- cross-posted to:
- games@sh.itjust.works
- games@sh.itjust.works
- cross-posted to:
- games@sh.itjust.works
- games@sh.itjust.works
No No. NO! All of this is bullshit. Its not how any of this will work. Its all misinterpreted on purpose and then used as propaganda against the inititive because companies ARE afraid of it. They know this has the power to stop their predatory business practices. Moderation is the hosters responsibility so if anything, private servers would make it cheaper for companies to make games. This is also NOT RETROACTIVE as any other such regulation. Companies will only have to comply with future games. Having to remove proprietary network components from the server so they can release it at end of life IS A GOOD THING. It also makes development MORE ACCESSIBLE for small developers as everyone will have to use more open infrastrucuture. And at last this only affects the end of life of games which means it DOES NOT touch live service games DURING their life and only changes their last stage in their life cycle. For fucks sake this is getting annoying but i take this as a good thing because these stupid multi-national corpos are finally feeling the pressure.
protections we put in place to secure players’ data, remove illegal content, and combat unsafe community content would not exist
Nanny State BS. If someone runs a private server, it’s their responsibility to moderate it.
and would leave rights holders liable.
No it wouldn’t.
In addition, many titles are designed from the ground-up to be online-only
Unreal Tournament games are online or multiplayer only games. Even though Epic shut down the master servers, you can modify the .ini file to redirect to a community server. “Online-only” translates to predatory monetization models.
lol. Games like The Crew aren’t super hard to be turned into a single player game. Nobody is asking them to add a 20 hour single player campaign with a fleshed out storyline. Just add bots and open up the game to be driven around in without an online connection.
Just release the server code. nothing new has to be created. The industries claim of being liable for user content in this scenario is just bull
Not even code, just the binaries and pre-baked libs. They already have those.
Don’t even need to release the code. Just the server binary of the game.
This is short sighted. Architectures can and will change in the future. I’m running game servers on my aarch64 devices, if I wasn’t able to compile, and sometimes even edit, the code I wouldn’t have been able to run these servers. Emulation isn’t always ideal, janky or even non existent.
“Just add bots”
… as the protections we put in place to secure players’ data, remove illegal content, and combat unsafe community content would not exist…
There are third party options for this.
… and would leave rights holders liable.
Liable for what? A service everyone knows they’re no longer providing? Are car manufacturers still liable for 50 year old rusty cars people still drive? Can Apple today be held liable for a software vulnerability in the Lisa or the Mac II?
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.
Then don’t design games that way. Don’t make games like these. This is good news, actually.
It’s crazy how they act like no one else could run a server for a live service game.
We used to fucking buy and rent servers to game on our own private servers.
Its wild how this disappeared and all server structure just got consolidated into shit like AWS and Azure.
Minecraft, the game that sold the most copies in history, has a huge infrastructure of community-hosted servers, some with tens of thousands of players playing at the same time. The community has created different flavors of the server software, optimized it, added mod support and even reprogrammed parts of it.
At this point, it’s hard for me to believe how someone could say a community can’t run game servers with a straight face.
The whole “ITS A LIVE SERVICE IT CANT JUST BECOME SINGLE PLAYER” argument fundamentally misses every single easy point about community hosted servers.
It’s the most prevalent, and also most stupid argument I keep seeing pop up.
I agree, the liability for user content in community hosted games is just pure bullshit excuses.
online-only is not bad, some mechanics just work like that. that’s totally fine. Just release the server code when you don’t want to host any more.
I know. I like online content as well. Some of the games I spent the most hours in (Warframe, Helldivers 2) are these kinds of games. But if a corpo lobbying group is forcing the choice between “Enshittified always online” or “never any online content ever anymore” I’ll choose the latter.
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
Straight fucking lie, the ones liable are the uploader and the host, which after official support ends is no longer the rights holders.
Dear Video Games Europe!
Bullshit.
Best Wishes,
I don’t know who are these people. And they have achieved in record time that I never want to really heard them anymore.
“many titles are designed from the ground-up to be online-only”
So change your design? The corporate mind cannot comprehend this.
