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nerdjon 3 hours ago

This is basically advocating for open source games which is a completely different story than what stop killing games is trying to do.

There are tons of closed source games that have zero online component to them.

I don't see how you can actually argue that this is a good thing, especially when they say:

> The freedom to redistribute copies so you can help others.

That... basically kills the entire gaming industry.

Am I missing something serious here or is this really trying to advocate for that.

F3nd0 3 hours ago | parent | next [-]

> That... basically kills the entire gaming industry. > > Am I missing something serious here or is this really trying to advocate for that.

What you might be missing is that the author advocates for free software (which is framed differently from open source), while games typically aren’t pure software, but rely very heavily on art assets. The movement for free software traditionally draws a distinction between software and art. This means that only the software part of each game would need to be distributable, not the entire game.

saghm 3 hours ago | parent | next [-]

In that vein, the other day this got posted to HN: https://twilitrealm.dev/

It uses an independent reimplementation of the code of a Zelda game from the GameCube and combines them with the assets from the actual game to make native binaries for various platforms, which blows my mind a bit but demonstrates the power of this sort of split abstraction.

F3nd0 3 hours ago | parent | next [-]

Yes! And there are many other re-implementation projects, like OpenMW, OpenGothic, fheroes2, and others, which allow you to play the games if you can provide the original assets. Largely for older games, but the point stands.

https://openmw.org/

https://github.com/Try/OpenGothic

https://ihhub.github.io/fheroes2/

saghm 3 hours ago | parent | next [-]

OpenMW has been on my list to try out for a while now, I should have thought of that one. I hadn't heard of OpenGothic, but I also only recently started learning about that game at all with the remake coming out soon, so I might need to add that to my list as well!

This makes me think, is there one of those "awesome" lists for open game reimplementations? If not, someone should make one...

(edit: Thanks for the multiple great replies on this! Now I have even more stuff to go through to add to my lists, and I love having that problem)

F3nd0 2 hours ago | parent | next [-]

Yes, there is <https://osgameclones.com/>. Note that not all of the listed games are free software, but many are.

worble 2 hours ago | parent | prev [-]

Luxtorpeda maintains a pretty comprehensive list of game reimplementations

https://luxtorpeda.org/packages

dpoloncsak 2 hours ago | parent | prev | next [-]

Adding on to this but I'm not sure if it's 1:1 what you're talking about.

PokeMMO is a online Pokemon Fangame that combines the first 5 generations of games. From what I gather, this is possible because it is up to the user to provide the ROMs, so litigious Nintendo cannot say they are re-distributing copyrighted material

saghm 39 minutes ago | parent [-]

Does it only use the assets from the original games, or also the scripting? If the former, then I'd say it's basically the same concept that I'm talking about, but with making a new game using the existing assets rather than reimplementing an existing one. If it uses the scripting as well and then provides some extra stuff to merge them and put it online, I'd say it's a slightly different (but still extremely cool!) thing.

zuzululu 2 hours ago | parent | prev [-]

WTF!

That is impressive there is OSS Gothic 2

I wonder if its legal, how is it MIT

saghm 2 hours ago | parent [-]

Presumably from the same methodology they laid out in the parent comment: clean-room reimplementation of the code is fair game, and you have to bring-your-own-assets (ostensibly from a legal copy of the original game, but however you do it is your own choice, not anything the people providing the free code need to be concerned with).

doctorpangloss 2 hours ago | parent | prev [-]

what power, exactly? that nintendo doesn't care about these guys for some idiosyncratic reason?

saghm 35 minutes ago | parent | next [-]

The power to have a game natively on platforms it was never implemented on before but look identical to the original. To me, that's honestly cooler and more desirable than emulation; the fact that it's also more defensible from an IP standpoint is just a nice bonus.

I also wouldn't say that "respecting the limits of IP law" is particularly idiosyncratic either; you can make the case that IP owners like Nintendo often overreach due to the inherent advantage of being a large company with a lot more resources than a smaller open source project, but I don't really see it as worthwhile to call them out for not doing that in some cases.

