For a third example, consider right-to-repair laws which mandate that a company must provide usable manuals and parts at a reasonable cost.
The lifetime of the game depends on profitability to the company, which is only somewhat correlated with popularity. Companies even stop products which are profitable, but not profitable enough.
When does the timer start? Minecraft has been around for well over 6 years, yet it gets new players every year.
Plenty of games come out, don't do well overall and then get shutdown despite a loyal fanbase. Just because something didn't meet its sales forecast doesn't mean the people who bought it don't want to play it. A game being popular doesn't mean it's a good game, and a game being unpopular doesn't mean it's a bad game.
> If a game shuts down in 6 years (past most typical warranties), clearly you got more than enough enjoyment out of it.
First: that's not a given. Plenty of people buy games well past the launch date. If I buy a game five years, eleven months, and two weeks after launch and the auth servers are shut down two weeks later should I lose access to it?
> Digital warranties don't make much sense since popularity is generally proportional to lifetime. If it was a good game it wouldn't shut down quick enough for people to complain.
Studios close, and companies don't make decisions based on what's popular, they do it based on what makes them money. A game might have a long tail where people keep playing and buying it but substantial numbers of new customers aren't coming in anymore.
Digital warranties don't make much sense since popularity is generally proportional to lifetime. If it was a good game it wouldn't shut down quick enough for people to complain.