“many titles are designed from the ground-up to be rent seeking”
Or just let someone else host a fucking server and let the game get pointed to that one or any other they want. They could even sell the server software and make money on that. I’d love to host my own servers of some old online only games where I could play with just my friends and family.
Why could you turn a battle royal game into a local only split screen game for 2-4 people?
Give players a copy of the server so they can host their own, or patch the game to allow direct connections like games used to have in the 90s and 00s?
That sounds like an online only title. I thought we were going to “change the design.”
Seems like your reading comprehension is lacking, so I’m going to encourage you to reread the entire exchange up to this point. If you can’t figure it out, you’re not someone worth discussing with.
What do you mean?
Changing the design happens during the pre-production. This will not effect any games retroactively. As unfortunate as it is, until the EU parliament decides on a law or regulation all games destined to die will die.
Any games that are grandfathered in, would be done so by the good will of the corporations if they do wish to.
I mean, taking a 100 person battle royal and changing it so dramatically would be quite odd to do.
I picked an extreme example for discussion reasons.
It’s possible to host your own Arma server that can handle 100 players. Ironically Arma has a Battle Royale mode. It’s not rocket science.
Sounds like that’s the answer to my reply then. Not all this other noise people have posted. 😏
What exactly is this dramatic change that you think would have to happen?
I think it mostly revolves around how you get 100 players together for a good game. The match making part. I’m skeptical of the quality of match making, but that’s not a showstopper for people committed to playing. But if we set aside the need for someone to maintain hosting, then it becomes peer to peer or a lan party, or a combination of the two.
I remember what it was like rounding up and wrangling 80 people to raid in WoW back in the day.
And none of this is a showstopper I don’t see why we can’t talk about that. It’s not like discussing the difficult edge cases or the feasibility of the details could harm things.
My initial question in this thread framed changing the game design, not networking stack. So it was about making it all local/same screen only. An absurd example on purpose.
I tried to pick the most obvious example of an online only title.
What’s the plan with a 100 player battle royal game?
Edit: the guy I replied to chose to quote someone saying a game is online only, and their suggestion was to change that.
And then ya’ll come in with replies about keeping it online only, and they have 55 upvotes as of this edit.
Hosting your own server and playing multiplayer games over LAN is playing offline. Is that what you’re asking?
As long as people can host a server instance, does it matter?
Hypothetically, even if it costs 1000$ per hour in AWS fees to get the required hardware to run that, at least you have the option to, alternatively have a peer to peer option to play smaller version on a LAN with a max of however many players your own network can support, there could be many implementations, which at the end of the day would still allow you to play the game when the official servers (authentication or room hosts) are shuttered and inaccessible
The main point of SKG is that currently, we, as customers, are not even getting the short end of the stick, we are getting no stick, despite having paid for it.
And ultimately, at the end of the day, not our problem to try to figure this out, the point is we’re unhappy with the current situation and want things to change.
Also note that none of this is retroactive, will only apply to games released in the future, so having an end of life plan as a requirement from the get-go is pretty simple to work on when nothing was done yet.
That’s not “changing that” it’s keeping it online only.
Enabling the ability for purchasers to specify an arbitrary server to connect to would require a design change compared to how most games are recently. That feature used to be standard in the early years of online gaming.
We had online-only multiplayer games in the early 2000s with self-hosted servers supporting over 60 players per map. It’s absolutely possible to do better with today’s tech.
Man. Y’all really think I’m talking about networking design?
I thought we were talking about gameplay design. That’s why I picked 100 player battle royal.
“Change the game design” implies that, to me. I didn’t pick a single player experience with always online requirements. Or a 4 player game with online matchmaking and no direct connect options.
There’s such a strong, and obsessive need among a bunch of people on this topic to explain and explain, and not parse the precise thing being asked.
There’s also a lot of people who conflate having the opinion that the effort will fail due to its approach and the person/people behind it with not wanting it to succeed.
What I’m doing is poking at how people are behaving and how they talk about this initiative. And how the messaging is confusing and all over the place. It takes 5 people racing to explain it to me when I understand perfectly, and lay out a specific case. Yet no one replies to explain how my example would work.
