> many titles are designed from the ground-up to be online-only
that's kinda the point, many users don't like having their single player game be online only because the devs thought it would give them more control.
seems like 'video games europe' is gearing up to lobby/influence the lawmakers to distort this initiative.
the bare minimum would be to ban these kind of things from describing themselves as products instead of a service in their marketing. no "Buy" or "Purchase", instead "Rent" or "Lease" possibly with a stated minimum guaranteed time online / expiration date.
EDIT: reminder, if you're from the EU and over the age of 18 it's still a good idea to sign the petition even though it passed the threshold since there could be invalid signatures (bots, underage people, etc ...) if the valid signatures are below the threshold after the verification is done this petition will get dropped.
The game that kicked this particular petition off was The Crew, a game that you could happily play single player which Ubisoft made always online purely for DRM reasons its a prime example of the abuse of power that legislators should be doing something ab0out.
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.
and yet it would be solved overnight if the consumers just stopped buying what they evidently dislike so much
The problem is that these consumers realize they'd dislike some things of a product long after buying it (and often it isn't the entire product that is a problem, so someone might still dislike a lot some aspect of a product while liking another aspect of it).
And others may not even realize the negative issues at all but still they create network effects that drag other consumers along the ride anyway, regardless of if they like it or not.
> This isn't exactly an abuse of power - you can just not buy it.
This is the EU. We don't believe the market fixes everything. As an EU citizen I really applaud the restrictions on bad business practices of tech companies. A lot of those are US-based but they'll have to play by our rules if they want to operate here.
Arguments like this are not very powerful.
It seems like "abstinence is a birth control method"
that said, more occurrences of this situation might make your argument more powerful over time.
> It seems like "abstinence is a birth control method"
Only with very very poor pattern matching. If people don't buy something, there is a 0% chance it will exist. That's better than any birth control method you might recommend.
You have correctly identified a flaw in the economic model you're using – although you missed the step where you look at the real world, and take note of the discrepancy.
In the real world, things exist that are not bought.
That’s the American/capitalist thinking : the market should sort itself out against bad actors.
Yeah and it doesn't work because the market isn't really free. Becoming a AAA game publisher requires so much money that has so many strings attached that there is no concept of a real free market.
Personally I don't believe a real free market can exist anyway. There always has to be a balance between socialism and capitalism.
All the big publishers are bound by these strings such as the wish for more recurring revenue. Hence the microtransactions and online models. You can't really avoid those.
> Personally I don't believe a real free market can exist anyway. There always has to be a balance between socialism and capitalism.
I 100% share this but I can’t understand how even the most capitalist (ideologically) person in the world would not want to create rules to at least avoid actors to become too big.
Monopolies are a bug of the capitalism and they break it from the inside. When monopolies aren’t kept at bay, you aren’t even in capitalism anymore.
> I 100% share this but I can’t understand how even the most capitalist (ideologically) person in the world would not want to create rules to at least avoid actors to become too big.
This is definitely true. I don't know if this is true, but my instinct is that it's much harder to create a monopoly if you don't have a government willing to write rules to enforce your existing advantages.
>you can just not buy it
Did Ubisoft clearly advertise the fact that the game would stop functioning entirely in the future when it was selling it?
Hence:
> 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.
Coincidentally EU regulations are quite good at creating new industry standards
> The bare minimum would be to ban these kind of things from describing themselves as products instead of a service.
I don't know if amazon kindle books "you are getting a license" wording has affected anything.
But what if you can't call them "games" anymore? Call it "time-limited entertainment"?
- [deleted]
>> many titles are designed from the ground-up to be online-only
> that's kinda the point, many users don't like having their single player game be online only because the devs thought it would give them more control.
I think the criticism isn't centered around single player games at all, but rather MMORPGs and the likes.
> that's kinda the point, many users don't like having their single player game be online only because the devs thought it would give them more control.
That’s asking developers to make different games. That’s not the same thing as “stop shitting down games like the crew”
OK, I signed it. hopefully I entered the correct postal code for my address; I always have to look up the code online.
> Private servers are not always a viable alternative option for players as the protections we put in place to secure players’ data, remove illegal content, and combat unsafe community content would not exist and would leave rights holders liable.
No? How would the "rights holders" be in any way liable for someone posting illegal content on a community-hosted server after a game has gone end-of-life?
Also, community servers not having to adhere to the publisher's standards of what community content is safe vs unsafe is clearly a positive in my humble opinion.
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.
Mojang (creators of Minecraft ) is an unfortunate good case study for this. It's sale to Microsoft is in part down to not being able to balance freedom for server owners and the PR issues caused by people scamming others, in this case children, while obscuring it under the Minecraft brand.
I don't agree that we should be coerced into being in the kid safe padded play area, but I ain't blind enough to not see why we are.
> 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.
Not legaly liable, but the "court of popular opinion" cares very little about facts, details, or legal entities.
But the sale to Microsoft resulted in more scamming. In fact, the Xbox version of the game has in game currency added that requires dollars. And Microsoft allows servers free reign to scam children into spending that currency and buying more.
> It's sale to Microsoft is in part down to not being able to balance freedom for server owners and the PR issues caused by people scamming others, in this case children, while obscuring it under the Minecraft brand.
Source? This is the first time I’ve heard this claim.
Minecraft's sale to Microsoft had a lot more to do with Notch not being particularly keen on turning down a billion dollar check than anything else.
Imagine if the kids were all hanging out on Bob's Private Club Penguin Server.
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 allow the car to get dirty, or to deform in a realistic way because it harms a copyright (did you know that the front lights of cars are part of their brand and trademark in most cases).
I’m using a pretty obvious example, that by selling a product that contains these other brands, we are beholden to not represent them in a way they don’t like; it’s part of the transaction for having it.
I can already hear people thinking: but, most games don’t have any third party intellectual property. But that’s less true than you think, even fantasy games will inevitably wind up copying something from our world that is not completely generic. The most annoying ones are the little background things; Rockstar for example will almost assuredly have issues with using the shapes of famous buildings and licensing issues if they make their radio stations too easy to pirate.
It’s a quagmire. Honestly, I’m not even sure why we bother making anything, there seems to always be some random popping their head up seeking another slice.
I'm happy to be convinced, but so far this isn't really helping the point. What you've described applies to an extraordinarily small percentage of games. I'm looking at my Steam library with ~170 games. I see ~8 that have real brand names, 7 being shooters that contain gun brands - which have never cared about these things, given they're already appearing in the context of people killing each other in the first place - and the other 1 being Football Manager (an offline game).
