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Bill to block publishers from killing online games advances in California

arstechnica.com

81–90 of 506 posts

Re: Bill to block publishers from killing online games advances in California

#81
Wish they'd extend it to all apps, I'm over paying money to developers who cut and run while using it as a way to land jobs at Microsoft and AWS

https://news.ycombinator.com/item?id=46768909

JuiceSSH have since shut their site down after that last round of attention so I guess they really have no intention of open sourcing or refunding.

https://web.archive.org/web/20260116112028/https://juicessh....

Re: Bill to block publishers from killing online games advances in California

#82
post #59

The "final boss" of bad legislation. Often, Government intrusion into the markets is worth the side effects. But in this case, even the best-case outcome is extremely dumb. Companies are forced to expend resources just so a few niche hobbyists are not inconvenienced. And there will be side effects, ultimately including geo-fencing of games to exclude California. It's a big market, but you can't make up for a net loss…

> Companies are forced to expend resources just so a few niche hobbyists are not inconvenienced. Yeah those poor companies. They should just be allowed to take our money and then stop providing a service we paid for. Won't someone please think of the corporations???? What kind of weird argument is this? If I pay for a game then I, you know, want to be able to play the game. You know what I don't care about? Whether o…

I take your point and also don't give a damn about corporate profits but it is a little bit "talking past" the parent. To me the important part of parents point was the next step: therefore the companies will just avoid selling to California which is an unintended consequence.

I think this can be argued with directly on its merits - 1. maybe, 2. also that's probably fine, 3. also that's not what happened with car emission standards, etc.

Re: Bill to block publishers from killing online games advances in California

#83
post #58

Earlier quoted context omitted.

AFAIK the issue is with one time purchase games, where is not clear if you will be able to play forever or whenever they want to pull the plug, if they change to subscription based model or free to play, then it will be clear for the players what they are paying for.

The distinction makes sense, but I wonder if the bill will inadvertently incentivize games to move to subscription based models, which would be ultimately be a worse experience for consumers.

Ultimately consumers can then make a better choice, to simply drop those subscription based games.

Re: Bill to block publishers from killing online games advances in California

#84
post #65

It seems like the fair solution to this problem is to open source server code if you are going to cease support for an online game. That way the community has the opportunity to run their own servers if they want to. I also really support giving 60 day notice if an online game is going to shut down. Places I have worked have had policies like that for games they are sun setting and I think the best game publishers th…

It doesn't need to be open source, you only need to provide server binaries to download. This was the standard until circa 2010. People were able to host dedicated servers themselves.

That would be an improvement over nothing, but closed-source means that the game is still going to die as soon as someone finds a security vulnerability (or even just a gameplay glitch) that can't be feasibly patched.

Imagine an MMO where special text in the chat causes viewers' clients to crash, or a glitch exists to duplicate items or money, or where anybody can crash the server to run arbitrary commands.

Re: Bill to block publishers from killing online games advances in California

#85
I doubt it's possible for legislation to mandate meaningful compliance regarding something as dynamic and rapidly evolving as online games. Despite good intentions, such legislation often results in unintended consequences including distorting the market, creating perverse incentives or even making the problem worse.

Serious problems are already apparent. Games offered “solely for the duration of [a] subscription." aren't regulated, which will greatly accelerate the death of perpetual licensing. A world where no games are available for outright purchase and offline use would be disastrous for players and historical preservation.

It would be better if they'd focus on narrower problems where they can make a positive difference. For example, mandating a freely distributable end-of-life patch to remove online activation from DRMed games. Creating a patch and uploading it once to the Internet Archive isn't a big enough burden to make companies modify their biz model or deploy armies of lawyers and MBAs to circumvent. When it comes to rapidly evolving technology, the best regulations are clearly defined, narrowly scoped and cheaper to comply with than avoid or game.

Re: Bill to block publishers from killing online games advances in California

#86
post #63

Earlier quoted context omitted.

This has an easy solution. If the middleware cannot be used in a new regulatory environment then it will either die or adapt.

Sometimes the easy solution isn't easy for all sides or even realistic. "Fuck the publishers" is easy but not going to get a lot of publisher buy in. We all agree there is a foolproof method to fixing all bugs - delete all the code. We also all probably agree that isn't the optimal balance.

Should’ve thought of that before accepting significant amounts of money in exchange for a game they plan to kill when it’s no longer financially advantageous for the publisher. They’re so happy to rake in what, $60, now $70, soon $100 for a product they can disable access to for any reason at all or no reason at all, with no notice? How’s that fair? Why’s it only unfair when the hardship goes the other way around?

Re: Bill to block publishers from killing online games advances in California

#87
post #18

Earlier quoted context omitted.

The entertainment industry has a long history of making successful movies appear unprofitable on paper to avoid paying royalties. https://en.wikipedia.org/wiki/Hollywood_accounting

My favorite example of this is when Warner Brothers said that Malibu’s Most Wanted wasn’t profitable because they spent so much money marketing Harry Potter that year.

That’s not how things work as far par as participating on the back end of a specific project (which is contractual, not entity based). Thats a profit /loss sharing entity setup for legal accounting reasons (the entity files taxes). Generally not even required since the studio does this at their corp level. Even LLCs will pass these through. This would likely be do some partner/investor.

The contracts that celebrities get on adjusted gross (adjusted is doing 100x the work of the word gross in this context) have no specific entity revenue in mind. If costs show up later after some cash has been distributed, people absolutely freak out to give money back, so you need an arrangement that works such that that doesn’t happen.

Plenty of agents over the years sold celebrities the idea of gross on first dollar and couldn’t be bothered to read the proposed contract which led to many publicized lawsuits.

Re: Bill to block publishers from killing online games advances in California

#88

It seems like the fair solution to this problem is to open source server code if you are going to cease support for an online game. That way the community has the opportunity to run their own servers if they want to. I also really support giving 60 day notice if an online game is going to shut down. Places I have worked have had policies like that for games they are sun setting and I think the best game publishers th…

> That way the community has the opportunity to run their own servers if they want to.

That might be fine for very small titles - where the "game server" is a relatively simple binary that can be run anywhere. Larger titles depend on a huge amount of infrastructure, for authentication, progression, matchmaking, etc... It's not feasible to open-source all of that, especially given that it may well still be in use for more recent titles.

Re: Bill to block publishers from killing online games advances in California

#89
post #21

California seems to be a leading grounds for online law as well for the technology itself. Lots of clearly needed specific laws. Europe is fine too, but they err on the side of caution and smother actual innovation. Which is interesting because the Silicon Valley companies themselves incorporate in DW anyways, so it seems to be a separate consumer led legal trend.

California being 4th largest economy gives it some market power, just some though. Companies still make special considerations only for California - including total exclusion - as opposed to just implementing the good idea across the nation or world.

Feels like malicious compliance, but I’m used to it now, I’ve done the same in other industries like raising or issuing capital, so I cant be mad about consumer protection style patchworks then

Re: Bill to block publishers from killing online games advances in California

#90
post #65

It seems like the fair solution to this problem is to open source server code if you are going to cease support for an online game. That way the community has the opportunity to run their own servers if they want to. I also really support giving 60 day notice if an online game is going to shut down. Places I have worked have had policies like that for games they are sun setting and I think the best game publishers th…

It doesn't need to be open source, you only need to provide server binaries to download. This was the standard until circa 2010. People were able to host dedicated servers themselves.

Closed source binaries rot.
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