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Bill to block publishers from killing online games advances in California

arstechnica.com

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

#251

Earlier quoted context omitted.

It is not. Most of the full online game stacks are not open source and most of the open source ones are poor and under featured

That could change once a law comes out requiring all new developments to be designed differently. Besides, no one is talking about open sourcing the server code. Releasing binaries and patching the client to talk to a local instance is perfectly acceptable. A developer would then just need the ability to redistribute compiled builds.

That was my initial thought as well, but on second thought it does not seem like such a good idea to provide binaries that will never get patched for a public-facing service. Sure, not the company’s issue anymore, but still…

It might make a community rewrite of the server code easier, but that would likely only be attempted for very few games.

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

#252

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…

> open source server code if you are going to cease support When I was a senior exec at a big public tech company, there was a product we decided to discontinue and we thought would be nice to just open source. Somehow I ended up in charge of managing that process and was shocked at how complex, time-consuming and expensive it was in a multi-billion dollar, publicly-traded corp vs some code my friends and I wrote. Le…

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

#253

Earlier quoted context omitted.

If a studio on it's last legs is required to service a failing product instead of working on a new one the studio will simply close and not comply. That's what tends to happen with forced regulations like this.

And it's what would have happened anyway without the law. How is this difficult to understand? It's not like it's only a few games that shut down without recourse for the players. Ross Scott already did the research on this. Something like 95% of all online games that shut down do so without providing any way for the players to continue playing in some way or without issuing refunds.

Different person here, it's probably because they defensively reject anything that forces anyone to do anything, or would increase prices outside of market forces. Every argument that's used against this kind of legislation was also used against putting airbrakes on trains. The more things change, the more they stay the same.

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

#254
post #5

Do they need to put some funds in escrow? Or will they just shut down the entire company and let the players sue for it. (I know that big publishers won't do that, but I'm sure the lawyers could create shell corporations to solve that problem.) Or they could just demonstrate that they have an offline play capability right from the moment they sell it.

One good option could be to make the distributor (like Steam or Play Store) liable as well. They would then have an interest on making sure that publisher/developer holds up on their side of the deal.

For example they could require that they provided with those EOL patches/sources when game is released, require liability insurance in case of bankruptcy etc.

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

#255

Earlier quoted context omitted.

That could change once a law comes out requiring all new developments to be designed differently. Besides, no one is talking about open sourcing the server code. Releasing binaries and patching the client to talk to a local instance is perfectly acceptable. A developer would then just need the ability to redistribute compiled builds.

That was my initial thought as well, but on second thought it does not seem like such a good idea to provide binaries that will never get patched for a public-facing service. Sure, not the company’s issue anymore, but still… It might make a community rewrite of the server code easier, but that would likely only be attempted for very few games.

It doesn't need to be public-facing. The point is not to be able to continue playing as if the game was still being supported, it's to be able to continue playing at all, in some way. You can set up a box at home and let two or three of your friends in through a VPN. Security is not a concern.

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

#256

Earlier quoted context omitted.

And makes it more expensive. There is the seen benefit and then the unseen cost. Every game released will have to account for the possibility of it, and will create issues for people who really didn't want those issues. After awhile people will forget there are associated issues and costs, but they will still be there.

Every game released whose developers have chosen to complicate its design with a client-server architecture . It's not like this is going to hurt the little three-man teams making games on shoe-string budgets. Yeah, it's going to make big budget games a little more expensive, just like how cars with seatbelts are a little more expensive to build, and like how it's a little more expensive to do proper waste management…

> Every game released whose developers have chosen to complicate its design with a client-server architecture.

Huh? Client-server architecture does make things more complicated to implement but it's not THAT bad. And you (usually[1]) do it in service of multiplayer, not because you're big budget or just want to complicate things.

Among Us was literally a three-person team.

[1] I find there are some major benefits to it, especially in post-LLM-world, and have been strongly considering it for some of my solo-dev single-player projects.

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

#257

Earlier quoted context omitted.

Every game released whose developers have chosen to complicate its design with a client-server architecture . It's not like this is going to hurt the little three-man teams making games on shoe-string budgets. Yeah, it's going to make big budget games a little more expensive, just like how cars with seatbelts are a little more expensive to build, and like how it's a little more expensive to do proper waste management…

> Every game released whose developers have chosen to complicate its design with a client-server architecture. Huh? Client-server architecture does make things more complicated to implement but it's not THAT bad. And you (usually[1]) do it in service of multiplayer, not because you're big budget or just want to complicate things. Among Us was literally a three-person team. [1] I find there are some major benefits to…

Agreed, I'm pretty much doing the same thing for my indie game

It's now a lot more tractable to build a multiplayer game, on the other hand balancing it is a whole other kettle of fish

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

#258

Earlier quoted context omitted.

Every game released whose developers have chosen to complicate its design with a client-server architecture . It's not like this is going to hurt the little three-man teams making games on shoe-string budgets. Yeah, it's going to make big budget games a little more expensive, just like how cars with seatbelts are a little more expensive to build, and like how it's a little more expensive to do proper waste management…

> Every game released whose developers have chosen to complicate its design with a client-server architecture. Huh? Client-server architecture does make things more complicated to implement but it's not THAT bad. And you (usually[1]) do it in service of multiplayer, not because you're big budget or just want to complicate things. Among Us was literally a three-person team. [1] I find there are some major benefits to…

A lot of games have tacked-on online features to excuse the existence of the server to enable DRM, and a lot of multiplayer games arbitrarily don't offer a way for clients to double as local servers like in the heyday of arena shooters.

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

#259

Earlier quoted context omitted.

That was my initial thought as well, but on second thought it does not seem like such a good idea to provide binaries that will never get patched for a public-facing service. Sure, not the company’s issue anymore, but still… It might make a community rewrite of the server code easier, but that would likely only be attempted for very few games.

It doesn't need to be public-facing. The point is not to be able to continue playing as if the game was still being supported, it's to be able to continue playing at all, in some way. You can set up a box at home and let two or three of your friends in through a VPN. Security is not a concern.

That’s a fair point

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

#260
post #90

Earlier quoted context omitted.

Closed source binaries rot.

It would like a month to the community to figure out the APIs and few years to decompile it... If they really want to.

Codex could do it in a weekend.
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