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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

#361

> 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.

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…

> Imagine you're an indie game studio developing an MMORPG

To my understanding, this wouldn't affect MMORPGs where you're explicitly buying X months of access (so long as you do get the access you paid for, or a refund if it's shut down early) which is how most I'm aware of work.

> Now this proposal requires you to also continually release your server code.[1] While adding documentation, support for different systems,

The proposal requires leaving the game in a reasonably playable state, but not any specific actions like these. In fact the FAQ specifically says "we're not demanding all internal code and documentation".

> while ensuring safety as the server can now be reverse engineered and while possibly being liable to abuse created through those servers

I don't see why the company would be liable for this. Moderation of the private servers would be up to those running the private servers. If there is something to this effect in EU law that I'm unaware of, it seems like it'd already be placing undue burden on games that do currently (or want to) release their server software and that this initiative would be a good opportunity to exempt them from that liability.

> but it hurts small developers

If anything I'd speculate small developers are likely to have less issue releasing server software/code, and more likely to have a game this doesn't even apply to in the first place, giving them an edge over larger publishers.

But even if it were a significant burden, I feel it's really just providing what was already purchased. At the extreme, do you think it'd be okay to take $70 from someone for a singleplayer game, then shut down authentication servers (rendering it unplayable) a few minutes later?

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

#362

At a macro level, killed games are a good thing for gaming companies. It creates a shortage of playable games so that new games sell and continue to make money. The biggest competitor to the video game industry is movies (Netflix, Disney plus, etc) and past games. Think about it - what does the gaming industry look like 100 years from today? If players can play thousands of high quality games for free, why bother pay…

Silly that this is being downvoted, especially since the book industry comparison is an interesting one:

There will always be people like myself who enjoy older (even outdated) books, but even we still buy new books because they are part of the zeitgeist and carry new ideas/developments. It'd be the same for new video games, some people would enjoy older games, but they'd likely still pick up a similar new game that developed something novel.

I guess the real problem here is that video game companies don't want to create anything novel, not least because it's a risk.

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

#363

I work for a game company. I am ardently opposed to this idea. All you will end up with, in the best case scenario that isn't even guaranteed to happen, is extremely mediocre games for which you will have the server executable along with the client. Whether you like it or not, thanks to piracy and competition (and yes I've heard Gabe Newell's quote on piracy), server authoritative video games that are eventually turn…

> Whether you like it or not, thanks to piracy and competition ... server authoritative video games that are eventually turned off is a legitimate business strategy

The only people you're effecting are legitimate players. Pirates crack the games and have an easier time for it. Unless you're talking about multiplayer games, which wasn't the target of the proposal (though even there I'd argue it's definitely doable).

> I work for a game company

You work for a shit game company.

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

#364

Earlier quoted context omitted.

This isn't exactly an abuse of power - you can just not buy it. UbiSoft has transformed itself into a terrible, bloated company and it probably die soon, but the better way to do this is to have industry standards similar to PEGI that describe the game's future support, not to hit them with EU-specific regulations.

"Let the problem fester until the negative externalities build up so much it overcomes the coordination problem and companies are subject to the same coercion (but through 'market forces' so it's good), one day, eventually, maybe" isn't a meaningful argument against legislation.

Excellent summary of our current pseudocapitalist hellscape. How do we stop this ride when even the meta is a coordination problem.

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

#365

> 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.

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…

> But the server program has to be released when the official servers are shut down. Which means this possibility has to be prepared for throughout development.

... which is why it doesn't pass my smell test.

Say you're working on either a monolithic game server codebase, or just a microservice that's a part of a larger service mesh fulfilling that role. Are you writing any tests? You probably (hopefully) do. So where's that code gonna run the first time before it's even pushed up to version control? Locally. So some extents of it definitely have to run locally, or if you have good test coverage, all of it.

But okay, let's go a layer further. Say you're trying to go into production with this. As the saying goes, everyone has a production environment, but the lucky folks "even" have others. This sarcastically implies that you need to be able to deploy your solution into multiple environments. And you don't want to be doing this manually, because then e.g. you have no CI/CD, and thus no automated testing on code push. That's not even considering multi-geo stuff, because for multiplayer games I imagine latency matters, so you really want to deploy either to the edge or close to it, and will definitely want to be all around the world, at least in a few key places.