12 minutes ago | parent | prev [-]
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2 hours ago | parent | prev | next [-]
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ZeWaka 2 hours ago | parent | prev | next [-]

Dwarf Fortress is a modern example of that paradigm.

dangus an hour ago | parent | prev [-]

This is largely how open source game engines like OpenMW or OpenTTD work: the game engine is reverse engineered, and the art is something the end user provides by downloading/owning a legitimate retail copy.

And that’s really great, but this model is ultimately not realistic for most game developers.

It’s not like productivity software where the code of the product isn’t the majority of the value being delivered. Gitlab is happy to give away their source code because a bunch of enterprise integrations, support, cloud hosting, and features are paywalled.

Game developers really just can’t do this model. If the game is open source it’s going to be far too easy to pirate the game. The economics of single player games largely revolve around the strength of sales in the first month or two.

This model works for games on GOG because they tend to be priced so low that most users are okay with paying for convenience. Many of the games in that catalog are essentially back catalog that have been paid off for years and whose sales are quite insignificant to the publisher.

For a AAA game where it needs to sell millions of copies at a high price to break even on its huge production budget, game companies can’t risk a high piracy rate. Just look at GTA 6, a game with a production budget of multiple Avatar films.

MYEUHD 22 minutes ago | parent [-]

Games will get pirated regardless whether they're on GOG or not.

> This model works for games on GOG because they tend to be priced so low that most users are okay with paying for convenience. Many of the games in that catalog are essentially back catalog that have been paid off for years and whose sales are quite insignificant to the publisher.

This is not always the case. For example this game will be available on GOG on day 1. In fact you can pre-order it now: https://www.gog.com/en/game/gothic_1_remake

As another example, this game was released on GOG 5 months after the Steam release: https://www.gog.com/en/game/clair_obscur_expedition_33

Likewise, Cyberpunk 2077 was released on GOG 4 months after the Steam release. And IIRC the game's revenue didn't cover its costs until ~2 years later.

All three of the examples I gave are $50 or more.

cogman10 2 hours ago | parent | prev | next [-]

> That... basically kills the entire gaming industry.

> Am I missing something serious here or is this really trying to advocate for that.

My reading of this was it was in terms of multiplayer games and servers. It was that the server should be freely redistributable and accessible. Much like you can download and run a minecraft server without owning a minecraft license.

The next sentence

> A multiplayer game cannot survive if only one person has the server files.

felipellrocha 3 hours ago | parent | prev | next [-]

To be fair, the legislation also kills any sort of multiplayer games, so it's in the same spirit. It just takes the idea to its logical conclusion. As a game developer, if this thing passes, I would just not build multiplayer ever anymore.

dijit 3 hours ago | parent [-]

as a game dev myself, agreed.

I’m guessing nobody here has ever actually tried to make games, let alone multiplayer ones. It’s not “oh just make it better” we’re usually already stretching the limits of what’s possible financially and time wise to get a working (fun) product.

You can add burdens all you want, but that means the games get simpler.. because they can’t be made cheaper (price sensitive customers) and time is finite in that context. something has to give.

F3nd0 2 hours ago | parent [-]

As not a game dev myself, may I ask for clarification? How does ‘Stop Killing Games’ legislation kill any sort of multiplayer games specifically? Aren’t there already games which don’t have the problem the movement is trying to solve? Wouldn’t it only require action from you if you were trying to kill multiplayer in the first place? I feel like I may have misunderstood your point or am just lacking a lot of important insight.

DSMan195276 an hour ago | parent | next [-]

> Wouldn’t it only require action from you if you were trying to kill multiplayer in the first place?

It's a question of when, not if - you're not going to pay to keep the servers online forever. What are the legal consequences of not releasing a functioning server if for some reason you can't? If they're bad enough then plenty of people will not be interested in taking that risk by making such games.

stale2002 an hour ago | parent [-]

> What are the legal consequences of not releasing a functioning server if for some reason you can't?

How about "the government forces you to release the code"? That's seems fair.

Unless you hid your source code in USB drives under your bed, the government can probably just force GitHub (or similar )to release it. I bet they've got it backed up.

knollimar 8 minutes ago | parent | next [-]

Ab1921 in california doesn't propose this. Its either an offline copy, a copy that works without servers, or 100% refund. Basically patch or refund.

