Earlier quoted context omitted.
> 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.
Bill to block publishers from killing online games advances in California
261–270 of 506 posts
Re: Bill to block publishers from killing online games advances in California
#262Earlier 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…
Didn't stop it from being a fun, successful game but there's no comparison to the work and complexity involved in larger games.
Re: Bill to block publishers from killing online games advances in California
#263It 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…
Re: Bill to block publishers from killing online games advances in California
#264Earlier quoted context omitted.
It doesn't need to be open source, you only need to provide server binaries to download. This was the standard until circa 2010. People were able to host dedicated servers themselves.
That would be an improvement over nothing, but closed-source means that the game is still going to die as soon as someone finds a security vulnerability (or even just a gameplay glitch) that can't be feasibly patched. Imagine an MMO where special text in the chat causes viewers' clients to crash, or a glitch exists to duplicate items or money, or where anybody can crash the server to run arbitrary commands.
Re: Bill to block publishers from killing online games advances in California
#265Earlier quoted context omitted.
> 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…
Among Us is also incredibly simple compared to the services required to support some AAA games and even then, their networking code was riddled with exploits that no professional would have written, including RCEs. Didn't stop it from being a fun, successful game but there's no comparison to the work and complexity involved in larger games.
Re: Bill to block publishers from killing online games advances in California
#266Earlier 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.
Putting on my Pollyanna hat... Or it could make it a lot cheaper, if the server were developed entirely on open-source infrastructure from the start. Hopefully the actual game logic would be developed entirely in-house, making it easier to audit before releasing.
Re: Bill to block publishers from killing online games advances in California
#267Re: Bill to block publishers from killing online games advances in California
#268Earlier quoted context omitted.
Among Us is also incredibly simple compared to the services required to support some AAA games and even then, their networking code was riddled with exploits that no professional would have written, including RCEs. Didn't stop it from being a fun, successful game but there's no comparison to the work and complexity involved in larger games.
I'm aware. What's that got to do with anything?
Recap:
> Client-server architecture does make things more complicated to implement but it's not THAT bad. Among Us was literally a three-person team.
The scope of the discussion extends beyond simple games like Among Us and some games require highly complex networked architectures that would be non-trivial to open up.
Re: Bill to block publishers from killing online games advances in California
#269Earlier quoted context omitted.
I'm aware. What's that got to do with anything?
I'm countering your argument that it's "not that bad". If that wasn't your point with mentioning the three person team, what was? Recap: > Client-server architecture does make things more complicated to implement but it's not THAT bad. Among Us was literally a three-person team. The scope of the discussion extends beyond simple games like Among Us and some games require highly complex networked architectures that wou…
That said, I don't mind a tangent, and I have built services for large multiplayer games and it really is not that bad.
Re: Bill to block publishers from killing online games advances in California
#270Earlier quoted context omitted.
> 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…
Better to just publish the protocols/APIs and let the community roll their own
Sure, in some cases you can roll your own server, but often it's impossible.