> I can already hear people thinking: but, most games don’t have any third party intellectual property. But that’s less true than you think, even fantasy games will inevitably wind up copying something from our world that is not completely generic.
Then please give us some proper examples we can learn from.
> Rockstar for example will almost assuredly have issues with using the shapes of famous buildings and licensing issues if they make their radio stations too easy to pirate.
GTA is hardly a "fantasy game", its entire schtick is getting as close to the real-world setting as possible, going as far as to parody real-life brands. They're quite unique in doing so, an extreme outlier.
Take a look at the current top 10 games on Steam by player count. You'll see that indeed the only real-world brands featured are potentially gun brands, and none of them have things like famous buildings. DOTA, Apex Legends, Stardew Valley, Rust, Palworld, Elden Ring and a bunch of idlers and shooters (CS2, PUBG, Delta Force).
I can’t speak for them because I never worked on them, but you’d be surprised how often a piece of music or a graphic is copyrighted. One of thousands of your common textures gets a bit too close to something else and suddenly you need a license.
Fun fact: a lot of game audio is licensed too, sound effects and such.
Regardless, the issue of sublicensing goes beyond what you’re allowed to let people do, it also goes into the idea that you’re often forced to disallow people from harvesting those assets from the game, or allowing the game to turn into derivative works - and because you yourself do not actually own the asset, you’re forced to confront it.
To avoid these issues, games would have to be very small (2D? Chiptunes? idk how small), but it’s one of a million tiny issues that comes up in game development, and each one of those tiny issues risks not allowing you to release the game.
Games are really, really hard to make, there are so many issues waiting to kill it- and even if you manage to make it, there’s no guarantee it’s successful, so spending time on these things is stealing time from making it fun or viable.
Again, what the fuck does the licensing of music or textures have anything to do with people playing the game offline?
Why do you mix your awful DRM scheme with something completely separated from the subject matter?
Are you trying to claim that the licensing scheme establishes by contract that the players must be stripped of their consumer rights by not being able to own the game they bought?
Well, good news for you, maybe the regulations that will come out of it will make this sort of licensing contract illegal. Perhaps it will make it easier to make games for you.
It’ll make licensing more expensive because the net result is more permissive. Or in the hypothetical the content could be removed and replaced with something bespoke or cheaper to licence. But both of these options will make the game more expensive to build overall across its surface area.
If the law is that you can't do this, then those terms will just disappear from licencing agreements. It's not like there's a shortage of textures and sounds in the marketplace.
Yea, I think some people are acting like these "licenses" are physical constants, found in nature and can't be modified! They are made by humans and can be unmade by humans. Regulation could deem those licenses unenforceable. Regulation could force permissive licensing. Regulation could add or remove IP protection. It's all conjured up by humans.
Yes, it is unlikely that legislators, bought and paid for by big corporations, will ever change the rules to reduce help to big corporations, but it's at least humanly possible.
For some things.
For others you may not be able to license it.
Example: have you seen a street racing game with Toyota’s in it?
There’s a reason that Need For Speed games fell off after Most Wanted (original) and it’s because they themselves don’t get total artistic license on their works.
And part of the agreements is a reasonable expectation that you will not assist anyone else to violate the agreement - and, the agreements are not perpetual either.
So, depends on context. There are examples where licensing opportunities dry up.
Somehow game companies managed to deal with this when games were sold on CDs. They’ll figure it out again.
Yeah, it was easier then.
The presumption was that sales were not perpetual- and reselling isn’t leasing a license in the same way.
Maybe there’s a way though
Yes - they started including DRM software on the CDs. They'll figure that out again.
That entirely depends on the content, some is fungible and some isn’t. For the majority of general content developers are already getting a perpetual license so it’s really these special cases that will remain an issue and are unlikely to be resolved in the manner you suggest.
How is it more permissive? The product is the same as it was before the official servers went down.
Forcing games to be moddable is unrelated to stop killing games.
When you’re licensing content from third parties the more permissive rights you need the more expensive it is. Music is a very good example where it might not even be possible to get a perpetual license. A bunch of games have removed music as their license to it has expired for example. In the context of EOL of a game if you have to provide it for free to owners in perpetuity any third party content, code and so on needs to have been licensed for that use. That is typically more permissive than licenses as mentioned up thread and so more expensive.
> In the context of EOL of a game if you have to provide it for free to owners in perpetuity any third party content
You start your argument from a presumption that releasing an offline game is almost an impossibility. Are you trying yo argue that offline games have zero things licensed? This sounds like a major argument in favor of offline games.
Sounds to me that the simple solution is just stop licensing things with such draconian requirements. If I play a racing game I care about it being fun. If the car I am using in-game is a BMW or a made up brand for the game is immaterial.
For some people that's true, But I've played with people that for example, slightly prefered PES Gameplay but just would refuse to play without a proper Real Madrid Team
In my experience, the more casual the player the more this mattered to them, but it was still a huge market
> just would refuse to play without a proper Real Madrid Team
Interestingly enough, I used to be an avid Football Manager player, where real teams/players is an important deal.
I can still download Football Manager 2010 (that is not available for purchase anymore), and I can play with Borussia Dortmund with all 2010 players without any issues.
If they could figure out how to properly license those teams/players so that the game is not dead in 2025 (considering how much anal football teams/leagues are with licensing deals), I am sure that racing games (and others) can figure it out as well.
It’s about the distribution of games, doesn’t matter whether it’s online or offline you need a license to distribute IP that you don’t own.
Never making a licensed product or using third-party IP is definitely one solution but I don’t think is the intent nor without adverse effects.
> doesn’t matter whether it’s online or offline
Then the solution seems simple. Making the game available offline does not seem to have any impact in terms of licensing.
I don’t think you’ve followed the discussion then.
If you’re saying that because they said the solution is simple, then it would seem you have not followed the discussion.
To them, it is as “simple” as not using the things that require onerous licensing. Whether the game is offline or online only matters as much as the licensor might prefer one or the other; obviating the onerous licensor (making your own assets and/or doing business with more agreeable people) is a simple solution. Simple meaning the complexity to understand it, not to implement it.
Only in the sense that you are arguing against strawman versions of the idea in favor of the status quo.
Stop killing games is not about forcing developers to perpetually sell games. They can still stop selling games. They just can't leave it in an unplayable state.