I can't wait to see "you haven't met your patch obligations" on a balance sheet and a full indie game being underwater

DSMan195276 an hour ago | parent | prev | next [-]

The government will release it with all the copyrighted code and assets that's owned by a bunch of third-parties?

Ex. if I license my artwork, music, characters, code library, etc. to a game developer and they don't create a legally releasable version of their server, then the government will forcibly break our licensing agreement and I just get screwed?

BlarfMcFlarf 9 minutes ago | parent [-]

If everyone in the industry knows what the rules are, you can make contracts and agreements and licensing that works with those rules.

runevault 19 minutes ago | parent | prev | next [-]

So you're assuming game devs write every line of code in their server infrastructure. First, could be using a third party library you have license to use on a limited number of machines that make up your backend servers. Second you could be paying for third party API access to something like snowflake.

You either have to rip out the code (which may or may not break the server, but still requires developer time to do) or write replacement code which likely takes even more dev time to do or you would have done it instead of paying for the library/access to the service.

dijit an hour ago | parent | prev [-]

Gamedevs dont' use git (not the serious ones anyway) they use Perforce or PlasticSCM on self-hosted servers.

dijit 2 hours ago | parent | prev [-]

Well, ok, you grasped at a few issues there that go off in different directions.

The issue with "Stop Killing Games" is that the legislation doesn't currently look like anything, it's a broad appeal and the solution for studios will depend on where it finally lands.

If it lands in the realm of "Games must be released FOSS after x years" then, aside from the fact that a lot of the times we don't own the copyrights to our own assets or certain code (they're on license for a single release) the second issue is how to release it.

First: the online backend for The Division or Destiny are just... not possible to run. The backend is fused to the products via a slurry of certificate pinning and object serialisation, with some things happening only on the server.

"Un-fusing" them is, basically impossible at this point; so the question is: can you build such a system without them being fused together in the first place?

The answer is: yes, but only by slowing down development. It would become much more about defining our boundaries and working on a "slim" version of the backend, or stubbing the backend completely. Obviously this is a lot of effort. The thing is we only barely managed to get a functional system, so adding an extra year for programming isn't going to be possible, we'll have to "cut" features that are hard to make.

"So, why don't you just release the server".

Well, that's a good question, we could remove the certificate pinning we have on the client, and the entitlement checks, stub out all the code that relies on third party APIs and give you a server binary.

But the server binary doesn't start unless you have 190GiB of RAM and 38 available CPUs.

So, we'd have to work on slimming that down, or building things in a totally different way: which means "seamless" darkzones and safehouses becomes impossible.

THEN you have the issue of releasing a binary that can be used to create cheats against the next version of the product, which we already had a major issue with.

So, most likely, we just make single player games.

Honestly, the industry is moving that way anyway because unless you've been doing it for a while making multiplayer games is really hard from a game design standpoint and there's an ongoing operational cost which people are a bit too price sensitive to support.

That's why Massive released The Division 1 & Division 2 but then pivoted to doing single-player games like Star Wars and Avatar which only retains the most basic multiplayer elements.

singpolyma3 an hour ago | parent | next [-]

> But the server binary doesn't start unless you have 190GiB of RAM and 38 available CPUs.

This doesn't seem like much of an obstacle? Can buy or rent such without too much trouble.

ashdnazg 2 hours ago | parent | prev | next [-]

> But the server binary doesn't start unless you have 190GiB of RAM and 38 available CPUs.

As far as I understand that situation is accepted by the initiative. The requirement is not that it works on any specific hardware or software stack, just that it can theoretically work.

> a binary that can be used to create cheats against the next version of the product

Anti-cheat solutions aren't required to be released, and if there are bugs in the server, they might even be found and patched by the community.

dijit 2 hours ago | parent [-]

What you're saying is true for the californian legislation, but not the EU which is currently being drafted (in a different direction) - nor the direction of the authors article, and like I replied in a sibling response: it's not like people would be pleased to get our binaries.

Second: anti-cheat itself is a fucking joke. A crutch, a last ditch hail-mary because we ran out of time to batten down the hatches or things were changed so often from the start of the project to the end that we couldn't add safety into the protocol design properly.