So you can test locally, and can deploy automatically. Tell me, what is the hold up then? It would take me approximately one entire minute to give you the binaries for anything I ever touch, because if I couldn't do that, the automation wouldn't be able to do so either. At some point, the bullshit has to end, and that's at operations. Not much docs to write either: if your stuff does anything super super custom, you're doing something very wrong. And respectfully, if the aforementioned do not apply to you, you shouldn't be operating any online service at scale in production for anyone in 2025.

Really the only technical wrenches you can throw into this that I can think of are licensing and dependencies. Neither of these are reasonable spots to be in from an economical or a technical standpoint. Like what, you can't mock other services? How are you testing your stuff then? Can't change suppliers / providers? How is that reasonable from a business agility standpoint?

So clearly if there is a salient technical rationale for this, it's going to have to be a very sharp departure from anything I've ever experienced in non-gaming enterprise, or my common sense.

Regarding all the other points (and this will read dismissive because I've already rambled on way too long and I'm trying to keep it short, I genuinely don't mean it like that):

- if you're writing an MMORPG as a small up-and-coming indie, you're definitely going bankrupt

- if you're writing an MMORPG, I'm pretty sure you'll have more than just one or two servers running, or there's nothing massive about that multiplayer online role playing game after all

- it does not require you to continually release anything

- it does not request you to release documentation (what is there to "document" btw? I'm certainly not imagining too much)

- it does not request you to support different systems

- it does not request you to release anything before EOS, thus, security concerns for the official client are null and void - and even if it wasn't (e.g. sequels), security by obscurity is not a reasonable security story anyways

- the dangerous parts of the reverse engineering efforts still routinely happen without access to server binaries anyways (see all COD games and their players getting hacked to pieces right as we type away)

- possibly liable is not liable, and I trust you're not a lawyer, just like I'm not

- it's just a client-server setup like any other - remember, other environments must be possible to connect to as well, if nothing else then for testing

All of this is completely ignoring how we had dedicated servers and competition events with private setups since forever.

I legitimately cannot imagine that you can cock up an online service architecture and codebase bad enough, that a team of devs and devops/SREs/ops, or even just a few of those dudes, couldn't get something mostly operational out the door in a few day(!) hackathon at most. Even without planning for all this. And how this would skyrocket the costs especially mystifies me. Surely asset development, staffing, operational costs and marketing are the cost drivers here? How would you surpass ALL or even ANY of that? Just doesn't make sense!

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

#366

Earlier quoted context omitted.

Voting with your wallet does work, possibly others don't share in your tastes.

It would be fair, but when you go online, everyone (and I mean everyone) shares their distaste for modern gaming industry and its practices. Yet, those practices still bring the most money to this day. So does it mean that people go against their principles? Or is it just another "vocal minority" situation?

There's some evidence that it's a vocal minority. Taking a game made by a terrible company that has a lot of dark patterns, Call of Duty Black Ops 6 has sold at least 491 thousand units (https://steamdb.info/app/1938090/charts/) (certainly far higher, but apparently they haven't published the sales figures, so this is the best lower bound that we get), yet you see far fewer than that number of Reddit posts and comments and upvotes, or upvotes on YouTube videos about these terrible practices.

I suspect that the majority of those who play games would rather these mechanics not exist, but don't feel strongly enough about it to boycott those games. I don't have evidence for this beyond my interactions with personal friends and their "mild apathetic unhappiness" for lack of a better term.

There's also definitely a number of people that are willing to accept some compromise to either play a very well-made game, or one that their friends are playing. I hate Epic Games and its practices, for instance, but I'm willing to play Fortnite with friends if they ask me, and I justify that by telling myself that I'm never going to buy anything with their premium currency.

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

#367

Earlier quoted context omitted.

> Because parents and the general public won't see that it's Bob's private server for $game. They see $game_name by $developer/publisher. That isn't how liability works. The judge isn't going to let you sue the wrong person because you're confused.

$developer/publisher’s lawyer still has to show up and explain the confusion to the judge. Not a legal liability but a financial one. Then if one judge somewhere says something something trademark? they would also have to appeal.

It doesn't even get to that point because the first thing someone who wants to file a lawsuit does is hire a lawyer, and the lawyer isn't going to bring the case against the wrong party either.

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

#368

Video games publishers don't want you to play the same game for too long without spending more money. They don't want to make games like Terraria where you have a $10 game you can play for a thousand hours. They'd much rather you buy multiple $60+ games, plus expansions, "micro"-transactions and subscriptions. They don't want games that last forever, they want to pressure you into constantly buying the next big thing…

That kind of reasoning makes sense if you have a single publisher controlling the entire market and they don't want to undercut their own business. But that's obviously not the case. There are plenty of publishers that want to publish games like Terraria, especially if they go on to sell more than 60 million copies.

