notably, Switch 1 already has games with a similar warning on the box.

They're just giving a name to it.

On one hand, I'm glad they're up front about it (and I'd rather see an even uglier, larger warning on the cover for game key cards). On the other, I hope this isn't a sign that they're legitimizing it or that it'll be more common.

[–] MudMan@fedia.io 3 points 1 week ago (1 children)

Yep. The slight difference is that those Switch games typically included a chunk of the game in the cart and sometimes were partially playable. Short of requiring a smaller download, though, it was the same practical function.

I still don't like it, but those carts get prohibitively expensive at high sizes.

[–] BluescreenOfDeath@lemmy.world 8 points 1 week ago (7 children)

As someone with two kids who play games on the switch, physical carts keep me from having to buy every game two or three times.

So losing the ability to buy a game and share it between three switches will severely increase the costs of games for me.

[–] DomeGuy@lemmy.world 7 points 1 week ago (11 children)

Nintendo made a huge deal about virtual game cards, saving us from exactly what you're afraid of.

Not as good as what Sony and Microsoft do, where we can essentially install our whole library on every console we have, but it's about as good as what Steam does.

Plus they're bringing back a "game share" like feature, so some multiplayer games should be playable in a local family with only one purchase.

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[–] MudMan@fedia.io 19 points 1 week ago (5 children)

It's actually not "only on the Switch 2". There were a bunch of Switch one games that only came with a partial set of assets and required a mandatory download to be played.

It sucks, and it's what you get when your physical storage is too expensive and too small, unfortunately.

[–] Strider@lemmy.world 1 points 6 days ago* (last edited 6 days ago) (1 children)

Storage is cheap. Others are being cheap too.

For that I in part understand the switch module price if that's indeed nvme speed or something.

But switch 1? Not really.

[–] MudMan@fedia.io 2 points 6 days ago (1 children)

It was, though.

Objectively. This is not an opinion.

Switch 1 carts HAD to be purchased from Nintendo. It wasn't an off the shelf part. They weren´t SD cards priced commercially, they were a specific order that was part of manufacturing a physical copy and stacked up on top of printing labels and paperwork, making cases, shipping them to stores and so on. Margins for physical media are garbage as it is, but Switch carts were significantly more expensive than, say, a PS5 BluRay and they crucially ramped up quickly with size.

Technically the carts were available to higher sizes, but there's a reason you very rarely saw any Switch 1 games with cart sizes bigger than 16 gigs. Basically the more stuff you put in your game the more expensive it was to physically make the boxed copies. Crucially, that is a cost you had to pay whether you sold the carts or not. It was a manufacturing cost.

Look, at this point it's hardly worth it trying to wrap one's head around industrial retailed boxed copy software manufacturing, but trust me, physical Switch games were relatively and absolutely expensive to make in an environment where digital distribution was king and the next most expensive version was dirt cheap optical media.

[–] Strider@lemmy.world 1 points 6 days ago* (last edited 6 days ago) (1 children)

I know. But then Nintendo was making a buck and someone else was being cheap by either not taking the bigger module (to maximize profits) or not optimizing their game sizes like Nintendo often excels at.

I think we're on the same page but just having different thoughts details in this.

Apologies for maybe answering provocatively basically in the direction of rampant capitalism while agreeing hence triggering your effortful answer of things I know and agree on.

[–] MudMan@fedia.io 3 points 6 days ago (1 children)

I don't know that Nintendo was forcing the issue for profit. I also don't know the costs and margins (if any) for Nintendo or who they were working with to get the storage, to be fair. But I have to assume that if Nintendo had signficantly cheaper access to storage and was artificially throttling to everybody else you'd have seen more first party games on larger carts, and that wasn't necessarily the case.

Regardless, any solid state storage was always going to be more expensive than optical storage and scale up with size gradually in a way that optical storage doesn't (until you have to go to a second disk or an additional layer, at least). Cartridges are just inherently riskier and more expensive, even at the relatively modest spec of the Switch 1. Definitely with what seems like competitive speeds in Switch 2.

That doesn't mean one has to like the consequences of it. At the same time I'm not sure I can imagine a realistic alternative for a portable. We're not doing UMD again, so...

