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Bill to block publishers from killing online games advances in California

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

#431

Earlier quoted context omitted.

Unintended consequences is the price of progress. The alternative is to continue farming by hand, and carry after from the river for your daily needs. We legislate away unintended consequences, that is the job of government. We put in laws and remove them if they are unsuitable. Analysis paralysis does no one any good.

You can't think of any cases where unintended consequences dominated the equation and made the initiative completely detrimental? I can. The cookie consent popups we all have to click on every website started out with good intentions, wouldn't you agree? And how has that overall turned out? Are we educating people about privacy or are we just producing pointless pixel updates and burning the ozone layer?

Then table a bill to remove that legislation, that is entirely possible. The point being that all legislation have consequences, but it is better to move forward with the best step we could take than to stand still and do nothing.

Just as there is iteration in software, we should iterate our laws. That is what a functioning government looks like.

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

#432
post #429

Earlier quoted context omitted.

It's not like it specifically has to be open source. Photon can license their software in a way that allows for free servers that are still tied to the specific game. And then companies can buy that. And it's not expensive for Photon to do that, so I don't see why they wouldn't add that feature for a modest price or even free. (And that's assuming the license doesn't already allow it.)

I’m not sure what you mean. Photon makes money running game servers as a service. It wouldn’t surprise me if their business wasn’t viable selling software alone.

As far as I can tell, you can have Photon run the servers or you can license them to run yourself. Though they clearly prefer the former.

Either way, there's not much revenue coming in to most games by the time the developer wants to abandon them, and Photon's not getting paid much either. There's a lot of ways to make this work out monetarily.

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

#433

Earlier quoted context omitted.

Ah, I see. Well, the post I was responding to reads to me like a denial of the existence of games like Among Us when it says it wouldn't affect three person dev teams making games on a shoestring budget, and gives off the weird implication that it would only affect big budget games. That said, I don't mind a tangent, and I have built services for large multiplayer games and it really is not that bad.

A simple multiplayer game like Among Us would also have a similarly simple server. There was never any reason not to have included that code in the client to support LAN play from the start. In concept, the gameplay is no different from a deathmatch game in, say, Quake 3 Arena. It's a small group of players sharing a level and interacting with each other in various ways.

> There was never any reason not to have included that code in the client to support LAN play from the start.

Yes there was. It was a 3 person team. That's a good enough reason to not have almost any feature that requires any amount of work, including UI work, because there is always a whole mountain of stuff that you're not doing that you'd like to do as a 3-person dev team.

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

#434

It 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…

> It 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.

For a number of reasons (licensing issues, code being lost, etc.) this will only work if source code must be escrowed long before that time.

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

#435

It 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…

> 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…

> That will certainly have an impact on development time frames and economics.

I don't think there would be much of an impact long term as third party frameworks would be forced to adapt their licensing or die. It's not like years old source code is really as valuable as some companies pretend.

A lot of the pain you experienced is mainly due to making the decision to open source after the code was already written rather than from the start - its really no different than any other late requirements change.

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

#436

Earlier quoted context omitted.

That’s exactly the benefit of a law - it’s a forcing measure to require businesses to invest in processes to understand open sourcing, and to go forward when otherwise no one would make a business case for approval.

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.

The costs won't be high if doing things that way are industry standard as required by law so all middle ware is already certified for it.

And its not like its a bad thing for a company to calculate in the full cost from the start rather than offloading it onto society when they drop the product.

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

#437

Earlier quoted context omitted.

Different person here, it's probably because they defensively reject anything that forces anyone to do anything, or would increase prices outside of market forces. Every argument that's used against this kind of legislation was also used against putting airbrakes on trains. The more things change, the more they stay the same.

Seriously. If you ever want to see a discussion thread that demonstrates the difference between “reasons” and “excuses” (by being full of the latter), just propose a law forcing game companies to do literally anything and watch the replies.

Yes, gamers can be very tribal and quickly become defensive when you are critical of the companies they have formed a parasocial relationship with.

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

#438
Everyone wants a forever game. This is the 21st century equivalent of the 19th century gushers. The massive wave of dead game we see is the equivalent of P&A (Plug and Abandonment) practices of early drillers.

Don't expect the community to pick up the tab on your losses. If your game dies, give it a proper burial, don't just let it's carcass rot in the cultural stream.

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

#439

Earlier quoted context omitted.

What? This a mandate in law that requires a company to do work in order to comply. Studios will spin out LLCs for a game so that if it fails it doesn't end up as a liability. Unintended consequence: more dead games.

If they're spun out as an LLC then there's also zero legal risk to to the parent company to dumping the server code to GitHub as open source.

Technically in both cases the risk is nonzero as a wholly owned subsidiary LLC doesn't just let you avoid all risk while still keeping the profits.

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

#440
post #417

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.

Because they cannot profit from it hence why. Centralised servers allow for subscriptions and other stuff.

Subscriptions are so last decade, it's all about microtransactions now. Not that this changes the motivations for having centralized servers.
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