I’m not the only one who sees this initiative as misguided, and mis framed.
Sorry for coming off like a troll, usually my outlier questions get responses instead of people acting like they are here.
I’ve really dug a bit too deep on this one, and I’ll try to stop replying now.
There are, it may surprise you to learn, different types of game that have online connectivity for different reasons. And the appropriate EOL response may differ across those games.
“Live-service” games where the main gameplay is singleplayer but an online connection is required so they can enforce achievements and upgrades (…and “anti-piracy” bs) may be best served by simply removing the online component so it can all be done locally.
Online competitive games can be switched to a direct connection mode.
MMOs and other games with large numbers of users and a persistent online server can be run on fan-operated servers, so long as (a) the server binary is made available, and (b) the client is modified to allow changing settings to choose a server to connect to (it could be something as simple as a command-line flag with no UI if the devs are being really cheap).
You guys…
I picked an actual “online only” example for a reason. Yet everyone is jumping around talking about other things.
Turning a battle royal into a lan only game sounds like the solution I was expecting in my replies. And then yeah, you can even route that over the internet.
But that’s not changing the design, really. It’s providing the infrastructure needed to run it, even if it’s lan only, and would need more to run it over the internet.
The initiative’s issue isn’t with them being online-only (though personally people hate it). The initiative aims for games to have the ability to have a reasonable state of playability past the end of life.
This is for all kinds of games - single-player, multiple player, live service, only only. The point is to keep what you paid for.
Of course it’s not. That’s why I made my initial reply.
I can find a community for a fighting game from 2012 to get together every Thursday night for a 30-person tournament via Discord. 100 people in a battle royale could work much the same.
That fighting game is not online only, I bet.
I replied to someone saying that an online only game should change their design.
It’s not online only, but this Thursday night get-together is online-only.
Why not?
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.
<Oh no this would kill live service games
nah, it would not. it’s just another lie. release the server code and leave, no worries.
Here are the board members of this organisation in case someone is curious about their relevancy/neutrality on the matter:
- Hester Woodliffe – Chair (Warner Bros. Games)
- Canon Pence (Epic Games)
- Kerry Hopkins (Electronic Arts)
- Ian Mattingly (Activision)
- Klemens Kundratitz (Embracer)
- Qumar Jamil (Microsoft)
- Clemens Mayer-Wegelin (Nintendo of Europe)
- Cinnamon Rogers (Sony Interactive Entertainment)
- Matt Spencer (Take 2)
- Alain Corre (Ubisoft)
- Alberto Gonzalez-Lorca (Bandai Namco Entertainment)
- Karine Parker (Square Enix)
- Mark Maslowicz (Level Infinite)
- Felix Falk (game)
- Nicolas Vignolles (SELL)
- David Verbruggen (VGFB)
- Nick Poole (UKIE)
You know, the people who “ensured that the voice of a responsible games ecosystem is heard and understood” (direct quote from their website).
if gabe could come out with a statement that if steam had to shut down for some reason he’d try to make sure people get to keep playing their games they have downloaded he’d probly cause these guys to have an aneurysm, but I doubt even gabe would go that far
You can (could?) reach out to Steam Support, and this is part of the email they reply with:
“In the unlikely event of the discontinuation of the Steam network, measures are in place to ensure that all users will continue to have access to their Steam games.”
Not sure if they ever expounded upon those details though.
To my knowledge, they have not.
He did say something similar years ago if I recall correctly but we never got any details and it was so long ago it’s hard to guess whether that’s still the plan. Reassurance or update on that wouldn’t be unwelcome, that’s for sure.
It was a long time ago, but I thought I heard Steam would remove their DRM and the games would not require authentication.
Though I doubt you would be able to redownload anything if their servers shut down though.
Warner Bros games shouldn’t have any level of authority on anything
Absolute trash statement, I really hope this bites them.
They’re just repeating a lot of the same misinformation that Pirate Software had been saying, the exact things that had riled the gaming community and caused this latest wave of action. We’re already primed to discount the points they’re trying to make and it shows exactly how disingenuous they’re being.
