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Stop Killing Games fails to secure EU law despite 1.3M signatures

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Re: Stop Killing Games fails to secure EU law despite 1.3M signatures

#231

Earlier quoted context omitted.

I don't understand your argument. SKG specifically excludes: - Existing games (they only aim to have regulation for newer game, as existing games may be locked into technical choices like a cloud based multiplayer backend that can't be replaced) - Non live-service games (ergo games where you have a monthly subscription of some kind, which makes it obvious you're "renting" the game for a limited time). Within these co…

> a LAN multiplayer mode (most match-based FPS/strategy games can do that Most match-based FPS don't do that anymore, as it's susceptible to DDOS. Whether a LAN-like mode is otherwise still feasible/acceptable by todays game quality standards is debatable. > Provide server binaries for self-hosted servers This is only feasible if the multiplayer backend is a simple server binary, which in many cases it's not anymore,…

> Most match-based FPS don't do that anymore, as it's susceptible to DDOS. Whether a LAN-like mode is otherwise still feasible/acceptable by todays game quality standards is debatable.

How is LAN susceptible to DDoS? I think you're thinking of P2P, unless you're worried about your LAN buddies trolling you I guess.

Regardless, whether the quality of LAN games is good or not is wholly irrelevant to the SKG initiative. If players want to play an apparently inferior version of the game, they should be allowed to, and LAN is hardly going to be an inferior version of the game anyways.

> This is only feasible if the multiplayer backend is a simple server binary, which in many cases it's not anymore, but a full cloud architecture you would find for any SaaS app. There additionally is the issue of licensed libraries, which may prohibit redistribution of the server binaries (and may e.g. be bound to a per-host pricing).

Comparing your game to a SaaS app is an interesting approach, because SaaS apps are generally sold as subscriptions, not one-time purchases that would otherwise immply ownership. If the game is genuinely SaaS-like, maybe price it like one and stop selling it like a regular product.

Also this would only really be the case for AAA games, and they have more than enough cash to figure out a proper sunsetting strategy.

Again, it doesn't have to be a perfect experience or anything near it, as long as people can somehow keep playing the games they paid for, even if they're the ones to bear the costs of hosting (which isn't even a rare thing in gaming, there's many old games with community servers out there that to this day have healthy playerbases).

In my experience the community servers usually beat the experience on dedicated servers anyways though, modders are usually more passionate and have more freedom to make things work well than the devs do. See the shenanigans with Titanfall 2's servers as an example.

> Take your pick from[0] or a competitors website: PEAK, Content Warning, Gorilla Tag; All games from indie developers that heavily rely on good networking that wouldn't be feasible to be replaced.

The games being cited to defeat this legislation are indie titles with small userbases and tight margins. The legislation is being discussed largely because of what EA, Activision, and Ubisoft do to games with millions of paying customers. Letting the hardest edge case set the ceiling for consumer protection is a convenient outcome for the people least affected by it.

And regardless, games like Minecraft and Terraria started off as small-studio indie games that built their own networking without Photon or anything like it. The self-hosted server support is a huge part of why those communities are still thriving today, many years later. The "it's too complex without third-party services" argument is newer than the practice of indie devs doing it themselves.

> Ah, yes the simple option of "completely tank your playerbase".

The implication that informed consumers are a problem for the industry is a pretty damning admission about how the industry currently operates.

Re: Stop Killing Games fails to secure EU law despite 1.3M signatures

#232

How about a “stop buying games” movement where people just don’t buy this live service garbage? It’s all shovelware. It’s all the same crap over and over. There are plenty of non live service games being released every day, buy those instead. If a game is actually important to people they’ll figure out a way to play it (as people did with WoW classic before classic). The idea that we should spend time and energy to r…

The classic SKG example is The Crew. Where is the indie recreation of the Continental USA to drive around? Indie games are great, but let's not act like art is fungible.

I don't like the idea of "they will just find loopholes anyway", that seems defeatist. "We've tried nothing and we're all out of ideas."

I wish people started thinking of good regulation as a technical problem as much as it is a social one.

Re: Stop Killing Games fails to secure EU law despite 1.3M signatures

#233
post #68

Earlier 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…

> I’ve also worked on games that have required a bunch of different standalone services just for core logic

Don't make your game be a spaghetti mess of dependencies.

Or.

When you decide on your dependencies, make sure they are compatible with the regulations. The chances of middleware developers not updating their middleware and/or licenses to comply with these regulations are practically zero: there will 100% be market need for compliant middleware and others to provide it, so the existing middleware developers will update theirs too.

> What if I rely on steam, or epic for P2P and they shutter the service?

That's the easiest of the bunch because Steam already has at least one opensource reimplementation of the API (probably multiple) so all you have to do is drop a DLL in your game's directory and you get Steam independence.

Re: Stop Killing Games fails to secure EU law despite 1.3M signatures

#234

Earlier quoted context omitted.

WoW, FF14, Elder Scrolls: Online, runescape. That's a lot of outlier I can cite off the top of my head.

> WoW, FF14, Elder Scrolls: Online, runescape There are in total ~15-30mil paying subscriber that pay subscription fees to a single game. That's 1% of all gamers globally. But sure, let's slap a $5/month subscription fee on all upcoming games that would have the chance to be the next Among Us / PEAK, and let's see how well that works out for indie developers.

Or, as SKG has been saying, make games like Among Us or PEAK have some way for players to self-host the games. It'd be absolutely ridiculous if the devs behind PEAK decided to one day say "Y'know what, we're shutting down PEAK and you can no longer play it" when nothing about the game needs to be tied to a persistent internet connection at all.

