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Game publishers respond to Stop Killing Games claim it curtails developer choice

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Re: Game publishers respond to Stop Killing Games claim it curtails developer choice

#251
post #84

Earlier quoted context omitted.

For some things. For others you may not be able to license it. Example: have you seen a street racing game with Toyota’s in it? There’s a reason that Need For Speed games fell off after Most Wanted (original) and it’s because they themselves don’t get total artistic license on their works. And part of the agreements is a reasonable expectation that you will not assist anyone else to violate the agreement - and, the a…

Somehow game companies managed to deal with this when games were sold on CDs. They’ll figure it out again.

Yeah, it was easier then.

The presumption was that sales were not perpetual- and reselling isn’t leasing a license in the same way.

Maybe there’s a way though

Re: Game publishers respond to Stop Killing Games claim it curtails developer choice

#252

Video games publishers don't want you to play the same game for too long without spending more money. They don't want to make games like Terraria where you have a $10 game you can play for a thousand hours. They'd much rather you buy multiple $60+ games, plus expansions, "micro"-transactions and subscriptions. They don't want games that last forever, they want to pressure you into constantly buying the next big thing…

That kind of reasoning makes sense if you have a single publisher controlling the entire market and they don't want to undercut their own business. But that's obviously not the case. There are plenty of publishers that want to publish games like Terraria, especially if they go on to sell more than 60 million copies.

Re: Game publishers respond to Stop Killing Games claim it curtails developer choice

#253
post #135

If any of this goes through in terms of legislation, it will mostly just have “buy” change into “lifetime subscription” (where as usual, “lifetime” means the lifetime of the service). I’m not saying that it shouldn’t be done, and the article itself alludes to that outcome, but it also means that it won’t stop the killing of games.

[flagged]

How is forcing manufacturers to state that they are planning to bork your game in the future "increasing the barrier of entry"?

Re: Game publishers respond to Stop Killing Games claim it curtails developer choice

#254

Earlier quoted context omitted.

If I buy a smart fridge and the company that made them suddenly decided to turn them all off, then I'd definitely like the ability to turn mine back on, yes. And no, there's no expectation of source code. That's been covered many times.

How can we ensure that if we legislate the games industry, then we also legislate all other industries with no special carve outs? That would make me much more supportive.

So your argument is that you won't support Stop Killing Games, but you'll support Stop Killing Things In General?

That's a strange stance. Even if that was your position SKG has a good opportunity to act as a stepping stone towards something grander.

Re: Game publishers respond to Stop Killing Games claim it curtails developer choice

#255

Earlier quoted context omitted.

When you’re licensing content from third parties the more permissive rights you need the more expensive it is. Music is a very good example where it might not even be possible to get a perpetual license. A bunch of games have removed music as their license to it has expired for example. In the context of EOL of a game if you have to provide it for free to owners in perpetuity any third party content, code and so on n…

This seems pretty easy. If the license to the music goes for X years, then build that expiration into the game. After X years, licensed music goes away, and the game is still playable. This is completely in scope of SKG. Everyone understands that not every feature has to be retained to stay the playable game. That expiration date should, of course, be on the box. The consumer deserves to know.

That would be frustrating to code for.

Before anyone says that its as simple as a switch statement, it’s not, its date enumeration and a switch statement, and an alternative codepath for testing and more assets: on every hot path, when you already only get 8ms for your frame is an annoying cost.

The expiration date properly visible is not a terrible idea though; or at least a “this edition is valid for x years” after which, updates that fix issues may remove content. Hrm.

Re: Game publishers respond to Stop Killing Games claim it curtails developer choice

#256

At a macro level, killed games are a good thing for gaming companies. It creates a shortage of playable games so that new games sell and continue to make money. The biggest competitor to the video game industry is movies (Netflix, Disney plus, etc) and past games. Think about it - what does the gaming industry look like 100 years from today? If players can play thousands of high quality games for free, why bother pay…

It would still be illegal to acquire a copy of a killed game. Their numbers would still dwindle, since they'd be limited to people who bought the game before it was killed.

Re: Game publishers respond to Stop Killing Games claim it curtails developer choice

#257

Earlier quoted context omitted.

Points for the most insane answer possible, no offense. No idea what you are talking about. Given that you work for the video game industry, perhaps your comment is in a sense perfect.

The last part of it is just me going off the rails, but do you really think only the game industry is bad?

Good luck with that really weird approach.

Re: Game publishers respond to Stop Killing Games claim it curtails developer choice

#258

Earlier quoted context omitted.

[flagged]

How is forcing manufacturers to state that they are planning to bork your game in the future "increasing the barrier of entry"?

If the only thing that this initiative seeks to achieve is clear and fair labeling when purchasing something, I'm all for it.

If in the future, if anyone (including this initiative) requires the release or maintenance of server builds or code, I am against it.

Re: Game publishers respond to Stop Killing Games claim it curtails developer choice

#259

Earlier quoted context omitted.

> legislate the that your license What we should be doing is applying the laws that already exist: when I purchase a physical book I own a copy of it and can sell it, lend it, modify it. Amazon and the publishers have zero say in the matter. Buying a digital copy should be no different. I more of this stupid “you bought a license to access a copy” crap.

Let's step through this example. All Xbox games around 2004 were physical CDs. Many had online services attached to them. Eventually, those servers were turned off. You can still play LAN and singleplayer. You still have your access to the physical bytes on the disk (though there is copy protection). What should companies be required to do regarding the servers?

Not sue people into oblivion if they want to reverse engineer and create their own servers.

Re: Game publishers respond to Stop Killing Games claim it curtails developer choice

#260
post #207

Earlier quoted context omitted.

e.g. Factorio. e.g. Hades. Both games available offline and DRM-free.

How do they handle piracy, unless they don't? In which case, very good for them that they have such a great group of supporters. I am not sure if we should require every company to behave in such a way, and simply let consumers reward such companies with their money? This is just a fundamental economic model argument that I apply to any industry, except maybe baby formula or something.

> How do they handle piracy, unless they don't?

So your point is that you need to fuck your paying customers in order to mildly annoy people who don't buy your games?

Besides, the proposal doesn't even require you not to have anti-piracy servers; it only requires you to avoid bricking the game once you turn of the servers.

> simply let consumers reward such companies with their money?

For that you would need to be upfront about it.

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