Exposing how our systems think about how you move, how you shoot, when AI ticks, when loot ticks, behaviour trees and how phase transitions are computed: gives an attacker a hell of a lot of leverage.

To put this into broader easier to understand terms: ask yourself why it's so easy to cheat in Unreal Engine games vs Battlefield.

It's not the anti-cheat. It's the complexity of digging through the engine and knowing what the memory is doing and what the server is doing.

strbean an hour ago | parent [-]

> but not the EU which is currently being drafted (in a different direction)

Where can we find information about the direction the EU is going on this? AFAICT there has just been one meeting on the topic?

dijit an hour ago | parent [-]

There's been... a lot more than just one meeting.

https://citizens-initiative.europa.eu/news/14th-valid-initia...

https://commission.europa.eu/european-citizens-initiative/me...

https://www.europarl.europa.eu/committees/en/stop-destroying...

https://www.youtube.com/watch?v=QXdmoeaYZ9Y

https://www.eesc.europa.eu/en/news-media/news/eesc-debates-e...

F3nd0 2 hours ago | parent | prev | next [-]

Wow, thank you for the detailed answer! I understand your point much better now.

I still think ‘kills any sort of multiplayer games’ (what the other dev said) is a gross exaggeration, since you list some ways this could be made to work, but it sounds like some things would cost significantly more resources and need to be done differently. But hey, maybe that’s not necessarily a bad thing. (Plus, there are multiplayer games which aren’t quite as resource-intensive on the server side.)

dijit an hour ago | parent [-]

I think what I'm trying to explain is that we barely make it work by the skin of our teeth, and adding more requirements means fewer features.

The extra point I made was that it's actually kind of costly to run these systems, and I promise you publishers would love to push that cost onto the community with community run servers (think: CS1.6) but the reason they don't is because developing systems that way takes much longer and cannot be properly secured (mostly due to cheating but also from an entitlement standpoint).

So, I think either multiplayer games will get much more basic, with simple gameservers. No more large multiplayer RPGs.

Or, there will be fewer multiplayer games, because it's even more risk in an already risky business.

tayo42 an hour ago | parent | prev | next [-]

We used to have player run servers for years. Is it some lost skill to write software that way?

dijit an hour ago | parent [-]

It's not a lost skill.

Spinning up a binary and replicating actors across two computers that both have a connection string to a server is.. for all intents and purposes: easy.

Where it falls down is when you start to have complex interactions with AI that's serverside, or you have a dynamic world that changes based on player behaviour, or you have cross platform requirements, integrations with companion apps and above all: matchmaking.

If you're a looter-shooter, there's a whole host of complicated interactions too.

A game like Apex Legends could probably distribute their server binary, but if you require online, as in, not just a single match, but an economy- a dynamic matchmaker and a dynamic world (meaning: when you kick a box it stays kicked) and a persistent account (you keep your loot): then that doesn't work well anymore.

The interactions are just too complex to batten down reliably, they'll be exploited, there'll be no fun, or: it just won't be possible for certain features, regardless of safety.

You can see how this looks by trying to use one of the many unofficial versions of Runescape.

fragmede 2 hours ago | parent | prev [-]

> the server binary doesn't start unless you have 190GiB of RAM and 38 available CPUs.

> So, we'd have to work on slimming that down

...why? My reading of the law is that you need to make the binaries accessible, you don't have to provide the hardware to run it on.

dijit 2 hours ago | parent | next [-]

Community backlash will be fierce if it's not actually runnable.

Ubisoft doesn't have the most stellar reputation for example (I don't work there anymore) so people look at things we do by accident as if they are intentionally malicious.

Also, the California law is one law, the EU is also looking at this and it's likely to look different - that's why "Stop Killing Games" doesn't really mean anything yet, even people within the movement have differing definitions.

ashdnazg 2 hours ago | parent [-]

The key is communication. If the company says the binary has a certain min. requirement, then the vast majority of people will accept that.