It's worth keeping in mind that the "market" for a particular player can actually be incredibly small depending on their interests. In the most extreme example, a player might be a fan specifically of a single IP or series of games. Call of duty is one good example because there really are a lot of people who are like this. Video game IPs are a government granted monopoly on a small scale, and the word monopoly is not there for no reason, there is only one place to get CoD if you are a fan of CoD. Predictably, these companies follow the OA's suggested strategy very closely!

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

#369

Earlier quoted context omitted.

> You proved my point: "voting with your wallet" will never work. DLCs, microtransactions, lootboxes... They all got normalized alarmingly quickly, despite numerous calls to "vote with your wallets" every single times. Factually incorrect. There are numerous instances of consumers complaining, leaving bad reviews on Steam, refunding games, or stopping buying games because of their values, and the studios/producers ac…

> Factually incorrect. How. You only gave anecdotal evidence of some instances where enough complaining got consumers a little concession. Meanwhile, DLCs, microtransactions and lootboxes went from "totally inacceptable" to "absolutely bog standard" in a few years. Do you deny that at each step of this process, many people called to "vote with your wallet"? Do you deny that it failed miserably and that the game indus…

> You only gave anecdotal evidence of some instances where enough complaining got consumers a little concession

You're using "anecdotal" incorrectly. Your statement was ""voting with your wallet" will never work." and I provided a counterexample, meaning that your statement is factually incorrect, so you're just wrong. It's also incorrect to call it a "concession" - the players got everything they asked for - there was no compromise. There are also far more counterexamples if you cared to search the internet for a few minutes - the Skyrim paid mods incident, the League of Legends free lootbox removal, and The Crew 2 and Motorfest not having offline modes as just three more.

> Meanwhile, DLCs

Been around for decades, not just "a few years"...

> microtransactions and lootboxes went from "totally inacceptable" to "absolutely bog standard" in a few years

Yes, and? Not enough people cared to actually do anything about it. The fact is, that when people care enough, and actually put their money where their mouth is, companies either listen (as above) or go out of business (as a number of studios are today).

It's quite simple to see that when people don't buy a studio's games, the studio either changes things or goes out of business. The reason that companies get away with these practices is because people either (1) morally compromise enough to buy games with mechanisms that they don't approve of, (2) they literally just don't care, or (3) aren't even aware of the issues. The call to "vote with your wallet" is meant to encourage the compromisers to stop compromising and the apathetic to realize that they have to take action for change to happen.

If your claim is that when people make values-based purchases it doesn't affect the market or fix issues - that's just factually wrong. If your complaint is that people don't care enough to make values-based purchases - that's exactly what the call to action of "vote with your wallet" is meant to help.

> Literally straw-manning my point. I should have emphasized "isolated".

I assumed you weren't talking about isolated individuals because that's completely irrelevant to this discussion. The poster's call to action of "vote with your wallet" on a site with tens/hundreds of thousands of visitors is literally a call to collective action, so any references to isolated action is just not relevant or logically coherent.

And, because you got that part wrong, this isn't really relevant, but...

> To me calls to "vote with your wallet" are akin to a single worker demanding a raise or better working conditions

This is also completely incorrect. If an individual worker demands something from their employers, they can just get fired. The power is in the hands of the employer. In the case of games, the power imbalance is heavily skewed towards the purchasers - if you decide not to purchase a game, the studio loses on revenue, and you lose some tiny increment of entertainment. Comparing someone having to play a different game, with someone getting fired, is crazy. Those situations are categorically different.

> On the other hand, a collective effort to change the law like "Stop Killing Games", now we're talking.

Telling people to "vote with their wallets" is a collective effort, and it works. That doesn't mean you can't complement it with regulation, but anyone familiar with the legislative system knows how incredibly difficult it is to wield regulation and how much you should try to solve problems through other methods first.

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

#370
post #340

Earlier quoted context omitted.

Games already handled this today on Steam, Apple Store, Play Store, etc by taking down the store page preventing new copies from being sold. Users can still redownload it. That's how things work today, and is how they would still work if SKG gets what they want. This isn't a new problem and is already the industry standard for how expiring IP works for the digital distribution for games.

then why can't you buy Need for Speed: Most Wanted from 2005? (small hint: https://www.reddit.com/r/needforspeed/comments/1ceaq0r/where... )

Did you reply to the wrong post. A publisher stop selling games when the license expires is standard practice in the industry.
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