| ▲ | dijit 2 hours ago | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | 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.) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | 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? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | 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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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