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Pavel Zálešák: Stop Killing Games Is Not Just a Gaming Issue

8 min. | 16. 7. 2026

Software Development student Pavel Zálešák has joined the Stop Killing Games initiative, which raises broader questions about digital ownership, players’ rights, and the future of video games. In this interview, he explains why games are more than entertainment, how AI is changing game development, and why digital content should not disappear simply because of business models.

How did the idea of getting involved in the Stop Killing Games initiative come about? Was there a specific moment when you realized that this was not just a gaming issue, but a broader question of digital rights?

I learned about the initiative thanks to a mention in a video by Roth Welden. The topic resonated with me so much that I decided to get actively involved and contacted the head of the initiative. Gradually, I realized that this issue goes beyond just server-dependent games. The real understanding of the depth of the problem came at the end of the signature collection, when I realized that we were fighting for a fairer setup of digital licences and for a change in the way gaming companies approach consumers.

You study Software Development at Unicorn University. Did you use anything from your studies while working on the initiative — for example, a way of thinking about software, an analytical approach, or working with technologies?

From my studies, I mainly took away, among other things, knowledge of communication between server and client and overall architecture. At the same time, thanks to following my study plan, I had more time for the activities connected with the SKG movement.

Stop Killing Games connects technology, legislation, communication, and community work. What was the most challenging part for you, and what did you learn from it?

The most challenging part was learning how to communicate the issue correctly to all age groups and also outside the IT environment. From politicians and friends to developers themselves. It is important to present the idea properly in different ways.

Artificial intelligence is significantly changing software development and the work of developers today. How do you see its role — more as a tool that helps, or as something that needs to be used carefully?

I think it can make routine tasks much easier. But a person with critical thinking should still be at the forefront, someone who does not get carried away by automation bias and fall for AI hallucinations. Video games are a form of art, so AI should definitely not replace the visual side of things, such as concept art, textures, models, or world builders. On the other hand, it could be used well for developing game mechanics or optimizing games, especially those in Unreal Engine 5 .

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Many students have their own projects or ideas during their studies, but they do not always dare to take them further. What do you think determines whether an idea becomes something real?

I think a lot depends on how much time you have during your studies, which is perfectly manageable if you follow the recommended study plan. If I were at CTU or Matfyz, I would not dare to do it . Of course, individual projects in courses also play a big role. Their consultation, completion, and presentation give you the confidence to start something personal.

Critics of similar proposals point to technical, legal, and economic limits — such as server operation, licensed content, or security. Where do you think a realistic compromise lies between users’ rights and the possibilities of developers or publishers?

Technical and economic limits are often more a question of priorities than a real obstacle. I see the compromise in the fact that if a publisher no longer wants to actively support a game, it must not “kill” it at the same time. There are proven solutions that do not require enormous costs: either releasing a final offline patch that removes server dependencies, such as microtransactions or voice chats, or releasing server tools to the community. In that case, players keep the same client and simply connect to servers run by the community.

As for licensing, there is no reason why these legal obstacles should make playing impossible. The customer is not buying the right to distribute the content, but the right to access the content they paid for. So we have the technical solutions; what is missing is the willingness of publishers to admit that their product has a value other than financial value after the end of its commercial cycle.

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The Stop Killing Games initiative has also reached European media and public debate. What has surprised you the most on that journey so far?

I was surprised by how long this topic had been overlooked. I was also struck by the interest of people who are not in the gaming or IT industry. The fact that we are increasingly moving from the physical to the digital space should not mean that we lose our rights along the way.

The topic of digital ownership is currently being discussed mainly in relation to games, but it will probably also concern other digital services. Where do you think the line lies between a company’s right to discontinue a product and a user’s right to continue using something they have paid for?

The current problem stems from the fact that games are sold as a “service” rather than as a product. If you bought a Transformers film on DVD, Paramount Pictures would not come to you after twenty years saying that the licence for the Linkin Park song in the credits had expired and that you had to destroy the disc. Yet this is exactly what is happening today with digital games.

The line should be clear: if a company stops supporting a product, it must not prevent the user from continuing to use it. This is about more than money; it is about our digital heritage. Games are a modern form of art, and today we are witnessing a second burning of the Library of Alexandria. We are losing thousands of hours of developers’ effort, passion, and creativity, which are literally being erased from history.

So I ask: what will we show our children one day? Should it be only non-functional files on a disk? As a society, we should not allow digital history to be erased simply because of short-sighted business models.

What would you recommend to students who have their own project or initiative but are hesitant about whether it makes sense to pursue it?

The time when we needed huge capital or decades of experience is gone. With AI and the internet, the barrier to entry is practically zero. If you have an idea that makes sense, you now have power in your hands that only corporations had twenty years ago. Do not waste time hesitating. Projects that change the status quo will always meet resistance. Your effort is what shapes the future.

Listen to more

Pavel Zálešák has also discussed the Stop Killing Games initiative, digital ownership and players’ rights in other podcast interviews. If you want to explore the topic in more detail, you can listen to the following episodes.
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Co bude dál se Stop Killing Games? | DABLTLACH E4 | Pavel Zálešák
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Rozhovor se zástupcem iniciativy STOP KILLING GAMES
| Pavel Zálešák | pixel[talk] 10. epizoda
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Pavel Zálešák 

Pavel Zálešák studies Software Development at Unicorn University. In addition to his technical development, he has long been interested in issues of digital ownership and ethics in software. He is a key voice in the Stop Killing Games movement, where he advocates for a more sustainable approach to digital content and the protection of end-user rights.

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