Digital Transformation · July 24, 2026
Sony Disc Exit: Disgaea Creator Flags Customer Empathy Failure
Nippon Ichi Software founder Sohei Niikawa publicly criticised Sony's withdrawal from physical disc production, arguing the platform holder failed to consider what physical ownership means to the players who value it most.
What happened
Sohei Niikawa, the former chief executive of Nippon Ichi Software and creator of the long-running Disgaea series, has publicly criticised Sony's decision to wind down the production of physical game discs. Niikawa argued that Sony may have failed to fully consider what owning a physical edition means to the players who actively seek them out.
His remarks, reported by TechRadar, went further than a simple preference for physical media. Niikawa suggested that if Sony is prepared to abandon disc production, it might as well remove disc-reading hardware from its consoles entirely — a pointed challenge to the logic of maintaining disc-capable PlayStation hardware while simultaneously withdrawing the software format it is built to play.
Why it matters
Sony's move away from physical media is, on the surface, an operational and commercial decision. But Niikawa's objection surfaces something more fundamental: the emotional and identity-based relationship that a segment of consumers has with physical ownership. In behavioural economics terms, this is the endowment effect in action — people assign greater value to things they can hold, display and permanently own than to functionally equivalent digital licences they merely access. For service designers, this is a reminder that a product format is never just a delivery mechanism; it is part of the customer's experience of ownership itself.
Platform holders increasingly frame digital-only transitions as convenience improvements, but for collectors, gift-givers and consumers in regions with unreliable internet infrastructure, the removal of physical media represents a genuine degradation of the service proposition. Ignoring that segment — or assuming they will simply adapt — carries real risks of brand alienation among some of the most loyal and vocal customers a platform has.
The Renascence take
The instinct to read Niikawa's comments as nostalgia from a game developer is understandable — and almost certainly wrong. What he is actually describing is a failure of customer empathy at the strategic level: a decision made on cost and distribution logic that did not adequately weight the lived experience of the people most affected by it.
Sony's disc exit may be financially rational, but rationality is not the same as customer-centricity. The players who seek out physical editions are not simply choosing a format — they are expressing a relationship with ownership, permanence and culture that a download code cannot replicate. A customer-obsessed operator would have segmented this audience explicitly, quantified their lifetime value and loyalty profile, and designed an exit strategy — or a premium physical tier — that honoured rather than erased that relationship. The real risk here is not lost disc sales; it is the signal Sony sends about whose experience it considers worth protecting.
Sources
This briefing was written by the Renascence newsdesk, synthesising reporting from the outlets below. Follow the links for the original coverage.
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