If developers want to get the rights to distribute a song for 5 years with their game, they can still do that.
No I’m talking about the distribution of games. With physical media that’s all fine because once the license expires they stop making new copies. People that own a copy are fine. With digital distribution once you’ve EOL’d a product you still need to make it available right? Otherwise how do people that have paid for it get it? But that means you can’t distribute elements you no longer have the license to.
With online distribution games can be made unavailable for purchase. You are not distributing it anymore. Only people that previously purchased can still download the game.
There are multiple such cases in stores such as Steam or GoG. I own games that are not available for purchase anymore.
Those games were not killed. I can still download and play them.
Offering the game for download but not sale is still distributing it and you’d still need licenses for all the content you’re distributing. In the cases you mention the games still hold the licenses which is common but not universal.
That's a solvable technical problem. If your game needs a online server to work, either patch it to not need it, or distribute the server. IF your licensing prohibits you form doing it... well, don't enter that kind of licensing, negotiate different terms. There might be a small fraction of games that stop being financially viable. That's what we call a tradeoff.
You've signed a pretty shoddy license agreement if it requires you to refund all your customers, in full, after a few years. That's just bad business.
If you’re saying that a change like SKG would lead to developers needing to take a perpetual license then you should say that rather than alluding to it with a non-sequitur like this.
If that’s what you mean then I’d say maybe but doing so would definitely increase the cost and complexity in using licensed content. Which is likely to be passed on.
Interestingly though reading the EU petition and the petition authors views it would be fine to remove the content once the licence expired.
Developers already need to license whatever they're licensing in perpetuity, since they need to sublicense to the people who buy their games (regardless of format). Otherwise, they wouldn't be able to sell you the physical media. Licenses aren't yes/no affairs.
Stop Killing Games doesn't change this in any way.
No they don’t need perpetual licenses for physical copies. They just need to stop distributing physical copies when they lose the license. For example a reissue of a rhythm-action game (or a release on another platform) might be missing songs from previous releases of the same title. The issue with digital distribution is that you can’t redistribute the content once the license has expired. So if someone needs to redownload the game for whatever reason then they can’t provide content they no longer have a license for.
They need the ability to grant perpetual licenses.
We’re talking about distribution so maybe you’ve come in to the conversation in a weird way there. To be clear the developer cannot continue to distribute content they no longer have rights to. With physical media you don’t go back to the publisher to get new copies but with digital media you do. And hence falls foul of changes in distribution rights.
"Distribution rights" aren't laws of nature. If you're making physical media, you get a license to sell physical copies of the game (containing the licensed material) for a limited time, to people who are allowed to keep them once your sales license has expired.
The digital equivalent would be: you get a license to sell digital copies of the game (containing the licensed material) for a limited time, to people who are allowed to re-download them once your sales license has expired. (And you are allowed to provide that downloading service, but not continue to sell the games, nor make them available to people who have not purchased them.)
It's not that hard – and the existence of Steam demonstrates that many people are already doing things this way.
If the licensing agreement does not differentiate in between "customers purchasing new copies" and "previously purchasing copies being available" then therein lies the problem.
Looks like the possibility of regulations will fix that. That in the Year of our Lord 2025, when online channels are many times the only possibility of purchasing a game, licensing agreements do not cover that, it seems that proper regulation is very much necessary.
That’s because distribution is seperate from sale. For example Spotify has a license to distribute music but not sell it.
I suspect if you’re expecting to undo decades of IP law with this then you’ll be disappointed. I also suspect that the requirement to be functional rather than complete could also mean as long as the game continued to work removing the content would be fine.
> I suspect if you’re expecting to undo decades of IP law
No, I only expects regulations that dictates I get to own the games I purchase. As any other consumer good.
And if that is not possible, then the agreement should be that games are leased for a set number of years, no gotchas to the consumer.
For some reason I think that the second would be much worse for the videogame industry. I don't think many people would be super excited about leasing a game for a few years for 60+ USD.
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.
This seems pretty easy. If the license to the music goes for X years, then build that expiration into the game. After X years, licensed music goes away, and the game is still playable. This is completely in scope of SKG. Everyone understands that not every feature has to be retained to stay the playable game.
That expiration date should, of course, be on the box. The consumer deserves to know.
That’s absurd. I can still pop in my Tony Hawk’s Pro Skater CD from decades ago and listen to the original soundtrack. TTL licensing should be illegal.
Yea, nobody seems to be addressing this: Content never expiring was the default for many years, when games shipped on physical media. Industry defenders are acting like this is impossible, where it routinely happened for a long time.
[dead]
That would be frustrating to code for.
Before anyone says that its as simple as a switch statement, it’s not, its date enumeration and a switch statement, and an alternative codepath for testing and more assets: on every hot path, when you already only get 8ms for your frame is an annoying cost.
The expiration date properly visible is not a terrible idea though; or at least a “this edition is valid for x years” after which, updates that fix issues may remove content. Hrm.
I guess that only leaves the third option: don’t license music or other assets that way. It’s really not that hard. Instead of writing a contract that promises that you won't distribute the music with your game for more than X years, write one that promises you’ll only sell the music with your game for X years, but that you might still distribute it to anyone who made their purchase before the cutoff.
You see? It’s not that hard. You can license music and still make a game that doesn’t die after a few years. If EU law changes to make that a _requirement_, then you simply stop signing any licensing deal that would break the requirement.
> It’ll make licensing more expensive because the net result is more permissive
The current state of affairs is that the net result is such that consumers are stripped of their rights. I find it more unacceptable.
If the licensing costs without fucking over consumers is prohibitive, then maybe those games should not exist. If no one is licensing the brands/assets/music/whatever because the licensing costs are too high, it's likely that in time the costs will come down.
> If the licensing costs without fucking over consumers is prohibitive, then maybe those games should not exist.
Wow, who is killing games now?
Absolutely, games that strip consumers of their rights should not exist.
I am not going to defend predatory practices. You think you threw me a gotcha, but you are actually only exposing yourself.
The framing was your own so it’s not the gotcha you feel it is. I also don’t know what you think I’m exposing because I’m broadly in agreement that games at their EOL, particularly single player should continue to work. I am interested in discussing where that breaks down but I think that’s probably where we differ. You seem more interested in being combative and making up gotchas.
> You seem more interested in being combative and making up gotchas.
Only because you are being purposely obtuse, gesturing at licensing as something that makes game development impossible without making games previously purchased by consumers unavailable.
