(arstechnica.com)
I also really support giving 60 day notice if an online game is going to shut down. Places I have worked have had policies like that for games they are sun setting and I think the best game publishers think a lot about how to do that operation. It's not simple, because if people think a game is going away their behavior changes. And nothing sucks like buying online content for a game right before it shuts down. No matter what you do people will tell you they didn't know the game was shutting down. And if you give away content that you previously sold that also sometimes angers the community.
The problem is when companies know a game isn't working they tend to want to shut it down right away because the money they spend keeping it up is never coming back. And maybe the company is going to die too. So I do support a law for a 60 day notice.
So they just make their game free two months before they want to close?
Or they could just demonstrate that they have an offline play capability right from the moment they sell it.
It's always going to be a wild goose chase trying to take money when there isn't any (actually or by design), just take the product and let the public update it as a last resort.
I would assume if that law passed the simplest compliance would just be to charge subscriptions and stop selling games directly. It seems like doing that would comply with that law without requiring much to change?
Now they want more.
If you're passionate about making games chances are you're not going to succeed financially. Set your sights on personal success in the artistic sense. Can you communicate what you wanted, can you enrich some people's lives a bit with your work? It doesn't pay the bills, and that's not really fair, but it's also not unique. Lots of valuable labor receives no reward.
None of this is really relevant to the law in question though, which is itself pretty basic consumer protection against a company yanking back something it sold.
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 much. I invested in the hardware and software and I expect something out it.
Happy to pay for your game but don't hobble it or subject me to ads.
Sure, I'll spend $5 on a game I play for 10 hours, but it's still a bad value for me comparatively. When I do it, it's usually because I like what the developer did and want them to get some financial support. This is also why there are hundreds of unplayed games in my Steam account. It's then also a charity, not a business.
Your $5 game is competing with every game I have available to me and the market is _saturated_. A lot of game development is just bad investment. Like Ubisoft spending $500 million to develop Beyond Good and Evil 2. If that ever even releases, but why would you spend half a billion dollars following up a flop. A beloved flop but a flop.
Consumers of creative works generally are paying for the result, not the process.
But in this case, even the best-case outcome is extremely dumb. Companies are forced to expend resources just so a few niche hobbyists are not inconvenienced. And there will be side effects, ultimately including geo-fencing of games to exclude California. It's a big market, but you can't make up for a net loss with volume.
..things they'd be doing anyway as they developed the game??
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.
Of course it should be legal to reverse engineer software you own, but you have to actually have access to the software to reverse engineer it.
I can host and play a WotLK server locally, offline on my desktop with AI player bots with minimal issues thanks to the work of the community
Lots of clearly needed specific laws. Europe is fine too, but they err on the side of caution and smother actual innovation.
Which is interesting because the Silicon Valley companies themselves incorporate in DW anyways, so it seems to be a separate consumer led legal trend.
(I would note that being called "racist, mysoginistic, rape apologists" does seem to bother you enough to bring it up in an unrelated context.)
Handing over a standalone server to the public is a massive engineering, financial, and legal headache. Modern multiplayer games rarely run on a single isolated program. They rely on a huge network of interconnected cloud microservices.
A single match might require separate proprietary systems for matchmaking, player inventories, anti cheat, metrics tracking, and database management. Many of those come with licenses that don't allow you to just give away the code for free.
Disentangling the actual game logic from these third party platforms like AWS or Epic Online Services requires months of rewriting code. At that point you're basically re-inventing the wheel on so many technologies that your costs go up exponentially.
Games are rarely built entirely from scratch by a single company and are usually packed with licensed third party software like proprietary network code, commercial physics engines, or specific anti cheat software. Because the studio doesn't own the rights to distribute these proprietary tools to the public for free then releasing a standalone server forces them to spend extensive legal and development hours stripping out the restricted code and replacing it with open source alternatives.
Releasing server code also exposes the inner workings of the company's technology. If a studio uses the same proprietary engine or backend framework for their active money making games then releasing the server code for a dead game essentially hands hackers and competitors a roadmap to exploit their current profitable titles.
Gaming companies rendering games you paid for unusable is a real problem, just as much as planned obsolescence occuring in everyday items.
Screaming children? Really? Most gamers are over 18 and there's billions of them.