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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

#41

If anything even comes out of this, the furthest a law could possibly go is to impose a 2 year window (after sale) in which a game needs to work as described.

That would already be great progress. For context Ubisofts the Crew shutdown only after 3 months of stopping sales.

It could also work as a deterrent on making dedicated servers only architecture. If you can disable dedicated servers instantly(instead of 2 years) but enable private servers that might be more cost efficient.

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

#42

How would a policy for this only affect EU games? EU has other policies that affect Apple, Microsoft, Google etc. as far as I know, any company that wants to sell/offer a service in EU will need to comply with its policies.

That’s not how it works. The EU does not care about what Apple does in the US. It’s Apple’s choice to either tweak their products to adapt to the laws of their different markets or apply these changes across the board. We’ve seen that with recent iOS versions where EU regulations imposed changes, some of which were done only for devices in the EU. For some time Microsoft had EU specific versions of Windows. EULA some…

> The EU does not care about what Apple does in the US.

Well, partially they do. For example when it comes to the Right to be forgotten, there were attempts to apply this also to data which is stored and displayed outside the EU. Only after ECJ ruling (C-507/17) such attempts were stopped.

> For some time Microsoft had EU specific versions of Windows.

Microsoft does have the N (formerly called "Reduced Media") editions of Windows created in response to legal demands from the EU, but these are available worldwide. Other than that it is the same version of Windows, which just behaves differently when it comes to browser choice etc. depending on your location.

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

#43

These are weak arguments but there are valid ones why I would not think this has a footing, even if I support the attitude. What about games where the world is fully generative, tied to a licensed engine? You can't just rip/disable licensed items out, they may form a significant part of business code. Code and APIs would be needed to be documented. Why just games? What about abandoned Saas offerings? These restrictio…

Saas offerings are safe as they don’t let you Buy a thing. They’re very transparently a service. Same with timed licenses. It’s clear what you’re paying for. Most of the time. With games it’s often not the case. You buy them and then at unspecified moment you might lose a significant portion of functionality or the whole game. At the time you buy a game you don’t know if it’s for a time, what time, or what will stop…

When I bought WoW it was very clear to me I was buying a service. If blizzard decided after 2 years it wasn’t sustainable and to shut down the game at no point would I be entitled to own it. It was clearly a license to access their service, as long as it exists. Same for any other MMORPG

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

#44

These are weak arguments but there are valid ones why I would not think this has a footing, even if I support the attitude. What about games where the world is fully generative, tied to a licensed engine? You can't just rip/disable licensed items out, they may form a significant part of business code. Code and APIs would be needed to be documented. Why just games? What about abandoned Saas offerings? These restrictio…

If it's really impossible for you to allow a game to remain playable after you abandon it, the only reasonable option is to not sell it at all. Instead you can rent it, with the length of the rental clearly stated up front. Advertising a rental as a sale should be illegal.

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

#45

These are weak arguments but there are valid ones why I would not think this has a footing, even if I support the attitude. What about games where the world is fully generative, tied to a licensed engine? You can't just rip/disable licensed items out, they may form a significant part of business code. Code and APIs would be needed to be documented. Why just games? What about abandoned Saas offerings? These restrictio…

> What about games where the world is fully generative, tied to a licensed engine?

It's ok, the engine will adjust it if big studios can't use it otherwise. It's just people having to talk to each other.

> Code and APIs would be needed to be documented.

Why? Nobody is talking about forced opensourcing.

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

#46
post #20
post #16

Of course it does. The whole idea of "Stop Killing Games" is that developers should not be able to summarily kill off a game that people have invested time and money into, just because it's not making them enough money going forward. Developers should absolutely not have that choice. It's fine if you want to run a live service game where the optimal experience happens during active support. However, unless you as a d…

Also, part of the issue is the death of private servers. Game publishers have chosen to revert to centralized servers, rather than allowing private servers. Thus they have also taken on the additional cost of running those servers. Older games can be easily played on private servers to this day, as the community of any moderately popular game will almost always step up to provide the service. Even games you might not…

> Game publishers have chosen to revert to centralized servers, rather than allowing private servers. Thus they have also taken on the additional cost of running those servers.

I fail to see the principal difference between a "centralized" and a "private" server here. Just publish the code for running the "centralized" server, as you would do for the private server, and add a possibility to configure which server to connect to in the game?

I could see this becoming an issue when the server is hardwired to require some publisher SSO login, but given how everyone + their dog uses OIDC nowadays, a requirement to make authentication interoperable is only a very mild restriction.

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

#47
> many titles are designed from the ground-up to be online-only

No problem. Per "Stop Killing Games" initiative, you will only have to provide means for the users to still be able to play those games after you decide to pull the plug on it.

You can, for example, release the server code so that players can keep playing the game somehow, if they so desire. No need to keep supporting your online rent-seeking scheme ad-eternum after it outlived its usefulness.

We need to be frank about what those developers really want though. They want to be able to take away games they previously sold so that players move on to their shiny new online rent-seeking scheme. Allowing people to actually own the games they bought is bad for business.

Fuck this noise and fuck those developers.

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

#48
post #16

Of course it does. The whole idea of "Stop Killing Games" is that developers should not be able to summarily kill off a game that people have invested time and money into, just because it's not making them enough money going forward. Developers should absolutely not have that choice. It's fine if you want to run a live service game where the optimal experience happens during active support. However, unless you as a d…

> just because it's not making them enough money going forward.

sometimes it's not even that -- it's to prevent the older version from competing with new releases. See Overwatch 1 -> 2 or Counter-Strike 1 -> 2

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

#49
post #23
post #19

Earlier quoted context omitted.

It’s really not a quagmire. When you EOL the game and release the server, just strip the licensed content. Remove the logos. Nobody gives a flying toss anyway. People want the community and the GAME. They don’t care whether the actual logo is there. Heck, if the game connects to a community server, have it hide all licensed content. you’ve satisfied your contractual obligations. Whether people mod the game or not to…

The licenced design seems to include the front part of the car per the above comment, that would mean creating seperate models for EOL games.

No, even if the licensing agreement between the developer and the car maker ends, then according to first sale doctrine, the game buyers keep the licensed content. Removing it from user systems would be undue (but admittedly has happened such as with the in-game music in GTA).

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

#50
post #10
post #6

Earlier quoted context omitted.

Don't you know? If I cmd+S the HN front-end and throw my own backend behind it, host my own instance, and post something illegal on it, then YC is liable! Obviously they're not, but hey, just joining them in making things up. Protect the children!!

It’s more complicated than that. I work in games and in my last workplace I was CTO of a racing simulation; that means I was working with brands that were not only my own in a pretty big way. The stipulations that were put on us was pretty strong. For example (and it’s not just these guys), Mercedes will not permit you to allow the logo to fall off; If you have a damage model in the game this is annoying. Some won’t…

How exactly does this stop you allowing people to play the game offline?

Is your game not allowing the Mercedes logo to fall off intrinsically tied to it being online? Is the server code the only thing keeping the logo in place?

Or are you just making shit up because you find the initiative icky?

I find it bizarre how game developer companies try hard to antagonize the public that keeps buying their things.

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