Live data from Hacker News

Bill to block publishers from killing online games advances in California

arstechnica.com

321–330 of 506 posts

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

#321

I doubt it's possible for legislation to mandate meaningful compliance regarding something as dynamic and rapidly evolving as online games. Despite good intentions, such legislation often results in unintended consequences including distorting the market, creating perverse incentives or even making the problem worse. Serious problems are already apparent. Games offered “solely for the duration of [a] subscription." a…

"even making the problem worse."

Exactly.

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

#322
post #70

Earlier quoted context omitted.

Counter-Strike: Global Offensive was a game running all of these things (matchmaking, skins, anticheat ...). After Counter-Strike 2 was released, the servers for CS:GO were shut down. Yet, the game remains mostly playable. Sure, the skins no longer work and there's no official matchmaking, but third parties have stepped up. That's because Valve released (and have always released) server software. I find this argument…

CS:GO's server architecture makes perfect sense for a game that would be easy to release server software. What do you do for, say, a failing MMO built on a proprietary game engine you're trying to make a sequel for?

This is such an overstated issue. There's not really that many MMOs. It's hard to say, but I would estimate that there are ~600-1000 MMOs total. Many of them are quite simple (like Club Penguin, MapleStory, ...) or already have third party servers running (WoW, City Of Heroes, ...).

Also, your example doesn't really make sense. First, no one is arguing that companies should right now go revive all past MMOs. This is something that would affect future products.

Additionally, why are you making a sequel to a product that already failed?

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

#323
post #30

This appears to treat subscription style games and free to play with in game purchases differently than other games. I would assume if that law passed the simplest compliance would just be to charge subscriptions and stop selling games directly. It seems like doing that would comply with that law without requiring much to change?

Subscriptions in games would be the death of gaming imo.

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

#324

Earlier quoted context omitted.

You were able to use it. Nothing lasts forever. People need help with a world that is hell, not video game related problems.

I don’t know where you’re from but in the UK, consumer protection law sets requirements that your goods last a reasonable length of time. Under your logic, a TV manufacturer could have their TV self destruct after 3 months and you’d be fine with it? Governments should do nothing because “it’s just TV, you can get another.”

If my TV costed $50 and I got 3 months out of it, I'd be like, "yeah, that's about right". We don't expect investments that low to last a generation. Just because you bought a game 5 years after release and then it shutdown 3 months later, doesn't mean it's a scam anymore than coming across an old DVD years after creation and finding that it either doesn't play media or plays it distorted.

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

#325

Earlier quoted context omitted.

Not quite, afaict. When the auth servers are shut down, you wouldnt be able to play it anymore, even in single player.

In addition to the sibling comment, even Minecraft server has an "online-mode" setting, and if it's set to false, it doesn't authenticate players. Whenever my family has played on LAN, we've never used any auth servers (which is clear because we don't give Minecraft any credentials). The setting only applies to LAN players, but that should be easy enough to work around with a VPN or something.

Doesnt the client need an initial authentication to microsoft servers?

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

#326
post #164

Earlier quoted context omitted.

As I understand it, the obstacles are mostly legal. Our development team would love to just throw the code on GitHub.

Sounds like if it was mandatory to make a server release, legal would mostly shut up and it would be low cost. In other words, minimal change in risk. The refund thing is just there to force action by putting a dollar value on inaction. Pretty much no company is expected to actually choose refunds. > Alternatively, it might push multiplayer games towards free-to-play if in-app-purchases are excluded. Good point, the…

I'm curious how this would play out in the case that the company paid to license some software component that they can't open source.

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

#327
post #58

Earlier quoted context omitted.

The distinction makes sense, but I wonder if the bill will inadvertently incentivize games to move to subscription based models, which would be ultimately be a worse experience for consumers.

It won't. Most games bought on steam will never be played, not even once. Customers won't splurge on subscriptions they won't use.

Presumably companies could get around this with something like "your first 3 years are free, after that online play costs $X/month".

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

#328

This happened to me back in 2024 when Supercell abruptly shut down the game “Clash Mini”. Lost $100+ in in-game purchases. They did offer to transfer things to other Supercell games, but that had no value to me as I didn’t play those. I complained to the App Store, but Apple refused to refund purchases made more than 60 days ago (IIRC). I know things don’t necessarily last forever , especially digital assets, but to…

>Lost $100+ in in-game purchases. You lost the money the moment you made in-game purchases.

Frankly if they kept the game up it might be $1,000 by now.

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

#329

Earlier quoted context omitted.

Remember back in the old days when you could just run your own game server, even though it wasn't open source? That would work too. Or peer to peer LAN gaming, why is that not popular any more? Designing a game to use developer hosted servers is a choice they made. Probably to squeeze money from microtransactions.

> Or peer to peer LAN gaming, why is that not popular any more? This. I mean, modern game companies could setup a common (for every game) Headscale or similar solution, let group of friends create their own private VPN between them punching through any NAT and host their own distributed multiplayer game. Yes there is still some involvement server aide from the company but it could be easily shared between games. And…

Currently one of the features Valve's SDK offers is free use of network relays for P2P gaming without revealing each others IPs. Big and small games have used it. The main downside is if a game wants to offer cross-platform cross-play.

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

#330
post #217

Earlier quoted context omitted.

I don't follow. What IP value is there in game server code? I would wager usually none. And I would imagine the amount of games made without open source software somewhere in the stack could be counted on one hand. Open source is a pretty broad umbrella. I doubt a company would say Slay The Spire 2 was poisoned by Godot and that there's no IP value.

I think you miss how sophisticated some game server code is. Taking fighting games for example: they have entire processes to have both clients predict what the other client will do, and then have the server arbitrate the different client solutions into a "fair" result based on latency, player inputs, etc. There are problems that game servers solve that could have applications in other areas, and have a lot of value.

Fighting games usually run peer to peer either with deterministic lockstep or rollback both of which are managed on the client. For actual gameplay at most there’d be a relay as a server. But almost certainly a bunch of ancillary services to support matchmaking and so on.
Post reply on HN