| ▲ | F3nd0 2 hours ago | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | 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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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