If you make cakes that are poisoned with lead, and regulations say that you cannot sell lead-poisoned food, you cannot say "but all egg suppliers only sell lead-poisoned eggs, this will kill the cake industry".
If regulations say that games should be made accessible for people that purchased them past EOL, licensing agreements will have to adapt for it. Differentiating distribution as in "new copy being sold" and "previously sold copy being available for download".
> Only because you are being purposely obtuse, gesturing at licensing as something that makes game development impossible without making games previously purchased by consumers unavailable.
Please show me where I said that! If that’s what you think I’ve been saying it’s definitely not. And you accuse me of arguing against straw men!
That is a separate issue from what the Stop Killing Games political movement is bringing attention to. Few people are bemoaning that they can’t play the game that was never made. The rest are complaining that games they’ve played for years are being made unavailable when the authentication servers are killed.
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 re-add things has no bearing on you.
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).
The reason for that is that the game is continuing to be distributed and the nature of digital distribution is ephemeral so contents like music are removed from the distribution when the license expires. If you own the game on physical media or remove the connection to the digital distribution service (never patch it) then as a consumer you’re fine as you note with the first sale doctrine. It’s just legally the developer can no longer offer the content as part of future distributions. The same would be true for another physical media release.
That is not how it works. When car licenses expire then you can still download the racing games in your library from Steam etc., even after new sales are discontinued. You are already the owner of the licensed content and you get access to it anytime.
Steam even says that in the event of that they go out of business, measures are in place to ensure gamers' continued access to their games.
I don't think anyone is asking for developers to continue to distribute their games after they EOL them. They're just asking for a way to keep games that have already been distributed running.
There is no first sale doctrine in Europe, and nor does the US one apply to digitally distributed content.
Directive 2009/24/EC clearly makes reference to the first sale doctrine in Article 4
The answer to that is simple, and has been used by other media (to the chagrin of fans of course). When it comes time to "kill" the game, make a final update to strip all such licensed material out of the game.
The companies that develop and publish games amortize plenty of things out into multiple years. That's why live service is so increasingly common. The same developers and publishers should also factor in that they might have to remove some assets when they want to stop providing active support.
So if they strip the libraries out and the server cannot run id that okay?
They shouldn't use libraries that don't allow them to release a server at the official game's sunset. There's been a lot of rhetoric from the publishers about "developer choice", which is really publisher's choice, but that's the whole problem. They are choosing to make games with a hard shelf life, and that's contrary to the copyright regimes of most jurisdictions that have some sort of eventual public domain mechanism. What's the use of a public domain if the work is intentionally destroyed by that point. I consider that theft from the public, in a way that mere copyright infringement can never equate to.
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.
You shouldn't blame consumers that you failed to negotioate proper terms for your licenses. Maybe having legislation to point at will help you out to get more reasonable terms.
If this passes, then such stipulations become illegal, since they can't force you to create a product that would fly on the face of the law.
That probably won’t be true, or we will lose the ability to license altogether.
Here’s hoping though!
The thing about licenses is that it's overratted. No licensor makes you unable to continue supporting the product, since the licensee will make sure to include a provision that all copies of the licensed software have the ability of use the licensed work.
How is the logo falling off (or not falling off) relevant to the end of life of the game? The logos don’t automatically fall off at the end of the game’s life, do they?
Sounds like that licensing issue is curtailing developer choice, which is apparently the worst problem the industry could possibly face. If your choice is going to be curtailed either way, I’d rather it go in the consumer protection direction, no?
Honestly the "quagmire" here is created by dumb laws and/or dumb lawyers.
Mercedes is supposed to have a trademark for automobiles and you're making a video game. That's a different industry so you shouldn't have to license anything from them -- no one is going to be confused into thinking your video game is a motor vehicle and buy it instead of a Mercedes, and that's all trademarks are supposed to be for.
Make it clear that these things don't have to be licensed for video games -- which there is absolutely no sound for them to be -- and you won't have these problems.
Why would you be responsible for what other people do? Your game can already be modded to e.g. have the logo fall off.
Collaboration with real world brands seem to have real issues like this. However I don't see how your examples apply or extrapolate to the rest of games out there.
My bad, let me try to be clearer;
Working with external brands is an obvious example of third party licenses that, as a consumer, you can perceive.
Games are made of hundreds (maybe even thousands) of these licenses that you will have trouble perceiving; Sound effects, certain harmonics, programatic audio cues (as a technology), procedural generation and even likenesses are non-perpetual in nature.
The landscape of artistic works is mired in copyrights, the more art the more likely you get too close to someones copyright even if you have an entirely home-built texture, it might look inspired by another texture and thus litigious individuals can request royalties: royalties which will come with their own restrictions.
I’m not saying that its impossible to comply, merely outlining the current state of things. If licenses won’t be granted but copyrights are maintained then it will be extremely burdensome for developing games that are large- as the risk and operational overhead will be quite punishing.
For what its worth; I’m all for the movement of stop killing games, but people seem to have this notion that its game developers doing it out of spite in order not to cannibalise future sales, when in reality developers would prefer to release more games with more innovative ideas. The issue is that games, by default, don’t exist; and making them exist is a perilous journey so fraught with failures that I am personally surprised we have any games, yet so many. Everyone wants a slice when its successful and eventually theres nothing left, spending time one this will come from somewhere else and in all likelihood certain things will become impossible due to license holders not permitting use of their works nor something that is similar.
You might thing you’re giving developers power to fight but we’re stuck in the middle and they don’t give a shit, they want their 30 pieces of silver and we don’t have a product if we can’t find a way to work within their parameters.
I've often wondered why sports and sim games don't tell these trademark peddlers to pound sand and ship with robust modding tools. Eager fans can then add unofficial versions of Mercedes, Lionel Messi, and a jet in the shape of the Great Redeemer.
We had this a decade ago with Asetto Corsa, PES, and Skyrim, but it appears to be falling out of favor. Are the publishers or developers not doing this because of legal liability or because they want to get a financial piece of the mod pie?
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I can easily understand why it sucks from your perspective, but European tradition dictates that we make it suck for you and then you have to make it suck for your counterparty. We don't directly intervene with your freedom to write whatever contracts you please, only what you release to consumers.
That's intensely frustrating to be caught in the middle of. At times you end up feeling that the politicians are coopting you and your work for their ends, that they are underhandedly enveloping you in the public administration. That is in a way exactly what they are doing, but you have to remember that it's what your customers want. You are still making for your customers, they have just made their wants known though a process other than the free market.