[–] ChapulinColorado@lemmy.world 1 points 5 days ago* (last edited 5 days ago)

The point about Nintendo not having significantly larger sizes on games could be attributed to a few things:

  • Their developers were sometimes exclusively making Nintendo games = more familiar with the hardware and how to use it effectively
  • They were guaranteed to sell a few million copies of a game = they could afford to run the numbers on refactoring the games resources and asset logic to maximize cartridge size and still come up on top. With the scale of sales, this could cover a specialized developer exclusively optimizing techniques to save on that front
  • Many third party studios run their games through some converter and fix what’s remaining, the result are turd sized and non-optimized executables. E.g.: see iOS and Android app and game install sizes.
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[–] 7arakun@lemmy.world 14 points 1 week ago* (last edited 1 week ago) (1 children)

One of the things I really like about the Switch is that I can actually buy a whole physical game that doesn't need an Internet connection. Sure, I have to check a website first, but I can at least curate my wishlist with games that are complete on cart.

At least them giving it a new name makes choosing games easier, I guess.

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[–] Gradually_Adjusting@lemmy.world 13 points 1 week ago* (last edited 1 week ago)

If this is going to be what Switch 2 offers, I'm fully out

Edit: I checked with a friend. Normal game cartridges are still a thing. One thing that makes them slightly better than digital downloads (albeit still imperfect) is that you can at least trade, sell, and buy them used. Not as good as physical media, but slightly better ownership rights than buying a digital copy.

[–] Omegamanthethird@lemmy.world 9 points 1 week ago

I don't like the idea of a game that can't be played long after the servers have gone down.

But I'm glad that it can still be traded or sold after purchase unlike what Xbox tried to do.

[–] kipo@lemm.ee 7 points 1 week ago (5 children)

So they essentially stuffed a download code into a physical cartridge to make people feel like they are getting something?

Isn't that needless and wasteful? Isn't it also going to trick unsuspecting people into buying something they think is a physical version of a game but isn't?

[–] tiramichu@lemm.ee 10 points 1 week ago* (last edited 1 week ago) (2 children)

Nintendo's site says the cartridge must always be inserted in order to play the game, and so it is the cartridge that controls the game license.

On that basis it seems likely you could sell/give the cartridge to someone else, after which they can play it and you no longer can - they'd just also have to download it first.

[–] velxundussa@sh.itjust.works 6 points 1 week ago (1 children)

Until the download servers go down and you have a cartridge that's just ewaste

[–] tiramichu@lemm.ee 6 points 1 week ago* (last edited 1 week ago)

Yes, which is a big part of why, despite allowing transfers, it still sucks.

[–] kipo@lemm.ee 6 points 1 week ago (1 children)

Thank you for the clarification!

I still don't like it.

[–] tiramichu@lemm.ee 4 points 1 week ago* (last edited 1 week ago)

Me neither. It's basically a download game but with physical DRM in the form of a cartridge. The age of genuine physical game ownership is toast.

[–] catloaf@lemm.ee 5 points 1 week ago (1 children)

They've been doing that for decades now. Lots of PC games had a box and CD, but the only thing on it was a stub installer to run Steam. Or even if it had the full game, you'd have to download a giant day-one patch to fix all the bugs fixed between the image going gold and the actual release day.

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[–] EowynCarter@lemm.ee 4 points 1 week ago

They better have a proper label / sticker there.

For collectors, and resell value compared to a paper with a code.

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[–] RightHandOfIkaros@lemmy.world 7 points 1 week ago* (last edited 1 week ago) (1 children)

So these physical copies will only cost $5, right? Lol.

"We want to kill physical game sales forever and we aren't hiding it anymore." - Nintendo, 2025

[–] Walican132 5 points 1 week ago

Actually from the prices I’ve seen online they are about 5 /10 dollars more than digital versions.

[–] emb@lemmy.world 6 points 1 week ago* (last edited 1 week ago)

Had a scare when first hearing this. But somewhere else on the site it does specify this as something like "some physical games", and as quoted in OP they're contrasting here with "regular game cards". So it looks like real game cards will still be a thing.

So far I've seen screenshots of SFVI and Bravely Default boxarts marked as game-key cards.

I've seen box shots for Mario Kart and Donkey Kong that appear to be normal game cards.

[–] tanisnikana@lemmy.world 5 points 1 week ago

Oh gross, that’s enough to end the retro market entirely. When the Switch 2 retires, the entire used game trade goes with it.

You know, unless hShop picks it up.

[–] EowynCarter@lemm.ee 5 points 1 week ago

Not much different from these now day that have only a code.

Did not buy and went to the e-shop.

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