Positively, I hope this reflects some true fear on their end.
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. 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.
As has been stated over and over and over again, private servers used to be an option until the industry decided they weren’t any more. If the result of this is that it forces the industry to not make shitty, exploitative games, that’s still a win for the consumers. I would rather have no game at all than something that psychologically tries to exploit my FOMO and drains my wallet.
It’s also a strawman argument. Because yes, developers have less to no control over the operation of private servers. Yes, that means they can’t moderate those servers.
But
This initiative only covers games, not supported anymore by the devs anyway. Meaning legally speaking everything happening to private servers would be literally not their concern anymore. And new legislation, should it come to that, would spell that out.
Same for the “online only design” argument. The moment they decide it’s not viable anymore and they want to shut it down: what does it matter to them, what players do with it? As long as they offer the service themselves, no one is bugging them. (Although I would absolutely be in favor of also getting self hosting options right from the start, I am realist enough to accept, that this would indeed lower economical feasibility of some projects.)
That part of the argument is slightly different. If I understand the press statement correctly, what they are saying is: “Some servers can’t, on a technical level, be hosted by the community”. And that’s not a straw man (arguing against something never asked for), that’s just a lie. We have access to all the same stuff as the industry (AWS etc). Hosting these kinds of servers might be very expensive, but the initiative only asks for a way to keep games alive not for a cheap way (though I would prefer a cheap way of course)
I imagine it’s rather licensing. If they have to provide the software at some point, they can’t use components they are not allowed to distribute. And I agree, that this will impact development costs. But with the law in place, this is not an unexpected cost but one that can be factored in. Might be, that some live services are then no longer viable… but I don’t care. There are more games than anyone could play and games are cancelled or not even started to develop all the time for various reasons. One more or less is just noise.
Devs have numerous options for how to address the SKG initiative. The top three that come to my mind are:
- Release server binaries (along with modifying clients to have a setting to connect to the right server)
- Modify multiplayer to work over LAN (good when the server’s only/main job is matchmaking)
- Modify the game itself to no longer require online connectivity
In the case of live service games, I would suggest option 3 is the most appropriate. If the main gameplay is singleplayer, but it’s online so you can dole out achievements and gatekeep content, the answer is simple: stop doing that. Patch it to all work in-client. And keep in mind that this will be a requirement at end-of-life from the beginning. If it’s an unexpected requirement, that’s going to be a huge development cost. If it’s expected, making that EOL change easy to implement will be part of the code architecture from the start.
Comes to mind as an example that already exists, https://store.steampowered.com/app/2183650/MEGA_MAN_X_DiVE_Offline/
For sure, 💯
- secure players’ data: there should be no sensitive player data being stored on a private game server like that anyways, you’re connecting to a server, not logging into a service
- remove illegal content: not the developer’s responsibility in this case, it’s the responsibility of the private server (admittedly this could get messier with net neutrality and safe harbor stuff? unclear, but point remains, it’s still not the developer’s responsibility here)
- combat unsafe community content: ditto. Not the the responsibility of the developer but the private servers. It’s often been argued that the smaller communities of private servers do a BETTER job of moderating themselves)
- would leave rights holders liable: HERE IT IS! We can’t let you self host something like Marvel Rivals due to all the copyrights and trademarks and brand protections. How dare you!
Do you want to know more?
I am doing my part!
STOMPS on EA’s logo.
Beat me to it!
I 100% guarantee the people who wrote that statement don’t know or care how much effort it would take to build the infrastructure to run their server-side components.
I’m fairly confident that any AAA production uses Infrastructure As Code to spin up infrastructure in their dev and qa environments, so it’s literally just a matter of handing over the Terraform or BICEP and some binaries for any custom code they need to use. I also highly, HIGHLY doubt that the vast majority of game servers are hosted on-prem. They’re most likely either using Azure or AWS.
Was this written by Thor?
Nah, way too polite
“Our Board”:
Epic Games, Take Two, Microsoft, Ubisoft, Square Enix, Bandai Namco, etc.
I trust these people with every cell of my body.