There is no such thing as a 100% free market, not in America, not anywhere.
What was passed was a petition for the EU to listen to the needs of a million EU citizens. It is not yet a law, but it might become one. Laws are the rules of the market. A 100% free market is anarchy.
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.
I think the market is actually much more segmented than your comment implies. There's publishers who absolutely dominate certain niches, especially sporting games, and the only realistic competition they have are themselves.
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!
This would be why they’re trying to create consumer protection laws
I’m not sure “sellers would love to raise prices and have people keep buying” is the indictment that you think it is. Terraria and Modern Warfare, which is monetized the way you describe, are such different products…
Planned obsolescence even has affected video games too?
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BG3 has extensive modding support to the point where people released mods that turn it from a "classical" rpg to a roguelike.
BG3 has public lobbies, private lobbies, and *all* games are hosted locally on the hoster's computer, can be played through LAN without internet. It also has split screen coop.
Nothing you said about BG3 has an ounce of truth to it, and it is one of the most consumer friendly games in a sea of anticonsumer garbage. Are you trying to discredit Larian for some reason?
By playable do you just mean new content? It will be perfectly playable in 10 years just like all the other classic CRPGs. It would be amazing if modding in content was easy like NWN, if that’s what you mean, because it obviously isn’t. It does seem like such a waste. I’m in a second replay and it’s enjoyable but just so long and will become more repetitive. There are certain sections in Act I that I can’t see myself enjoying a third time at all. Some smaller modules would be amazing. I think the closest thing to that will be Solasta II in the modern era.
BG3 is quite possibly one of the most modable games of the last five years, and the multiplayer game is self hosted (peer to peer)
I’m not sure why you’re being downvoted. There is a lot of confusion about this, almost certainly from people who have never played the game.
My understanding is that WOTC wouldn’t extend their d&d license to be used in bg3 with that full set of modding that you want.
Knowling Larian I dont think that will be the case. what are you basing your assumptions upon? there is already extensive modding for bg3
Show me the local server executable.
It's called bg3_dx11.exe. BG3 doesn't have dedicated servers, one player hosts and the others connect to them. It (obviously) works on LAN, no internet connection required.
It's peer to peer, isn't it? Afaik you can play it on a LAN with no Internet connection
Yes it is, I use a VPN to play on LAN mode with my family all the time from across the country.
Larian are no longer involved with development of BG3:
https://www.ign.com/articles/wizards-of-the-coast-not-to-bla...
EDIT: Updated Link. It seems they've added free patches and won't be working on BG4.
Your article doesn't say "Larian are no longer involved with development of BG3". It in fact says they're still developing it, but won't be making BG4.
The official Larian BG3 Discord server is promoting a mod competition, and they're still adding content, bug fixes, and new features to the game as well.
I've updated the Link with the right one.
https://baldursgate3.game/news/the-final-patch-new-subclasse...
So it looks like they've released free content update and after this is is going to be hot fixes?
That announcement is about BG4 not BG3.
I've update the link. It seems they've released a bunch of free content instead in recent patches, which contradicts what they previously said somewhat.
Why would you want to spend 1000s of hours in a game? That must be eradicated with fire. Time is your most precious resource... why waste it on one game? Games need to be shorter, maybe 20 hrs or so for high budget single player games.
I detest this line of thinking. There are plenty of games that are playable for this length of time. I've played hundreds of hours of Factorio, and I am not even close to exhausting the experience. Terraria was a fine example, too.
It's time to learn how to let go of something that is akin to an addictive substance. I also spent countless hours playing MMOs. While I have fond memories of them, I was relieved when I managed to stop playing these exploitative games.
I agree that single player games and the day zero patch shenanigans must go in order to preserve them. But otherwise, I'm glad that after long years most of these games cannot be injected into your bloodstream anymore.
It's time you stop telling people how to enjoy things.
Well, the difference is that the MMOs are almost uniformly skinner boxes engaging in psychological warfare against each and every person that plays them, while Terraria is the videogame equivalent of going to a museum, seeing a beautiful painting, and remembering that there's endless joy to be found in the world.
Some people enjoy things you don't , calm down.
I'm calm. All I'm saying is that 5-10 years of exposure to a game is more than enough.
You don't get to decide this
This is literally every industry now. Shall we "regulate" all industries to be like this, then? Is that achievable?
Shall we require Netflix to release server builds so that you can access their content indefinitely because you paid for a subscription at some point? "That's not what this is about. Ok, where are we heading then?
A more accurate analogy would be: you bought a physical DVD and DVD player, but now the film studio is preventing you from playing the DVD that you own on the hardware you own. In which case yes, we should regulate. Paying for access to a constantly changing library is not the same as paying to permanently own a single product.
Paying for a subscription is explicitly not what this is about. No one is suggesting this for MMOs. Just that it be clear that it is a subscription, that you're not actually buying the game. What a one-time fee for an MMO? Give it an expiry date. You can keep pushing the expiry date, but you have to promise support up to at least that date.
AFAICT SKG doesn't really make a distinction between games bought with a one-time purchase and games that are subscribed to. In their FAQ, they explicitly say it would apply to MMOs too (see https://www.stopkillinggames.com/faq "What about large-scale MMORPGs? Isn't it impossible for customers to run those when servers are shut down?) although they don't spell out whether they mean exclusively games bought with a one-time fee or games that are subscription-only.
Ross from Accursed Farms said this in a video FAQ on youtube:
" Would this initiative affect subscription games? Well, that's another question that depends on what the EU says. Personally, I think it's very unlikely because that doesn't fit well with other existing consumer laws. I think the only way you could even make that argument would be that this is necessary for preservation and most governments don't seem to care about that at all. However, I don't think this is a huge loss, since only a handful of games operate that way today. So if we can give up those but then save 99% of other games, I'm willing to make that bargain. "
so it seems like they actually are suggesting that they'd like for (a law that came out of) SKG to apply to subscription games but there's an understanding that it probably won't.
Then this is essentially a formalized buggestion, and what will almost certainly happen is companies will respond back with "Won't Fix"
> Shall we require Netflix to release server builds so that you can access their content indefinitely because you paid for a subscription at some point?
Actually not Netflix as they just offer a monthly subscription and not individual sales, but _YES_ by all means if I "purchase" (not rent!) a book or movie on Amazon (or anyone else), I'd like that, thank you.