Of course there'll be idiots, but I doubt you'll see a stronger backlash than to a company shutting down the servers without any solution, like they can do now.

john_strinlai 2 hours ago | parent | prev [-]

>My reading of the law is that you need to make the binaries accessible, you don't have to provide the hardware to run it on.

if no one can run the binaries, despite them being accessible, then the regulation has failed and there will be a new movement to alter the regulation.

the spirit of the law is that i can reasonably spin up an instance of the server for me and my friends to play.

ashdnazg 2 hours ago | parent | next [-]

Kind of depends on the definition of no one.

If the company puts an artificial proof of work demanding a rack of the latest data center GPUs, that should be illegal.

If the binary has the same hardware requirements that the company used when the service was up, I see it as totally fair.

john_strinlai an hour ago | parent [-]

true, but i think this would be exceptionally difficult (if not impossible) to enforce.

ubisoft would surely be willing to spend an extra $500k on server hardware while developing a $25MM game, and subtlety bloat their server-side code so that they can say "this is the hardware we had to use to run it".

there are a million ways to slow down code/increase hardware requirements that look plausible.

strbean an hour ago | parent | prev | next [-]

If a game is popular enough for anyone to care, some turbonerd will get the server running on a massive cloud instance, and then people will be able to play the game.

Fans have reverse-engineered and stood up servers for tons of games with no access to the server binaries. The idea that they wouldn't figure it out when given much better resources (server binaries or source code) is crazy.

john_strinlai 15 minutes ago | parent [-]

>The idea that they wouldn't figure it out when given much better resources (server binaries or source code) is crazy.

i wasnt implying they couldnt figure it out.

i was implying that you would have to be an incredibly rich turbonerd to stand up a massive cloud instance for some of these games. which sort of defeats the entire goal of the regulation.

stale2002 an hour ago | parent | prev [-]

> if no one can run the binaries, despite them being accessible, then the regulation has failed and there will be a new movement to alter the regulation.

This isn't the 2000s. People can rent a computer out of a data center. This isn't some hard problem here.

john_strinlai an hour ago | parent [-]

>People can rent a computer out of a data center.

how much does 190GiB of RAM and 38 CPUs go for, hourly?

dijit 31 minutes ago | parent [-]

Cheapest I could find on AWS was $1.848/hr for the compute, no storage.

$1,349.04/Month

(m6g.12xlarge in us-east-1)

john_strinlai 3 hours ago | parent | prev | next [-]

this was written (or 'output') by someone (or something) that clearly has not thought of the knock-on effects of those freedoms.

they sound great in theory, but in practice exactly one person will buy the game that cost millions to produce, put it up on a website for free, and then the studio will say "well, never doing that again".

by all means i 100% agree that an ostensibly single player game should not be locked behind a login or telemetry, and that platforms like steam should not be able to lock you out of playing games you paid for. but i dont think forcing the whole free software thing would work out how the author is imagining it.

b65e8bee43c2ed0 an hour ago | parent | next [-]

>they sound great in theory, but in practice exactly one person will buy the game that cost millions to produce, put it up on a website for free, and then the studio will say "well, never doing that again".

fyi, there are tens of torrent trackers with every game/movie/album/etc under the sun. had been for two decades.

john_strinlai 43 minutes ago | parent [-]

i was unaware torrenting copyrighted content was made legal, thanks for the update

b65e8bee43c2ed0 37 minutes ago | parent [-]

>they sound great in theory, but in practice exactly one person will buy the game that cost millions to produce, put it up on a website for free, and then the studio will say "well, never doing that again".

john_strinlai 35 minutes ago | parent [-]

yes, i wrote that.

right now that would be illegal to do in most jurisdictions.

b65e8bee43c2ed0 27 minutes ago | parent [-]

despite that, people have been doing that for over two decades, but publishers continue to publish.

john_strinlai 22 minutes ago | parent [-]

right. that is because most people would rather buy the game than take the risk of downloading it illegally. if you remove the risk, the math changes.

publishers also have legal recourse. remove that and the publisher's math changes.

b65e8bee43c2ed0 11 minutes ago | parent [-]

people pay for convenience. when was the last time you heard about someone being prosecuted for pirating something?

singpolyma3 an hour ago | parent | prev | next [-]

We have decades of real world experience which shows this is not true. People buy things they could otherwise get for free with a bit of work all the time.

john_strinlai 40 minutes ago | parent [-]

you aren't getting a company to build baldurs gate 3 and hope they recoup the costs from ko-fi donations.

