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Stop Killing Games

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281–287 of 287 posts

Re: Stop Killing Games

#281
post #120

Earlier quoted context omitted.

This is largely how open source game engines like OpenMW or OpenTTD work: the game engine is reverse engineered, and the art is something the end user provides by downloading/owning a legitimate retail copy. And that’s really great, but this model is ultimately not realistic for most game developers. It’s not like productivity software where the code of the product isn’t the majority of the value being delivered. Git…

I'd argue that games being open source and being pirated does mean you can't make money. I think you are looking at this backwards, like the rest of the industry. You don't need to force people to buy your stuff by making it closed and preventing people from getting at your stuff for free. THe people that matter will compensate you if you make something that matters to them. The whole idea that you need to force peop…

I think the piracy rate probably varies a lot by demographic and overall target audience, and that for some types of games and publishers a lot of the draconian DRM makes a lot of sense from a pure dollars and sense standpoint.

A certain type of player just checks for cracked versions first even though they have the money to buy the game and for that person Denuvo buying the publisher a few weeks/months of a crack not being available is worth the investment.

I suspect that a lot of the most famous examples of big budget games with no DRM at all have an older, more educated, and more affluent demographic.

Re: Stop Killing Games

#282
post #165
post #47

The discussion here is amazing! Takes me right back to the early days of Linux and discovering Free Software. How will developers eat?? Who would write software for free?? These people clearly didn't think this through!! Amazing to hear it all again, lol! Let's think about it. Free software just applies to the source code. Artwork, logos, even trademarked names are not Free. Support, services, and documentation can a…

Have there been commercially successful free software games? If the code was Free Software, how would you sell in-game purchases? Note that if it were just 3d models for your character, others could sell them too, likely cheaper without the overheads of developing the base game. Note that the article is advocating for multiplayer code to be open too. I love free software, but I don't see how it was works in practice…

Have there been commercially successful free software games?

I'm not aware of anyone that has even tried to do that. That doesn't mean it's impossible.

Re: Stop Killing Games

#283
post #47

The discussion here is amazing! Takes me right back to the early days of Linux and discovering Free Software. How will developers eat?? Who would write software for free?? These people clearly didn't think this through!! Amazing to hear it all again, lol! Let's think about it. Free software just applies to the source code. Artwork, logos, even trademarked names are not Free. Support, services, and documentation can a…

> Who would write software for free?? We make software a public good and fund it at the government level.

Linux and all the other free software argues that that is not needed

Re: Stop Killing Games

#284
post #224

I don't understand what all the fuss is about. There are so many old games on GOG to play for 10 lifetimes. On a 1GB RPi.

There are many old books in the Library, and yet I still choose to buy new ones.

The way I see it, new books = new information; new games = worse gameplay, worse story, with new graphics => money spent updating GPU/CPU/memory getting very little in return

Re: Stop Killing Games

#285
post #284

Earlier quoted context omitted.

There are many old books in the Library, and yet I still choose to buy new ones.

The way I see it, new books = new information; new games = worse gameplay, worse story, with new graphics => money spent updating GPU/CPU/memory getting very little in return

I could say the same thing about books. It obviously doesn't apply to all books, just as it doesn't apply to all games.

Re: Stop Killing Games

#286
post #243

Earlier quoted context omitted.

All of these freedoms would only kick in after the developer shuts down official servers, after which the product is discontinued and not generating income anyway. It wouldn't affect game developers at all, the only change would be that they have to upload the server file's code when they decide to stop supporting the game, so that players can continue it themselves.

That's not clear from the article. Even if that's the case, it still gives away the studio's IP the moment they discontinue the game. Counter strike wouldn't exist if these "freedoms" were in effect when half-life ended support.

>it still gives away the studio's IP the moment they discontinue the game

No. You don't receive any rights to use the IP when you buy the game, so you don't get them when the publisher decided to discontinue it.

Re: Stop Killing Games

#287
post #249
post #215

Earlier quoted context omitted.

Frankly it's none of your business why, and it's completely irrelevant. The fact is that this 3p code exists and this law needs to account for it or it's unworkable.

This is kind of needless aggression that doesn't help non domain experts understand. I've worked on a lot of complicated and deeply optimized networked applications. They're almost all closed source. I know exactly how I would design a system to support these kinds of initiatives. What I'm curious about is why that's impossible for game developers, because either I'm missing something, or game developers are just bad…

>either I'm missing something, or game developers are just bad at software design

Usually the latter, not just game devs themselves, but also infrastructure devs.

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