Besides, PEAK has offline mode already built in, so no subscriptions needed.

Re: Stop Killing Games fails to secure EU law despite 1.3M signatures

#235
post #217
post #43

Earlier quoted context omitted.

The daylight saving time shit is such a fucking fumble from the EU. We have an instance of direct democracy, we have EU politicians parading around saying “we’re gonna end it” and then absolutely nothing happens. Council points fingers at Commission, Commission points fingers at Council. “It’s their job.” How am I as an EU citizen supposed to be proud of being part of this dysfunctional mess?

Does your member state - as an EU citizen - block the process perhaps? The daylight savings process has stopped because your countries can't agree on which timezone they'd like to be in.

I'm Finnish, so my guess is "no". Gallup polling gave a >85% in favour of abolishing DST. 52% also voted in favour of winter time.

Re: Stop Killing Games fails to secure EU law despite 1.3M signatures

#236
post #96

Earlier quoted context omitted.

> games that have required a bunch of different standalone services just for core logic But you don't have to design the backend this way. Especially if you know that you will have to share the binaries when the support for the game ends. > This effectively bans any third party non redistributable libraries (of which there are many), using many open source licensed projects for the backend Some games that have been o…

> But you don't have to design the backend this way. You’re calling for legislating software architecture for a subset of software that is different to how it works everywhere else in the tech industry. > Some games that have been open sourced by the developers solved this issue by replacing such library calls with stubs. I think this is an acceptable compromise. The other commenter hit on the moving goalposts - I ag…

> You're calling for legislating software architecture for a subset of software that is different to how it works everywhere else in the tech industry.

I am not even sure that's true, even in the limited scope of "we've already built this jumble of micro services that our thin client requires to do anything and a rewrite is impossible".

I think the real goal of this would simply be clearer communication with consumers. Therefore if you are selling an inherently temporary access pass to your server, say so. Don't call it the same thing as someone else who is selling a standalone or self-hostable software binary.

I don't see it regulating software architecture so much as it is the beginnings of trying to make legal categories of software, which I'm not opposed to doing.

Re: Stop Killing Games fails to secure EU law despite 1.3M signatures

#237

Earlier quoted context omitted.

> 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.

> but due to you actively portraying your opposition as malicious 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?

You seem to be arguing under the presupposition that there are two equal entities, industry lobbies and everyone else, and somehow that division of viewpoints gets equal consideration from the governing body.

The other person is arguing that those two entities are not equal and should not have equal weight in affecting the decisions of the European commission.

Calling them malicious for having a different view of the _purpose_ of the commission is kind of wrong (it's independent of being malicious), and from the outside just makes you look dishonest.

Re: Stop Killing Games fails to secure EU law despite 1.3M signatures

#238

Earlier quoted context omitted.

WoW, FF14, Elder Scrolls: Online, runescape. That's a lot of outlier I can cite off the top of my head.

> WoW, FF14, Elder Scrolls: Online, runescape There are in total ~15-30mil paying subscriber that pay subscription fees to a single game. That's 1% of all gamers globally. But sure, let's slap a $5/month subscription fee on all upcoming games that would have the chance to be the next Among Us / PEAK, and let's see how well that works out for indie developers.

PEAK uses P2P networking as far as I can tell. AmongUs has multiple mods that allows P2P gaming[0].

Most indie games don't rely on servers for the gameplay loop because those are expensive and an indie studios can't afford it. They instead rely on P2P networking for the gameplay loop, and at most have a matchmaking server to both give a nice experience to find other players to play with, and to allow NAT traversal.

You can easily design a game like PEAK/AmongUs in such a way that, even if the matchmaking server is disabled, the game still works because it has a direct connection or LAN option.

[0]: https://github.com/InvoxiPlayGames/AmongUsP2P

Re: Stop Killing Games fails to secure EU law despite 1.3M signatures

#239
post #184

Earlier quoted context omitted.

> I recommend taking a look into the different standards for website accessibility, GDPR, etc. On paper it sounds great, who doesn't want an accessible websites or privacy? But in practice it's a total drain of resources, real legal risk even if you genuinely try and be compliant, and often you just pay a lot of $$$ for legal, compliance advisors etc. so you could tick off a box and have some sort of insurance in cas…

This is my second business after already having experience with GDPR. Thinking of it in advance does make it easier but it can definitely still break a business and it's not a trivial cost. Moreover, it's still changing frequently, just about 2 years ago there was a major change were asking for simple consent was not good enough and now there's a whole CMP TCF2 protocol you have to implement. From research I made, th…

> Thinking of it in advance does make it easier but it can definitely still break a business

If privacy regulations can break your business, then I think there’s a very high chance what you are doing is exactly the sort of thing the regulations are explicitly designed to discourage.

> now there's a whole CMP TCF2 protocol you have to implement.

That’s exactly what I’m talking about. There’s no regulation saying you have to implement that. That’s a consequence of you making the choice to trade user data. Somebody who does not choose to do that has much less work to do. This is an example of the regulations working as intended. You’re supposed to see the friction and make better choices up front to avoid it, not make the same choices then complain about the friction.

> eventually they screw the little guys more than they screw the bad actors.

Little guys are often the bad actors.

Re: Stop Killing Games fails to secure EU law despite 1.3M signatures

#240
post #137

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.

But the commission did consult with the industry much more than with the initiative, they misrepresented the initiative and no balance was achieved...

And your solution is to exclude the industry from the process? That's what Frieren is proposing, and specifically what I am attacking.
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