real world experience is that most companies do not offer their software for free, and open source developers either have to get sponsored or have to constantly solicit donations.

donations do not typically cover multi-million dollar, multi-year development cycles.

luqtas 3 hours ago | parent | prev | next [-]

you don't need to liberate your project to GPL or whatever OSS to let users distribute them via torrent or at least being able to backup the DRM-free installer... i bet most if not all AAA games have their crack into the pirate land in less than a week after or even before release

F3nd0 3 hours ago | parent | prev | next [-]

> […] in practice exactly one person will buy the game that cost millions to produce, put it up on a website for free, and then the studio will say "well, never doing that again".

This is exactly what has been happening for years, only illegally. If it became legal, I imagine far less people would end up buying the game, though probably still more than just one.

But again, games are more than just software, so the four freedoms do not enable this.

3 hours ago | parent [-]
[deleted]
figmert 3 hours ago | parent | prev [-]

As the article mentions, these arguments are basically all the arguments of the FSF, and everything Richard Stallman pushed for since the 80s. So yes, there has been plenty of thought, scrutiny, improvements, etc. 40 years of it in fact.

john_strinlai 3 hours ago | parent [-]

>So yes, there has been plenty of thought, scrutiny, improvements, etc. 40 years of it in fact.

what percent of businesses follow the FSF freedoms and turn a profit?

i would love it if i could get all my games for free, and legally give additional copies to all my students, family, and friends. but the developers pumping out those games probably want to see some sort of return more substantial than whatever trickles into their ko-fi account. they'll just stop developing games and go into CRM software or whatever.

singpolyma3 an hour ago | parent | next [-]

I don't see how "what percent" is the right metric. There are hundreds of such companies (I work for one) but it's a small percentage due to other factors (mainly it not being the default way most founders think about these things)

figmert 2 hours ago | parent | prev [-]

Not really my point. My point is more that you suggested no one has thought about this, but yes, they have.

To answer your question, there have been plenty of business who have created and published free software (albeit plenty have later closed them). Notable examples are Databricks, Hashicorp, Mongodb, RedHat.

Sure they've built a moat on top of their free software, but they have (or had) free software regardless.

john_strinlai 2 hours ago | parent [-]

>My point is more that you suggested no one has thought about this, but yes, they have.

i didnt say no one has thought about free software.

i said that this specific llm that output this article did not think about how the freedoms would work in todays gaming industry.

there are dozens of issues that immediately pop into my head, mostly specific to gaming, which are not mentioned or addressed at all.

singpolyma3 an hour ago | parent [-]

lol. The article is obviously not written by an LLM.

abetusk an hour ago | parent | prev | next [-]

> That... basically kills the entire gaming industry.

Pretty dismissive, no?

Jason Rohrer puts many (most?) of his games in the public domain, including "One Hour, One Life" [0] [1]. As far as I know, his game is pretty successful, by indie standards.

Teeworlds was at one point accepting donations, I believe [2]. Solarus has a donation page [3].

I'm sure there are many more examples that span the spectrum of payment options and cover different permutations of being online or offline.

To me, the deeper question is what are you actually purchasing? The bytes? The convenience? A slice of server resources? Developers and artists time?

I'm happy to give money to projects that I use, especially if it creates less friction than trying to go outside of the payment method and if the project is libre/free. I'm willing to pay for proprietary content but I have little expectation about what kind of service they're providing, especially they fold.

If there's a libre/free option, I would much prefer to invest in it. If there's a proprietary option that is asking for resources, I'm much less prone to give since it's clearly a transactional relationship.

[0] https://onehouronelife.com/

[1] https://github.com/jasonrohrer/OneLife/blob/master/no_copyri...

[2] https://www.teeworlds.com/forum/viewtopic.php?id=446

[3] https://www.solarus-games.org/about/donate/

dijit an hour ago | parent | next [-]

> Jason Rohrer puts many (most?) of his games in the public domain, including "One Hour, One Life" [0] [1]. As far as I know, his game is pretty successful, by indie standards.

