Earlier quoted context omitted.
A lot of games have tacked-on online features to excuse the existence of the server to enable DRM, and a lot of multiplayer games arbitrarily don't offer a way for clients to double as local servers like in the heyday of arena shooters.
Sure, but the existence of such annoying things does not mean that's the only reason to use a client-server architecture and that it would only affect those games.
Bill to block publishers from killing online games advances in California
441–450 of 506 posts
Re: Bill to block publishers from killing online games advances in California
#442Earlier quoted context omitted.
If you plan for it from the start, it's a small cost. And the simpler the game development process the cheaper it gets.
It is not. Most of the full online game stacks are not open source and most of the open source ones are poor and under featured
Re: Bill to block publishers from killing online games advances in California
#443Earlier quoted context omitted.
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.
Middle ground could be completely open API from the start, so community could build alternative server from the ground up.
Re: Bill to block publishers from killing online games advances in California
#444Earlier quoted context omitted.
> 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…
Nah, you just open source it in a broken state without anything that had separate licensing, so nobody is happy and the law is followed.
Re: Bill to block publishers from killing online games advances in California
#445Earlier quoted context omitted.
Nah, you just open source it in a broken state without anything that had separate licensing, so nobody is happy and the law is followed.
This would be a way better outcome than the current default. I've even seen this suggested before [1]. If game-specific logic is not public, information needed for reverse engineering could be completely missing, but if game-specific logic is available plus the names of the missing libraries, reconstruction of the game should be possible eventually. [1] https://drewdevault.com/blog/Open-sourcing-video-games/ (See "Wh…
Re: Bill to block publishers from killing online games advances in California
#446Earlier quoted context omitted.
Better to just publish the protocols/APIs and let the community roll their own
Often, especially on competitive games, the server is basically a full client, but just without graphics. The server will often run physics simulations etc, so that it can validate that nobody is cheating. Sure, in some cases you can roll your own server, but often it's impossible.
Re: Bill to block publishers from killing online games advances in California
#447Earlier quoted context omitted.
> 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…
> Legal had to verify that there was no licensed library code used Your company did not tracked libraries licenses in the first place?
Re: Bill to block publishers from killing online games advances in California
#448Earlier quoted context omitted.
This is a non problem. We use libraries with standard licenses and there is finite set of them - like 4. And I work on fairly large software. If your company has issue achieving this, then it was simply not complying with those licenses. You can go through all licenses just by checking their list in maven. None of that is hard or expensive.
We have considerably more than 4, some of which are custom works of companies which have been selling under their terms since the 80s. No, I don’t think it’s a huge problem but if you have a lawyer who doesn’t at least want to check, you need a better lawyer.
Re: Bill to block publishers from killing online games advances in California
#449Earlier quoted context omitted.
> 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…
If the bill is properly worded open sourcing the code shouldn't imply that all 3rd party libraries also have to be open sourced.
Re: Bill to block publishers from killing online games advances in California
#450Earlier quoted context omitted.
But what commercial software licenses are you using to write backend server architecture for a video game? There's no need for a dependency on FMOD or anything (unless you're doing something very unusual)
Big AAA games have access to Unreal or Unity code and they change the code to fit their needs. They are not able to share the Unity/Unreal code