Major Publishers Opt Out of Xbox Disc-to-Digital Program During Initial Insider Testing

Microsoft began testing the Disc to Digital feature with Xbox Insiders on Aug. 31, marking the program’s initial rollout.
Because Xbox has not published a definitive compatibility list, the community created XCT.live, where users report whether specific physical Xbox One and Series X|S games qualify for a digital license.
The program was presented as a way to preserve access to players’ physical libraries, contrasting with PlayStation’s move toward a discless next-generation hardware strategy.
Kotaku reported receiving the “not participating in digital licensing” message for games from Sega and Bandai Namco as well as Ubisoft and Square Enix, broadening the list of publishers associated with the issue.
One possible explanation raised in coverage is that publishers may have concerns about game preservation and the long-term implications of the program, although no publisher has confirmed that as the reason for not participating.
Microsoft's new Disc to Digital program, launched as a beta test with Xbox Insiders on August 31, lets players convert physical Xbox One and Series X|S game discs into digital licenses. But Kotaku found a major problem: games from major publishers like Ubisoft, Square Enix, Sega, and Bandai Namco show "not participating in digital licensing" messages, leaving players unable to access digital versions of their physical copies.
Microsoft hasn't published a complete compatibility list, forcing the gaming community to create their own database at XCT.live to track which games qualify. The holdouts raise questions about why major publishers are opting out and whether players will need to repurchase titles to use them on upcoming discless consoles.
Disc to Digital lets Xbox owners insert a physical disc and get a permanent digital license tied to their account, letting them play without the disc. Windows Central reported the program supports hundreds of games across Xbox One and Series X|S libraries. Microsoft positioned it as a player-friendly alternative to PlayStation's shift toward discless next-generation hardware.
The feature preserves access to existing physical collections during the transition to all-digital gaming. It's meant to give players flexibility—use the disc when they want, or play digitally anytime after converting. But the publisher opt-outs undermine that promise for some of the most popular franchises.
GameSpot reported that four major studios—Sega, Square Enix, Ubisoft, and Bandai Namco—are not participating. Players trying to convert physical copies of Assassin's Creed, Final Fantasy, and other franchise titles see the "not participating" message. Kotaku confirmed the issue extends beyond those four publishers, though the full scope remains unclear.
Neither Microsoft nor any of the holdout publishers have officially explained their decision. Some gaming analysts speculate publishers may have concerns about game preservation and long-term licensing implications. But without confirmation, the exact reasons remain a mystery.
Because Microsoft failed to publish a definitive compatibility list, Xbox fans created XCT.live, a crowdsourced database where players report which physical games do and don't work with Disc to Digital. The tool is now essential for anyone considering the conversion, revealing which publishers have opted out before purchase decisions.
The lack of transparency from Microsoft and the publishers has made the program's rollout confusing. Games may be temporarily unavailable pending gradual inclusion, or publishers may have permanently excluded their titles. Players can't easily tell which scenario applies to their library.
Players who own physical copies of excluded games now face a difficult choice: keep the disc and physical hardware, or repurchase the title digitally to play on discless consoles. This defeats the program's stated purpose of preserving access to existing libraries. For franchises like Assassin's Creed and Final Fantasy, which have huge fan bases, the impact could be substantial.
The situation also highlights a broader tension in gaming: who controls digital ownership? Publishers retain power to exclude their games, while players lose flexibility. As the industry moves toward all-digital, these early decisions may set precedents for how preservation and player rights are handled going forward.
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