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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

#11
> In addition, many titles are designed from the ground-up to be online-only; in effect, these proposals would curtail developer choice by making these video games prohibitively expensive to create.

How? Can't wait to hear them substantiating this tidbit, because from a regular enterprise operations viewpoint this does NOT pass the smell test.

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

#12
post #9

Of course, was anyone expecting they would react otherwise, especially with the changes after 32bit gaming across consoles and desktop platforms. It is all about IP, and like Hollywood nowadays, how to repackaged it in remakes and emulation. A bit hard if we're allowed to just play the original versions.

Correct. The backends to these online games isn’t complicated, but it is protected. They want the ability to resell the entire service to another game studio to run.

This has happened a lot in the past. EverQuest, Pirates, Lots of mmos have changed studios and with that, the backend services needed to run them.

Now, that said, there are a few countries in the EU that you could reverse engineer the server and it’s totally legal. Some of the best fun I’ve had were on private WoW or Lineage 2 servers.

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

#13
post #10
post #6

Earlier quoted context omitted.

Don't you know? If I cmd+S the HN front-end and throw my own backend behind it, host my own instance, and post something illegal on it, then YC is liable! Obviously they're not, but hey, just joining them in making things up. Protect the children!!

It’s more complicated than that. I work in games and in my last workplace I was CTO of a racing simulation; that means I was working with brands that were not only my own in a pretty big way. The stipulations that were put on us was pretty strong. For example (and it’s not just these guys), Mercedes will not permit you to allow the logo to fall off; If you have a damage model in the game this is annoying. Some won’t…

If this passes, then such stipulations become illegal, since they can't force you to create a product that would fly on the face of the law.

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

#14
post #13
post #10

Earlier quoted context omitted.

It’s more complicated than that. I work in games and in my last workplace I was CTO of a racing simulation; that means I was working with brands that were not only my own in a pretty big way. The stipulations that were put on us was pretty strong. For example (and it’s not just these guys), Mercedes will not permit you to allow the logo to fall off; If you have a damage model in the game this is annoying. Some won’t…

If this passes, then such stipulations become illegal, since they can't force you to create a product that would fly on the face of the law.

That probably won’t be true, or we will lose the ability to license altogether.

Here’s hoping though!

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

#15

How would a policy for this only affect EU games? EU has other policies that affect Apple, Microsoft, Google etc. as far as I know, any company that wants to sell/offer a service in EU will need to comply with its policies.

The EU doesn't have to worry about what happens in the rest of the world. The rest of the world can benefit of this anyways.

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

#16
Of course it does. The whole idea of "Stop Killing Games" is that developers should not be able to summarily kill off a game that people have invested time and money into, just because it's not making them enough money going forward.

Developers should absolutely not have that choice. It's fine if you want to run a live service game where the optimal experience happens during active support. However, unless you as a dev are willing to refund every single purchaser of the game, in full, when you discontinue a game, then you are stealing from purchasers. Moreover, even if you are willing to give a full refund to all players, it's really shitty to just rip an experience away from people, never to be experienced again (whether in a watered-down or limited form, or not).

It's the same reason I don't agree with perpetual copyright, nor a copyright owner's right to suppress a work's availability. In almost all jurisdictions, copyright is intended to be a limited time right, with the rights eventually entering the public domain. If people can't access the work when it would become public domain, then that work is effectively stolen from the public in a way that mere non-commercial copyright infringement can never be theft.

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

#17
post #10
post #6

Earlier quoted context omitted.

Don't you know? If I cmd+S the HN front-end and throw my own backend behind it, host my own instance, and post something illegal on it, then YC is liable! Obviously they're not, but hey, just joining them in making things up. Protect the children!!

It’s more complicated than that. I work in games and in my last workplace I was CTO of a racing simulation; that means I was working with brands that were not only my own in a pretty big way. The stipulations that were put on us was pretty strong. For example (and it’s not just these guys), Mercedes will not permit you to allow the logo to fall off; If you have a damage model in the game this is annoying. Some won’t…

I can easily understand why it sucks from your perspective, but European tradition dictates that we make it suck for you and then you have to make it suck for your counterparty. We don't directly intervene with your freedom to write whatever contracts you please, only what you release to consumers.

That's intensely frustrating to be caught in the middle of. At times you end up feeling that the politicians are coopting you and your work for their ends, that they are underhandedly enveloping you in the public administration. That is in a way exactly what they are doing, but you have to remember that it's what your customers want. You are still making for your customers, they have just made their wants known though a process other than the free market.

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

#18
post #10
post #6

Earlier quoted context omitted.

Don't you know? If I cmd+S the HN front-end and throw my own backend behind it, host my own instance, and post something illegal on it, then YC is liable! Obviously they're not, but hey, just joining them in making things up. Protect the children!!

It’s more complicated than that. I work in games and in my last workplace I was CTO of a racing simulation; that means I was working with brands that were not only my own in a pretty big way. The stipulations that were put on us was pretty strong. For example (and it’s not just these guys), Mercedes will not permit you to allow the logo to fall off; If you have a damage model in the game this is annoying. Some won’t…

The answer to that is simple, and has been used by other media (to the chagrin of fans of course). When it comes time to "kill" the game, make a final update to strip all such licensed material out of the game.

The companies that develop and publish games amortize plenty of things out into multiple years. That's why live service is so increasingly common. The same developers and publishers should also factor in that they might have to remove some assets when they want to stop providing active support.

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

#19
post #10
post #6

Earlier quoted context omitted.

Don't you know? If I cmd+S the HN front-end and throw my own backend behind it, host my own instance, and post something illegal on it, then YC is liable! Obviously they're not, but hey, just joining them in making things up. Protect the children!!

It’s more complicated than that. I work in games and in my last workplace I was CTO of a racing simulation; that means I was working with brands that were not only my own in a pretty big way. The stipulations that were put on us was pretty strong. For example (and it’s not just these guys), Mercedes will not permit you to allow the logo to fall off; If you have a damage model in the game this is annoying. Some won’t…

It’s really not a quagmire.

When you EOL the game and release the server, just strip the licensed content. Remove the logos. Nobody gives a flying toss anyway.

People want the community and the GAME. They don’t care whether the actual logo is there.

Heck, if the game connects to a community server, have it hide all licensed content. you’ve satisfied your contractual obligations. Whether people mod the game or not to re-add things has no bearing on you.

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

#20
post #16

Of course it does. The whole idea of "Stop Killing Games" is that developers should not be able to summarily kill off a game that people have invested time and money into, just because it's not making them enough money going forward. Developers should absolutely not have that choice. It's fine if you want to run a live service game where the optimal experience happens during active support. However, unless you as a d…

Also, part of the issue is the death of private servers. Game publishers have chosen to revert to centralized servers, rather than allowing private servers. Thus they have also taken on the additional cost of running those servers. Older games can be easily played on private servers to this day, as the community of any moderately popular game will almost always step up to provide the service. Even games you might not expect would be that popular or games that never had private servers - for example, Rock Band 3 only ever supported connecting to Harmonix servers in an official capacity. This support is also discontinued (they still operate the Rock Central servers, but only for Rock Band 4). Yet right now, thanks to reverse engineering, there is a fan-operated server that you can connect to with a slightly modified game. You can even download the fan-created server software (written in Go) and stand up your own server for your friends or for whatever other reason (maybe you want to run a small tournament and use a private GoCentral server to record statistics and have a private leaderboard).
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