I'm sure if movie studios could get together and throw a switch that made every 5+ year old disappear entirely, forcing consumers to keep buying new movies, they would. Just like every car manufacturer would choose to disable every 2+ year old car on the road if they could. Why do we give video game companies this power?
Because it turns out that you don't need a server side simulation of reality to stream some bytes over the internet, and yet Netflix literally does pull content whenever they feel like it
It’s pretty easy to solve static content like ebooks and video games; just legislate that your license is transferrable between services and media. Then I can legally torrent a game that is unsupported.
Content subscriptions like Netflix are different because you are not paying face value for one title. The better analogy here would be the game streaming services like XBox online. It’s clear you are not doing anything like “buying a game”, it’s the whole point of the business model. As you say, it would be a lot harder to make these laws apply there (but I bet that wouldn’t stop the EU from trying).
I think any legislation on this subject would have to reckon with the second-order effects; on the margin you’d be adding pressure for publishers to move to pure subscription services, if these laws don’t apply in those cases.
> legislate the that your license
What we should be doing is applying the laws that already exist: when I purchase a physical book I own a copy of it and can sell it, lend it, modify it.
Amazon and the publishers have zero say in the matter.
Buying a digital copy should be no different. I more of this stupid “you bought a license to access a copy” crap.
Let's step through this example.
All Xbox games around 2004 were physical CDs. Many had online services attached to them. Eventually, those servers were turned off. You can still play LAN and singleplayer. You still have your access to the physical bytes on the disk (though there is copy protection).
What should companies be required to do regarding the servers?
Not sue people into oblivion if they want to reverse engineer and create their own servers.
That is a perfectly rational suggestion. It is repulsive that large companies such as my employer do this.
Keep in mind that is one of the things that this movement is asking for. Doesn't seem unreasonable at all IMO.
Thing is, you are by default allowed to write mostly any contract / ToS you like (within the broad rules of contract law). So to implement this you need to explicitly ban “license for things that could be purchases”. And as I noted above the edge cases and market pressures make that non-trivial; do you also ban subscription services like Audible?
We already have subscriptions services for physical books and audiobooks.
They’re called libraries.
You don’t own the books when you check them out, and you wouldn’t own a digital copy when you check it out from audible.
As for market pressure, you don’t have to ban them. Require that if they want to rent digital copies out they must also allow for purchasing of them at a price that the average person would find resonable.
The FTC is currently suing John Deere over this kind of thing.
Also, Netflix is a weird comparison here. That seems like it should be an online-only service, they're not selling the actual movies to you. It's one of the situations where the model actually makes sense, unlike single-player video games.
> Shall we "regulate" all industries to be like this, then?
Don't threaten me with a good time
> Shall we require Netflix to release server builds so that you can access their content indefinitely because you paid for a subscription at some point?
No. However, you should be able to make a copy using your own computer (onto the computer or onto an external media such as a DVD) and then you can play the movies that you have copied on your own computer (not necessarily the one used for Netflix) or DVD player. This should be possible without needing to use their software, and it does not mean that their software or their service should need to offer it as an option; it is done on your side. (They can refuse to serve the movie to you faster than the actual duration of the movie if they want to do, though, therefore making it take as much time to copy as it does to watch it normally.)
(However, I am generally opposed to copyright anyways.)
If Netflix decides to end their service and make every TV show and movie they have permanently unavailable, even through all other legal businesses, then yeah, it would be nice of them to give that stuff away.
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I mean, what you describe sounds pretty good. It sounds like you think it's not feasible for some reason (other than political will). Do you want to elaborate on that?
It certainly is feasible. Requiring it to happen though, would result in some interesting economic dynamics, I believe.
We currently exist in a two tier global economy where some countries are required to follow a strict set of laws, and others basically make their own. To be clear, I am saying that Russia and China do not care at all about piracy and IP theft and so on.
As you increase the rules that Western companies must follow, you run the risk that some day your only options will be non-Western companies, and that may or may not be a good thing. This is what has happened with manufacturing, and it was good for a while until it wasn't. It still is quite good in some pockets though, like batteries and solar.
Having worked there in the past, Ubisoft is awful. When I was there previously there was an aggressive push for UPlay (now Ubisoft Connect) integration into all products. Then there were the bullshots for promos/E3/etc. There were often clashes with leadership who would fight against creativity / novel ideas in favour of cookie-cutter mechanics that would not add anything to the experience - certainly there was a mentality of, let's just copy what was recently successful.
I'm blown away that series like AC, FarCry are still big sellers. These games are vapid and designed to be a time sink.
I'll never buy an Ubisoft game again. Instant dealbreaker to see that studio on the Steam store page; I've deleted a $3 sale game from my cart when I realized that it was Ubisoft. No game is worth giving money to a company that hates its customers so much.
On the flip side ex-Ubisoft employees seem to be finding success after their departure. Highly recommend Clair Obsur: Expedition 33.
> I'm blown away that series like AC, FarCry are still big sellers. These games are vapid and designed to be a time sink.
They are like junk food. Everyone has the junk food that they enjoy. FarCry is certainly the McDonald's of games. I enjoy some junk food once in a while, problems arise if I make it my staple diet.
For Steam users, a reminder that you can go to a publisher's page and "Ignore" that publisher. The option is a little bit hidden, it's in the settings cog on the right-hand side of the page. It'll stop steam from recommending their games to you, and when one does show up, like in the Top Sellers list, it'll have a message on it saying that it's by a publisher that you ignored.
I have Ubisoft, EA, and Sony marked as such, personally.
Not to mention the sexual assault
> 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.
When I found out that Booking[.]com of all companies is moving major traffic, I started to look at what companies are even buying or selling anymore. I clearly had no idea.
In the following paper, CPs refer to content providers, as defined in the paper.
https://estcarisimo.github.io/assets/pdf/papers/2019-comnets... [pdf]
(more at https://estcarisimo.github.io/publications/ )
canonical link for above paper, which is the lead researcher's GH from what I can tell:
https://www.sciencedirect.com/science/article/abs/pii/S01403... ( https://doi.org/10.1016/j.comcom.2019.05.022 )
> Studying the Evolution of Content Providers in IPv4 and IPv6 Internet Cores
> Esteban Carisimo, Carlos Selmo, J. Ignacio Alvarez-Hamelin, Amogh Dhamdhere
[I have edited out some hyphens that made this really hard to read but were helpful due to the layout of the original document as typeset. If that bothers you, I'm sorry in advance. Links are included above.]
