Earlier quoted context omitted.
Imagine you're an indie game studio developing an MMORPG, both your server and client is likely under constant development and you may only have one or two actual production servers running your server code. Now this proposal requires you to also continually release your server code.[1] While adding documentation, support for different systems, while ensuring safety as the server can now be reverse engineered and whi…
> Now this proposal requires you to also continually release your server code. This is not accurate. From the FAQ: > Q: Won't this consumer action result in the end of "live service" games? > A: No, the market demand and profitability of these games means the video games industry has an ongoing interest in selling these. Since our proposals do not interfere with existing business models, these types of games can rema…
From my understanding, a company does not have to release a private server alongside the client while the official servers are live, what I said previously was inaccurate. But when the official servers are closed, they are required to provide them.
However, I don't see how a bankrupt studio can release their server code when they don't have enough money to keep their servers running. An MMORPG shutting down it's servers may not even have any developers left. It may also not have any players left.
The FAQ suggests that this won't burden developnent at all, but I believe that it will.
Regardless if they continuously release their server code or not, they still need to develop an "end of life" plan which means having the server code ready to release when they want to kill their servers.
I think one of the most relevant part of the FAQ is:
Q: Isn't it impractical, if not impossible to make online-only multiplayer games work without company servers.
A: Not at all. The majority of online multiplayer games in the past functioned without any company servers and were conducted by the customers privately hosting servers themselves and connecting to each other. Games that were designed this way are all still playable today. As to the practicality, this can vary significantly. If a company has designed a game with no thought given towards the possibility of letting users run the game without their support, then yes, this can be a challenging goal to transition to. If a game has been designed with that as an eventual requirement, then this process can be trivial and relatively simple to implement. Another way to look at this is it could be problematic for some games of today, but there is no reason it needs to be for games of the future.
I too want online games to be killed responsibly, but I don't think Stop Killing Games is being honest about how this will influence small budget game development as opposed to the big publishers they keep talking about.