> 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.
>> 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”
> 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.
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.
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!!
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.
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!
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…
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.
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.
> 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.
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.
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 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.
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?
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.
> 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.
> 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.
> 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.
> 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!
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)
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 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".
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.
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.
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.
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 Comment
> 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 asking developers to make different games. That’s not the same thing as “stop shitting down games like the crew”
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.
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.
That isn't how liability works. The judge isn't going to let you sue the wrong person because you're confused.
Source? This is the first time I’ve heard this claim.
Obviously they're not, but hey, just joining them in making things up. Protect the children!!
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.
They don't want games that last forever, they want to pressure you into constantly buying the next big thing.
Dead Comment
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?
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.
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.
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.
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.)
Don't threaten me with a good time
Deleted Comment
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.
I have Ubisoft, EA, and Sony marked as such, personally.
How? Can't wait to hear them substantiating this tidbit, because from a regular enterprise operations viewpoint this does NOT pass the smell test.
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.
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.
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?
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
... 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!
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.
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.
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.
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.
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.
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.