News for hackers. Stuff that matters.
Re:Stop Killing Games by royal__ on Wednesday July 02, 2025 @01:53PM (#44446769)
As others have noted, the problem is often with keeping servers running. It's impossible to predict how successful a game will be in the long term, so the publisher can't make any claims to it's longevity. And, it doesn't make any sense to keep servers running if there's not enough income flow. Where this is really an issue is MMOs. Games like Forza already have some solutions: online features are eventually disabled, but you can still play the core game.
Re:Stop Killing Games by nirava on Wednesday July 02, 2025 @02:54PM (#44447461)
Don't keep the server running. Let others put up servers.

Either release the server binary or code or publish the bare minimum API spec so others can build a server from scratch. Strip away any proprietary stuff. And don't sue when other people have server up and playing your game.

Re:Stop Killing Games by MattBearman on Wednesday July 02, 2025 @02:07PM (#44446951)
This won’t require companies to keep servers running, just that they have an end of life plan, eg: releasing a version of the server that can be self hosted for multiplayer games
Re:Stop Killing Games by baggy_trough on Wednesday July 02, 2025 @02:56PM (#44447476)
That's quite some "just".
Re:Stop Killing Games by OkayPhysicist on Wednesday July 02, 2025 @03:03PM (#44447557)
Dumping your server binaries onto a FTP server is a quite negligible "just"
Re:Stop Killing Games by baggy_trough on Wednesday July 02, 2025 @08:58PM (#44450519)
Perhaps from a technical perspective, but rarely from a legal / IP perspective.
Re:Stop Killing Games by LightHugger on Sunday July 06, 2025 @06:10AM (#44479371)
Oh so releasing the game client is easy but releasing the game server is a legal/IP problem suddenly? I think you are concern trolling.
Re:Stop Killing Games by msgodel on Sunday July 06, 2025 @06:12AM (#44479381)
That does happen a lot. They get licenses to use but not distribute software for example. Servers are hard so it makes sense they'd want to buy rather than build.

It's the same reason most games aren't open sourced when their commercial viability ends: lots of third party software with no public source.

Re:Stop Killing Games by OkayPhysicist on Monday July 07, 2025 @12:13PM (#44491843)
It is a valid concern as to why companies don't do this already. In the face of the legal requirements the initiative is attempting to establish, however, the IP problem would be pretty easily resolved, as companies that sold their server libraries/services with a prohibition on redistribution would either need to change those licenses, or lose customers who want to be able to sell in Europe.
Re:Stop Killing Games by baggy_trough on Monday July 07, 2025 @12:16PM (#44491862)
There are some enormous unwarranted assumptions behind the assertions of "just" or "pretty easily" in this thread.

The consequence of this kind of regulation are easy to predict:

- fewer games will be released

- games will be more expensive

- larger game studios will extend their advantage over smaller

Re:Stop Killing Games by OkayPhysicist on Monday July 07, 2025 @12:55PM (#44492281)
How so? Or, more specifically, what method of action are you predicting will produce those outcomes?

From my observation, smaller studios are vastly more likely than larger ones to already be in compliance with this initiative's requests: It's not the giant, AAA games that are having community servers or peer-to-peer networking. Companies that are doing that already have to change nothing to be in compliance.

Studios that have private, monopolized backends merely need to release their server binaries at the end of life. That's not a significant expense, either (you already have access to file distribution in order to distribute your client in the first place). Assuming that the studio is paying directly for file distribution (not the case for most), and that the server binaries are 100 GB (an obscene over-estimate), and that every single user downloads the server files, you're looking at a couple of cents or so a user. Which again, smaller studios don't pay for file distribution, that's coming out of the platform fees that you're already paying.

The only hard and fast, "this might cost us money" position I can point to is the large studios that release franchises lose the ability to use cutting off people's access to previous games in a series as a motivator to purchase newer ones in the series. And that's an ability exclusively available to massive studios that put out entire franchises of games.

Re:Stop Killing Games by arandomhuman on Wednesday July 02, 2025 @01:54PM (#44446785)
Open source the server infrastructure or describe the protocol in sufficient detail to easily be reverse engineered.
Re:Stop Killing Games by moffkalast on Wednesday July 02, 2025 @02:03PM (#44446892)
MMOs don't often have a profitability problem, they even tend to overstay their welcome compared to any other game. While it would be nice to get a server binary to self host after they're EoL it's gonna be unfeasible to run it anyway.

The issue is really more with lazy implementations where a server check is required to play something that's fully single player as you say, which has become standard for major publishers now and is far too common for indie games too. It's not too much to ask to do the bare minimum and keep that single instance auth server online or just remove the requirement entirely by commenting out a few lines.

Re:Stop Killing Games by OkayPhysicist on Wednesday July 02, 2025 @03:04PM (#44447574)
Why would it be unfeasible? Plenty of MMOs have had private servers.
Re:Stop Killing Games by dpoloncsak on Wednesday July 02, 2025 @04:39PM (#44448570)
Mate, WoW Private servers were so profitable that Blizzard decided to ship their own. What makes it unfeasable to self-host?