OAOL runs commercial proprietary servers and the community was not free to distribute the game or run competing servers during the commercial active period. The community only got access to the servers when they had declined to 20-30 concurrent players. So the model that made this economically viable was the proprietary control model.

> Teeworlds was at one point accepting donations, I believe

Teeworlds doens't pay its staff a living wage, those donations went to server infrastructure.

According to developers of the most popular open-source games themselves, open-source games have not been commercially successful... it is very common for them to only cover operating costs via community donations, and many projects have a player base actively opposed to any monetisation model.[0]

Anyway, just because a handful of games can exist on libre models (even given what I've said) that doesn't mean the industry can survive with mandatory libre requirements.

[0]: https://80.lv/articles/inside-the-open-source-games-in-searc...

FD: I speak from a position of being in the AAA gaming space for 11 years, so I have an economic incentive to... not lose my job due to the collapse of industry- but I'd like you all to be able to enjoy my creations after it's no longer possible for me to run it for you; I want a solution too!

kulahan an hour ago | parent | prev [-]

This is cool and all, but it’s been proven a million times over that surviving on donations sucks. One of the reasons a new field gets innovation in partly because it brings so many people hungry for profit in to give it a go. If your only motivation is art and “maybe someone will toss me a buck on occasion”, we’ll have as many software devs as we do street performers.

xmprt 3 hours ago | parent | prev | next [-]

> redistribute copies

I read this more as game sharing. For example, say I buy a game and my friend also wants to play the game. In the past, I could just give them the disk and we both enjoy it. But today, with DRM and one use keys, this isn't possible. The game industry survived 20 years ago so there's no reason it can't survive without DRM and with sharable keys.

john_strinlai 2 hours ago | parent | next [-]

>For example, say I buy a game and my friend also wants to play the game. In the past, I could just give them the disk and we both enjoy it.

the difference being that only one person could enjoy it at a time. the math is a bit different when one person can put a copy of their game up online and let thousands of people enjoy it for free at the same time.

there is a happy medium somewhere between intrusive DRM and demanding games be free.

jl6 2 hours ago | parent | prev [-]

Game budgets were a lot lower 20 years ago, so maybe modern AAA games with $100m+ budgets can only exist in a world where every possible customer can be maximally shaken down.

promano 2 hours ago | parent [-]

Maybe we need a separate campaign, "Kill Games": any games whose existence requires players being "shaken down" should not be allowed to exist.

nkrisc an hour ago | parent [-]

Or “You Don’t Need to Play Video Games”.

I enjoy playing video games but I recognize them for what they are: a luxury past-time that is not necessary for life and one that would probably leave most of us better off if they all disappeared tomorrow.

singpolyma3 an hour ago | parent | prev | next [-]

Given that I can already get a copy of any game in existence without paying, the quoted text isn't even a change from the status quo really.

m463 an hour ago | parent | prev | next [-]

yeah.

I think a more achievable model might be more like GOG, but with online.

GOG games remain closed source, but are downloadable and playable offline with no DRM.

But there's nothing about online/multiplayer play in the GOG equation.

jmyeet an hour ago | parent | prev | next [-]

It's not really advocating for open source games despite evoking Richard Stallman and Free Software.

A lot of people get all up in their feelings when it comes to "private property", like (hypoerbolic) "if they allow redistribution of abandonware, they might take everything" and it's just not justified. It used to be, for example, that copyrights on books weren't automatically granted and they were much shorter terms. You had to apply for copyright renewals. Why? Because of orphaned works and it was viewed that if nobody held an interest that they asserted, it was in the public good to place that in the public domain.

Abandonware follows the same principles. The arguably controversial part is that "abandonware" here includes "forced obsolescence". And I 100% agree that if you, as the publisher, make a game nonfunctional (or even greatly reduced functionality) then people should have the right to make those games work.

The most egregious cases are like Simcity 5, which was made online for literally no reason (other than "because piracy"). They tried to sell online features but that wasn't the reason.

The idea that this kills the entire gaming industry is just slippery slope hyperbola.

adamrezich an hour ago | parent | prev [-]

> That... basically kills the entire gaming industry.

> Am I missing something serious here

Only just that the video games industry as we've known it for the past few decades is basically already dead—at best, it's a hollowed-out husk of what it once was.