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G2A proposes key-blocking tool, requires 100 developers to express interest before production and implementation

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The current chapter in the G2A fiasco (jump-started by a series of tweets from developer Mike Rose) revolves around G2A’s solution to key fraud.

The latest post on G2A’s official blog, entitled “G2A proposes a key-blocking tool for developers”, explains the company’s plan to appease developers and publishers.


“You, the developer, only need to get verified. All you have to do is prove that you can act in the name of the studio you’re representing, so that we can deter any impostors. Once your identity is confirmed, you will gain access to two separate sections.

The first of these is the “Review keys” part. Once you generate keys to be sent out for a review to various sources, all you would need to do is select your game in our panel and paste the keys you don’t want to pop up on our marketplace.

Once that’s done, each time anyone tries to sell a key for your game, our algorithm will check the keys you have provided us with. If there is a match, the seller will get a notification that the key has been blocked so that they can’t sell it.

The second section would be the “Giveaway” part. This panel works in the same way as the previous one – just fill in the keys you will be giving out that you don’t want sold before you start the giveaway.

If a seller tries to sell more than 3 keys that match the ones in the giveaway database, our system won’t allow that.”

However, there is a catch. G2A requires 100 developers to express interest, with a form available in the blog post. They defend the requirement, stating:


“We have already made some calculations, and the development of such a solution will be time-consuming and expensive. We will cover all the costs, of course, but we just need to know that you, the developers, are going to use it.

Do you believe the Key Blocker would be effective enough to stop key fraud? And should G2A require developer input before producing their Key Blocker?

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Developers have to stop generating and handing out keys if they don't want to see them been sold on the grey market.

Developers have to understand that charge-back and fraudulent key purchase crackdowns have been on the rise since 2014 and the reason for that is why grey market is still a thing.

Developers gotta stop price gauging people based on region and maybe then consumers might not be tempted to buy games from other sources.

If developers understood why this is a thing, they could have alleviated this situation years ago. But apparently they can't own up to their own faults first and want to point fingers... oh well, suck shit... It's not like they are losing money, since all keys that are proven legitimate purchases still end up making profit for 'x' developer. Simple fact of this whole drama yet it's overlooked since it doesn't allow for the corporate drama to be at the forefront.

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    • By AnotherGills
      Mike Rose, director of independent publishing studio No More Robots, recently received a boom of supporters after expressing discontent with G2A (a grey market key re-seller). With the recent attention being given to independent game productions being negatively impacted by G2A, Rose directed his Twitter followers to a petition he created.
      The petition, titled “G2A: Stop selling indie titles on your platform”, has a link to a G2A-published article, claiming that “just 8% of games sold on their platform come from "indie" titles.”
      With this statistic in mind, Rose’s petition feels the solution to independent productions being hurt by G2A would be removing the selling of indie title keys.
      G2A responded to the petition on Twitter:
      They also tweeted about a solution to the problem:
      Finally, G2A published another article on their blog, titled “G2A vows to pay devs 10x the money proven to be lost on chargebacks”, and as the namesake implies, G2A states:
      The blog post also discloses information regarding sales data for Descenders (a No More Robots published title that was the center of the initial backlash), as well as criticizing Mike Rose's initial anti-G2A effort:
      This policy change is a big difference from the last time G2A received fire from developers and publishers. In 2017, Gearbox Publishing had entered a publishing deal with G2A for a special collector's version of Bulletstorm: Full Clip Edition. After receiving backlash for this deal, Gearbox Publishing provided G2A with an ultimatum, pertaining to pro-consumer policy changes. G2A did not comply, leading to Gearbox Publishing pulling out of the deal, and G2A releasing a statement defending their stance.
      Seeing G2A claim to pay developers and publishers back in cases of fraud appears to be a noble step in the right direction. Only time will tell whether or not they hold true to this policy.
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