Earlier quoted context omitted.
This is idiotic . "The industry" are also European citizens. It's about balancing the interests of people who pay their rent and feed their children by selling games, and the interests of people who merely enjoy games. Consulting only the group which enjoys games would be absurd to the point of being actively malicious.
Hey! That's exactly what lobbyists against regulations would say!
Stop Killing Games fails to secure EU law despite 1.3M signatures
191–200 of 346 posts
Re: Stop Killing Games fails to secure EU law despite 1.3M signatures
#192Earlier quoted context omitted.
> The groups hit hardest by this are going to be small-medium developers who are just trying to build a game How so? Smaller developers don't usually build games that require huge online components that will be hard to release to the public. That's mostly AAA publishers that do so (at least I can't remember the opposite from the top of my head).
> Smaller developers don't usually build games that require huge online components that will be hard to release to the public. Yes, they do. Small developers disproportionally have to rely on online services to make their multiplayer games work to a playable standard acceptable to the users, as they can't afford to write them from scratch (and couldn't even afford to do the devops work that comes with a self-hosted a…
How did studios deal with multiplayer in the 1990-2010? That's right, server binary and in-game server browser. These days you don't even need to enter an IP address, just use Steam to invite/join friends. Using third-party or cloud online services is just pure laziness/convenience, and allowing for players to host their games is not rocket science.
Re: Stop Killing Games fails to secure EU law despite 1.3M signatures
#193Earlier quoted context omitted.
It would result in fewer online games that stop working altogether when the publisher wants to stop it. All the publisher would have to do is to create a "mini self-hosted server" application and provide it and they would follow the law on this. It's really not that complicated. Not "free", of course, but it's not exactly expensive either if you plan to do that from the moment you write your first line of code.
Game developer here. If it were “just” that easy I’d love to support this. > All the publisher would have to do is to create a "mini self-hosted server" application and provide it and they would follow the law on this You’re making a huge assumption here both about the scope of the law, and about how straightforward this is to do. I’ve worked in games where we could drop a server binary over the fence an that would b…
This is a good point. For some games, complying with a Stop Killing Games law would be easy. For those games, the developers could simply drop a server binary over the fence like you mentioned. For other games, complying with a Stop Killing Games law would be much more difficult. For those other games, the developers would have to put in significant effort or refund customers once the game is killed.
That being said, I think that what we are talking about here is short-term pain for long-term gain. In the short-term, adaptation will be difficult for some developers, but those developers will eventually learn how to make games that allow players to host their own servers on their own infrastructure.
Re: Stop Killing Games fails to secure EU law despite 1.3M signatures
#194Earlier quoted context omitted.
[flagged]
> absurd to the point of being actively malicious No, it's not, and this is why you were called a shill .. not merely due to a disagreement, but due to you actively portraying your opposition as malicious, while you actively describe multi-billion dollar corporations as just people trying to "pay their rent and feed their children by selling games" Deeply dishonest indeed.
It's extremely difficult to see how the statement quoted below is not fairly characterized as malicious
>The industry should only be allowed to comment after the laws have been written and fulfill the goals of European citizens.
If the opposition simply seeks to silence you, rather than to argue against you, how are they not malicious?
Re: Stop Killing Games fails to secure EU law despite 1.3M signatures
#195Earlier quoted context omitted.
> The groups hit hardest by this are going to be small-medium developers who are just trying to build a game How so? Smaller developers don't usually build games that require huge online components that will be hard to release to the public. That's mostly AAA publishers that do so (at least I can't remember the opposite from the top of my head).
Those games are unaffected whether or not SKG is written into law. If ojr of those games has an optional multiplayer component all of a sudden it can come under the purview. One of the things SKG has pushed down the line is what is “playable”. There is a very small but very active online community for a bunch of games that would call the online part of their game a requirement. The last of us and uncharted had very u…
There is literally zero reason that Lethal Company needs cloud services for their servers, or for it not to allow players to host their games. EOS & co. are golden handcuffs, and designing the multiplayer system from day 1 with preservation in mind is not that much more work. Of course Epic wants you to use their easy solution, it's called vendor lock in.
Re: Stop Killing Games fails to secure EU law despite 1.3M signatures
#196Earlier quoted context omitted.
> Smaller developers don't usually build games that require huge online components that will be hard to release to the public. Yes, they do. Small developers disproportionally have to rely on online services to make their multiplayer games work to a playable standard acceptable to the users, as they can't afford to write them from scratch (and couldn't even afford to do the devops work that comes with a self-hosted a…
> PEAK, on of _the_ multiplayer hits of last year from a small studio is built on top of Photon[0] for their multiplayer How did studios deal with multiplayer in the 1990-2010? That's right, server binary and in-game server browser. These days you don't even need to enter an IP address, just use Steam to invite/join friends. Using third-party or cloud online services is just pure laziness/convenience, and allowing fo…
Re: Stop Killing Games fails to secure EU law despite 1.3M signatures
#197Earlier quoted context omitted.
> PEAK, on of _the_ multiplayer hits of last year from a small studio is built on top of Photon[0] for their multiplayer How did studios deal with multiplayer in the 1990-2010? That's right, server binary and in-game server browser. These days you don't even need to enter an IP address, just use Steam to invite/join friends. Using third-party or cloud online services is just pure laziness/convenience, and allowing fo…
Yes, and it was an awful experience with a fraction of the playerbase. WC3 Battle.net browser is an experience that I wouldn't wish on my worst enemy. TF2 server browser, where many of the good servers were also not publicly listed and head to be discovered outside of the game is also not really a tractable option.
You're just spreading FUD.
Re: Stop Killing Games fails to secure EU law despite 1.3M signatures
#198Earlier quoted context omitted.
I'd say this shows how corrupted elites are. If the "democratic" entity spends all the time with lobbyists, and not the initiative which started the discussion, this speaks volumes.
Seeing your comment, the base seems more corrupted than the elite. The corruption they suffer is to see everyone as being corrupted. Think about it: how you would implement such directive and make it implementable... Now you see the problem.
Re: Stop Killing Games fails to secure EU law despite 1.3M signatures
#199Earlier quoted context omitted.
Yes. Exactly. I, for one, am following this credo: If your single player game has an “always online” clause; I am not your customer. No ifs, no buts, no “but i like this franchise”s. Vote with your wallet. Do not hesitate to boycott.
I'd like to see legislation to require publisher to clearly state if game works offline, and if not, what is the committed, guaranteed operational life ("at least to June 2030" prominently displayed, for instance).
Whether the game works offline, and until when the servers are guaranteed, is one part. But the savegames and progression data should also belong to the user.
The game is made by the studio, sure, but the save file is the part I construct by playing. It is my time, my choices, my progress, my world state and my memories.
So I would add a clear principle that the publisher should not be able to kidnap the user's save data.
Re: Stop Killing Games fails to secure EU law despite 1.3M signatures
#200Earlier quoted context omitted.
[flagged]
> absurd to the point of being actively malicious No, it's not, and this is why you were called a shill .. not merely due to a disagreement, but due to you actively portraying your opposition as malicious, while you actively describe multi-billion dollar corporations as just people trying to "pay their rent and feed their children by selling games" Deeply dishonest indeed.