> Our goal is to investigate what role CPs now play in the Internet ecosystem, and in particular, if CPs are now a part of the “core” of the Internet. Specifically, we motivate this work with the following questions: How can we identify if a CP does or does not belong to the core of the Internet? If the core of the network does indeed include CPs, who are they?As the overall adoption of IPv6 has been slow, do we notice that delay on IPv4 and IPv6 core evolution? As the AS ecosystem has shown striking differences according to geographical regions [15], do we also see geographical differences in the role of CPs and their presence in the “core” of regional Internet structures? Finally, as more CPs deploy their private CDNs, can we detect “up and coming” CDNs that are not currently in the core of the network but are likely to be in the future?
> We use the concept of k-cores to analyze the structure of the IPv4 AS-level internetwork over the last two decades. We first focus on seven large CPs, and confirm that they are all currently in the core of the Internet. We then dig deeper into the evolution of these large players to correlate observed topological characteristics with documented business practices which can explain when and why these networks entered the core. Next, we repeat the methodology but using IPv6 dataset to compare and contrast the evolution of CPs in both networks. Based on results, we investigate commercial and technical reasons why CPs started to roll out IPv6 connectivity.
> We then take a broader view, characterizing the set of ASes in the core of the IPv4 Internet in terms of business type and geography. Our analysis reveals that an increasing number of CPs are now in the core of the Internet. Finally, we demonstrate that the k-core analysis has the potential to reveal the rise of “up and coming” CPs. To encourage reproducibility of our results, we make our datasets available via an interactive query system at https://cnet.fi.uba.ar/TMA2018/
[…]
> Finally, we study the core evolution of nine other remarkable CPs that belong to the TOPcore but were not included in the Big Seven. Seven of the nine selected ASes are the remaining ASes in Bottger et al.’s [47] TOP15 list, except Hurricane Electric (AS6939) which we do not consider as a CP since it is labeled as Transit/Access in CAIDA’s AS classification [80]. These seven ASes are OVH (AS16276), LimeLight (AS22822), Microsoft (AS8075), Twitter (AS13414), Twitch (AS46489), CloudFlare (AS13335) and EdgeCast (AS15133). The other two ASes are Booking.com (AS43996) and Spotify (AS8403). Interestingly, Booking.com or Spotify are not normally considered among the top CPs, however, they are in both TOPcores.
What else would these companies have to gain by making their games online only? Perhaps game developers even have contractual obligations to uphold, or incintives to include third party network interactions. The presence of Twitch, Cloudflare, and Microsoft on this list are interesting, because Microsoft drives a lot of threat intel and also makes a popular OS among gamers. If you want to reduce network traffic and reduce your reliance on third parties and internet access, migrating from Windows and using Proton on Linux would probably be a step in the right direction for many games that you would want to play single player.
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 while possibly being liable to abuse created through those servers. Even though your game (and its clients) aren't tailored to working on any server other than the official one anyway.
At least that's my understanding of the issue.
This proposal is obviously aimed at big publishers like EA and Ubisoft, but it hurts small developers. I argue we should just stop playing EA and Ubisoft games, who are the only ones who continue to pull this crap.
[1]: As TheFreim pointed out, this isn't necessarily required. 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.
> 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?
> Now this proposal requires you to also continually release your server code.
This is not accurate. From the FAQ:
> Q: Won't this consumer action result in the end of "live service" games?
> A: No, the market demand and profitability of these games means the video games industry has an ongoing interest in selling these. Since our proposals do not interfere with existing business models, these types of games can remain just as profitable, ensuring their survival. The only difference is future ones will need to be designed with an "end of life" build once support finally ends.
I suggest reading the proposal or /at least/ the FAQ page: https://www.stopkillinggames.com/faq
I was actually reading the FAQ just now.
From my understanding, a company does not have to release a private server alongside the client while the official servers are live, what I said previously was inaccurate. But when the official servers are closed, they are required to provide them.
However, I don't see how a bankrupt studio can release their server code when they don't have enough money to keep their servers running. An MMORPG shutting down it's servers may not even have any developers left. It may also not have any players left.
The FAQ suggests that this won't burden developnent at all, but I believe that it will.
Regardless if they continuously release their server code or not, they still need to develop an "end of life" plan which means having the server code ready to release when they want to kill their servers.
I think one of the most relevant part of the FAQ is:
Q: Isn't it impractical, if not impossible to make online-only multiplayer games work without company servers.
A: Not at all. The majority of online multiplayer games in the past functioned without any company servers and were conducted by the customers privately hosting servers themselves and connecting to each other. Games that were designed this way are all still playable today. As to the practicality, this can vary significantly. If a company has designed a game with no thought given towards the possibility of letting users run the game without their support, then yes, this can be a challenging goal to transition to. If a game has been designed with that as an eventual requirement, then this process can be trivial and relatively simple to implement. Another way to look at this is it could be problematic for some games of today, but there is no reason it needs to be for games of the future.
I too want online games to be killed responsibly, but I don't think Stop Killing Games is being honest about how this will influence small budget game development as opposed to the big publishers they keep talking about.
Then you design for it up front. There is nothing that stipulates that the eol build has to be developed right at the end.
Then if they go bankrupt, the job is already done. It isn't more work, it's just knowing a feature needs to be implemented, and knowing that before you even start.
> However, I don't see how a bankrupt studio can release their server code
This feels like trying to poke small holes for no reason.
Let’s say bankrupt studios are off the hook. What then? Most games still be saved. EA just announced they are killing Anthem in 2026. EA won’t be bankrupt next year. There you have one game already immortalized thanks to regulation.
> Let’s say bankrupt studios are off the hook.
We can "say" this, but it would need to be part of the proposal. To be honest I haven't read the proposal, just the FAQ. But I would expect some nuance to be added to protect small studios.
Like I said in my first comment, I feel like this proposal is just targeting studios like EA. And I am sure it works well for that. Though personally I would've hoped that consumers would just stop buying EA games.
> 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!
I guess the (media) battle is on now.
In some ways I think even this statement by the trade association is already a win - the initiative forced them to explicitly address topics such as private servers, which they'd rather not talk about at all. Their statement also made it easy to ask counter questions regarding offline single-player or actual player compensation on shutdown. (I love the "we understand it can be disappointing, but we give players fair notice" statement, as if players didn't pay money for this)
I don't expect a lot of support from EU politicians for the initiative, as the current Parliament is even more conservative and corporate-friendly than usual. But well, hope dies last, and at least the will of the public seems to be there. (And also the appearance of being a tech regulator has become more popular in Brussels)
So we'll see.
