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Bill to block publishers from killing online games advances in California

arstechnica.com

471–480 of 506 posts

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

#471

Earlier quoted context omitted.

The solution here is for publishers to give away the client, and simply charge a subscription. Keypoint: > would require a digital game operator to communicate specified information to purchasers and prospective purchasers of a digital game 60 days before the operator ceases to provide services necessary for the ordinary use of the game, and, beginning on the date an operator ceases to provide services necessary for…

the bill explicitly doesn't apply to games that are free or are on a subscription system. (I assume free-to-play with microtransactions would be covered by this bill though, unless those microtransactions are subscription-based or time-limited.) I am indeed worried that this will push games to be subscription-based, so I would advocate making the bill apply even to subscription-based games. Though that would require…

What's your worry? Games where the publisher can shut them down whenever they want are already effectively a subscription with an unspecified period. Getting publishers to be up front about that would already be a positive outcome as more informed customers can make better purchasing decisions.

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

#472

Earlier quoted context omitted.

Vast majority of games don't rely on any server.

And those will be made subscription based anyway.

What's stopping them now and how would the proposed law change that?

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

#473

I'm on the treadmill so this may appear jumbled. Bought PGA Tour 2k21 for $50. In October the servers shut down completely neutering the game. I think you're allowed to play a few courses still. But the career mode, which is why I originally bought the game, was completely turned off. Mind you that career mode had zero Internet needed features. It's like a sports franchise mode. So good on this bill. 2K should rot fo…

> I think you're allowed to play a few courses still. But the career mode, which is why I originally bought the game, was completely turned off. Mind you that career mode had zero Internet needed features. I suspect this is the same as IO Interactive's "Hitman: World of Assassination". 99% of the game is single player. The game allows you to unlock additional things in the game (different starting locations in a leve…

In some cases the online dependence is purely business decision to be able to sell you "micro" transactions.

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

#474

Earlier quoted context omitted.

I'll just play Civ 4 Beyond the Sword forever. Or whatever is available on the Internet archive.

Which is the sensible thing to do. There are a lot of local games available, if people don’t like online requirements just look at the rest of the massive catalog of games available

But for players to make such a decision in an informed manner they need to actually know the deal they are getting into with modern games and contrary to your original assertion it is far from clear now.

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

#475
post #254
post #5

Do they need to put some funds in escrow? Or will they just shut down the entire company and let the players sue for it. (I know that big publishers won't do that, but I'm sure the lawyers could create shell corporations to solve that problem.) Or they could just demonstrate that they have an offline play capability right from the moment they sell it.

One good option could be to make the distributor (like Steam or Play Store) liable as well. They would then have an interest on making sure that publisher/developer holds up on their side of the deal. For example they could require that they provided with those EOL patches/sources when game is released, require liability insurance in case of bankruptcy etc.

That's an interesting point. Steam likes to pretend they are only facilitating the transaction and the developer/publisher is the real seller when it suits them but I bet that isn't how most players experience the deal.

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

#476
post #298
post #5

Do they need to put some funds in escrow? Or will they just shut down the entire company and let the players sue for it. (I know that big publishers won't do that, but I'm sure the lawyers could create shell corporations to solve that problem.) Or they could just demonstrate that they have an offline play capability right from the moment they sell it.

I would expect that this leads to cases where the game is handed over to a shell company that goes bankrupt. The shell does not have the rights to all parts of the code and can thus release only part of it in a state that is useless. Some parts might have a weird license attached and so on. Escrow or demonstration upfront will raise the bar before releasing new games in California.

If the law requires the shell company to release the source code then they have to release it. The parent can then go and sue the shell company all they want for releasing things without license but that no longer involves the public.

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

#477
post #56

Earlier quoted context omitted.

If the bankruptcy process already involves identifying and administering the company's assets, I feel releasing the server software (as-is) to owners of the game could be part of that.

I don't think most game owners could take the server side software and assemble it into working servers their game could contact and use. This isn't realistic and needs something to change at the fundamental server design side and the game development side. A silly answer is regulations about how you can and can't make a game. Another silly answer is a cottage industry doing game server hosting that's required to be…

We don't need most game owners to be able to do that, only one of them who can then instruct the others.

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

#478

Most "gamers" don't want to pay $5 for a game you spent 10,000 hours slaving to make. They will complain the game was too short when Steam shows they spent 10+ hours playing it. Now they want more.

So? Worth of something to your customers is not the same as the effort you put into it. Plenty of alternative entertainment sources you're competing with that are much more affordable than 50 cents per hour.

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

#479

Earlier quoted context omitted.

I'm old enough to remember a time when you bought a copy of a game and played it locally. Most games were around $60 and we paid it. It is only more recently that someone decided that viewing ads was a better way to pay for games - you got what you wanted and no one values games anymore. Even back in the day, if I paid 60 bucks and spent less then 40 hours solving the game I was disappointed and felt like I paid too…

If you paid $60 bucks for a sega genesis game in 1990 you were paying about $156 adjusting for inflation. Different figures for different values of "back in the day" obviously.

The developer back then also had a much smaller potential audience. It's only natural that as an industry becomes more mainstream the economies of scale drive the price down.

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

#480
post #4

Not a bad idea, but why does this only apply to games? I prime example of other software this would have benefited is AutoCAD. People who refused the conversion to a subscription, and maintained their "lifetime" licenses, where shut down after a couple of years.

It only applies to games because the people behind it (Ross Scot) chose to limit their efforts that way. If you want to campaign for an even larger scope feel free to put in the effort.
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