I don't buy these arguments. If game developers don't want to sell games that way then don't. Sell subscriptions instead. Like instead of $60 for a game, $60 one-time fee for a two-year subscription, which afterwards renews automatically in 3 months intervals at no cost until further notice. Same applies to all paid in-game content.
That way the developers can continue offering both games and subscriptions where each type makes most sense. And everybody knows what they are signing up for. People who buy a game get a game which they can play indefinitely. People who buy a subscription know the earliest possible end date and everything beyond that is just bonus.
I don't think this would have any significant impact on the industry.
Publishers would just advertise their games as coming with a 2-year subscription, or whatever. People would have the same expectations as now: the game will be supported for a couple of years, and it will be supported much longer if there's an obvious way that is profitable to the developer.
No publisher would unilaterally want to start advertising games as subscriptions, but if everyone was forced to do it, nothing changes. Perhaps an extra layer of clicking through for the user, like when we mandated all websites must have annoying cookie popups.
Most games won't need it. When every other offline game says "buy" but the games as a service one has to say "rent" for the same price, consumers will notice I think.
I think what people are saying is the opposite would happen. If this initiative makes it into law, nearly every game company will overnight make their games say "Rent" instead of "Buy", so that they can continue with their shitty practice.
And that is totally fine, as long as people know what they are investing their time and money into.
I know that some years back, getting your mobile phone financed on two-year contracts was a normal thing. But it was a debt trap for consumers. Some EU countries noticed, and now carriers have to declare such contracts a consumer credit, and need to afford the same consumer protection to their customers as banks have for loans (in Netherlands for example registering with the BKR).
So carriers can still do that but they cannot pretend it's not a loan.
And that's good.
People don't generally lie for no reason. Companies are interested in obscuring their licensing practices because they believe it might hurt them to be more transparent.
That might not be true. It might turn out that the user base doesn't see the difference between "Rent" and "Buy". But it's the user base's decision to make, not the companies.
So, even if this kind of law has no other effect other than "we use more accurate and truthful language", then it's still a net positive.
I dont think this is true. If publishers advertized 2 year license, some people would decide to not buy the license. The exact reason why they insist on calling it "buying".
> People would have the same expectations as now
If that premise was true, why would misleading advertisement be the norm right now? Why bother?
Changing it to a subscription WOULD change perception. Most people don't understand the current status quo. When they do know, it would create a market pressure for real game ownership.
The publishers that already apply the model can be forced. And some might decide to do another model instead of doing this model because it affects user’s view. This is the whole point.
Of course, was anyone expecting they would react otherwise, especially with the changes after 32bit gaming across consoles and desktop platforms.
It is all about IP, and like Hollywood nowadays, how to repackaged it in remakes and emulation.
A bit hard if we're allowed to just play the original versions.
Correct. The backends to these online games isn’t complicated, but it is protected. They want the ability to resell the entire service to another game studio to run.
This has happened a lot in the past. EverQuest, Pirates, Lots of mmos have changed studios and with that, the backend services needed to run them.
Now, that said, there are a few countries in the EU that you could reverse engineer the server and it’s totally legal. Some of the best fun I’ve had were on private WoW or Lineage 2 servers.
I think very few people (outside of the industry - important caveat) are opposed to the stated goals of the initiative:
> This initiative calls to require publishers that sell or license videogames to consumers in the European Union [...] to leave said videogames in a functional (playable) state.
The concern that I have is that I have no idea what the actual text of the law is going to be.
You can look at laws like the DMCA, that had a reasonable purpose (made adjustments to the copyright system for the age of the internet) and a royally screwed up implementation that basically everyone can find a problem with.
It's easy to imagine that the laws that pass could be (1) completely neutered by corruption in the EU leading to regulatory capture (2) far too strong and written in a way that imposes unfair burdens on developers (which include indie devs too) or (3) bad just because of technical incompetence of the authors.
I know that there's not much I can do about those things, but that may explain the emotional reactions of some people like e.g. PirateSoftware - nobody actually knows what the resulting law will be like, and everyone familiar with the legislative system knows how bad the outputs can be.
> to leave said videogames in a functional (playable) state.
Yeah, I like the general goal, but I worry about the corner cases; is an MMO “functional/playable” if you just release a localhost server? Are we forcing indie shops to pay for servers indefinitely now? Great way to ensure no more indie MMOs get built if that ends up being the text interpretation.
And, as you say, the question you should always be asking about EU legislation - how does this affect the small/medium shops’ competitiveness? Counterintuitively, compliance can hit the small guys relatively harder and entrench the big guys.
Not to say that we shouldn’t try to fix the problem. But agree that skepticism about EU regulations has some historical merit.
> is an MMO “functional/playable” if you just release a localhost server? Are we forcing indie shops to pay for servers indefinitely now?
The man behind Stop Killing Games has made it perfectly clear that they do not want to force game developers to continue operating servers. Rather, as you suggest, releasing server binaries would be acceptable. Although a mere "localhost" server would likely not be sufficient, because (if I interpret your suggestion correctly) it takes away the multiplayer funtionality of the game. I think it would be reasonable to require developers to release online multiplayer capable server binaries.
> I think it would be reasonable to require developers to release online multiplayer capable server binaries.
Not a game dev but would there be concerns about forcing devs to ship binaries for a codebase that was previously purely SaaS and proprietary, and likely containing logic that is a reusable for future games? The edge cases here seem a little gnarly. (Maybe it’s not a big deal in the grand scheme of things, how much competitive advantage comes from the MMO server code? I gather it can be tricky to do some things well like AoC pushing high player counts.)
The game itself also contains code that might be reusable for a future project. Among other things, the game engine itself. They have no problem shipping that to people though? Why is server code any different?
Perhaps mandatory Docker container packaging for EOL multiplayer games?
Ross addresses these things in his videos on the initiative. For one, the game doesn't have to be 100% functional, it just has to do a bare minimum.
They might not even need to release server binaries, even. I would think releasing documentation on how the network commication runs, and adding a box to enter a server IP into the client at EOL would be sufficient. The community, if enough people care, would then be empowered to write their own server implementation without needing the reverse engineering step.