Remix.run Logo
Stop Killing Games fails to secure EU law despite 1.3M signatures(dexerto.com)
240 points by slymax 8 hours ago | 121 comments
hodgehog11 6 hours ago | parent | next [-]

As is stated in the article, but is not clear just from the headline, this was not an unexpected outcome from the initiative. The Commission did not seek discussions with SKG, and spent virtually all of their time with the gaming industry lobby groups.

SKG was prepared for this, and their intention has been to join up with the group putting together the new Digital Fairness Act, since the objective there is very similar, but much broader in scope, and most of the groundwork is already there. Much of the earlier recorded Q&A sessions in Parliament had representatives commenting on this already, so it's the natural approach. This way, legislation will almost certainly be put forward and voted on, and the lobby groups will likely have a harder time trying to wrestle with a larger movement and a parliament that seems sympathetic to the cause.

Basically, this is a battle lost that never really mattered. The climax of this war is yet to come.

Frieren 5 minutes ago | parent | next [-]

> spent virtually all of their time with the gaming industry lobby groups.

The industry should only be allowed to comment after the laws have been written and fulfill the goals of European citizens.

To ask the fox to guard the hen house is killing democracy.

p0w3n3d 3 hours ago | parent | prev | next [-]

I'd say this shows how corrupted elites are. If the "democratic" entity spends all the time with lobbyists, and not the initiative which started the discussion, this speaks volumes.

jon-wood 2 hours ago | parent | next [-]

They spent their time to talking to people who are willing to actually engage with the problem at hand rather than just heckling from the sidelines. Every time I’ve seen SKG mentioned I start with some sympathy for the perspective and rapidly remember they’re just not at all serious, and have no idea what they’re talking about.

If they kept it to single player games and a push for games which aren’t multiplayer not to have a clean kill switch for all online bits so that they continue to work after the servers go away that would be fine. Push for multiplayer first games to require a defined support period like the EU requires for consumer IoT hardware now. What isn’t realistic is stamping their feet and demanding that companies make it possible for people to run their own servers for live service games, just the licensing issues are going to be a nightmare to solve, and a lot of the time when servers start getting turned off the team that could do this work has been dissolved or are working on other things.

If you don’t like games that require a server to function don’t buy them, that’s a choice that can be made.

Ravus an hour ago | parent | next [-]

> a lot of the time when servers start getting turned off the team that could do this work has been dissolved or are working on other things.

That is precisely why the SKG initiative mandates it - so that it's available from the start because it's a legal requirement. Without that, you have no financial nor legal incentive and you end up exactly like you mention - reassigning or dissolving the team.

f4c39012 33 minutes ago | parent | prev | next [-]

> If you don’t like games that require a server to function don’t buy them, that’s a choice that can be made.

"buy" is doing some heavy lifting here. If I buy something, it is mine. If someone else can arbitrarily take it away or stop it working, then it was mis-sold, because what I've really done is rent for an indeterminate period of time. What should be clear up front is whether I'm buying or renting.

casey2 an hour ago | parent | prev | next [-]

The issue SKG tackles is that it's the video game equivalent of wildcatting & oil spoilation. A publishers contracting a small studio create a live service game hoping to strike it rich, often without doing any market research on the viability of their product, and then drop support shortly after launch leaving owners with a bricked copy.

They have this very cushy setup where they triple insulate themselves from risk while publishing games that have less snowballs chance in hell of matching their expectations (next HoK, Genshin Impact, PUBG, LOL, minecraft, fortnite, roblox, WoW).

I and a million others think the software industry needs to move past their infant stage and start taking their own products seriously. Frankly it's shocking regulation didn't come in the 00s.

>If you don’t like games that require a server to function don’t buy them, that’s a choice that can be made.

You also have a fundamental misunderstanding of the problem. People DON'T buy the game, they ARE voting with their wallet. You are doing the equivalent of telling people "If you don't like abandoned wells you shouldn't drive." We like the gushers, you should just pay the actual cost of drilling instead of passing those off on society. That all people would/should stop playing live service games because of the relatively small cost of dead games is just as ridiculous.

gambiting an hour ago | parent | prev [-]

I work in games, worked on some of the huge(40+ million players) online live-service games out there, and I have no idea what you're talking about here:

" What isn’t realistic is stamping their feet and demanding that companies make it possible for people to run their own servers for live service games, just the licensing issues are going to be a nightmare to solve"

Like....what licencing issues? After the game is "dead" and the parent company doesn't want to support it anymore, we could easily release the source code or even just the executables for the servers. There's nothing complicated about it, it's just some windows executables with a whole load of config files to tell them what to serve and how. I once had to go to a gaming conference with a really basic laptop to setup a local-only version of our servers to host some private lobby of the game - it took all of 30 minutes to set it up. But oh no, players can't have that because what, it's too complicated?

Like, as someone who actually wrote some of these servers for various services in these games, I really don't buy this entire argument that it can't be done. If anything, it's just the people at the top who have no idea about tech dragging their feet and coming up with implausible "what if" scenarios as to why it can't be done. For at least 3 of the games I worked on I could give you a zip file with all the files and you'd have the servers up and running within an hour, given powerful enough hardware. And then what, we can't change the servers the clients connect to? Please. Modders would have that done within 24 hours of release, probably with a nice GUI for players to use.

>> that could do this work has been dissolved or are working on other things.

Yes, and their help isn't needed with any of it, the game is by definition dead at this point, the alternative is the publisher shutting everything down and no one ever playing it again.

>>If you don’t like games that require a server to function don’t buy them, that’s a choice that can be made.

It's not just about consumer choice - it's also about us losing part of the culture that cannot be restored once shut down.

I say that wholeheartedly as someone who has worked on games that are(for the time being) still online. And in few years they will be inevitably shut down, leading to years of my life and effort being inaccessible to anyone - the only way that you will be able to experience it is through Youtube videos. That's a cultural tragedy, and I'm 10000% for companies being forced through law to include it in their design that _eventually_ the servers have to be released to the public. They don't have to offer any support whatsoever, the communities will figure it out, guaranteed.

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

Seeing your comment, the base seems more corrupted than the elite. The corruption they suffer is to see everyone as being corrupted.

Think about it: how you would implement such directive and make it implementable... Now you see the problem.

one33seven 2 hours ago | parent | prev | next [-]

what can you do? they have billions and we have signatures.

trinix912 an hour ago | parent | next [-]

You can vote for someone else the next time. Sadly the EU parliament elections turnout is still relatively low in many member states.

one33seven an hour ago | parent [-]

okay so how do we convince enough people to vote correctly? And what is the correct choice?

p0w3n3d 2 hours ago | parent | prev [-]

I perceive democracy as a company, where people are bosses because they choose their workers. If you're the boss, and your employee uses your money to buy themselves a car instead of representing your interest, you make them pay for this and fire them

isodev 2 hours ago | parent | prev [-]

> how corrupted elites are

The commission is defined by councils and policy from each member state. Many member states send their right wing nuts so there is a bigger picture than just "corrupt".

danieltanfh95 2 hours ago | parent | prev [-]

wrong, the commission did discuss with SKG, but the entire group had their head in the sand when reasonable people asked SKG to respect technical reality and resubmit a better, reality-focused proposal as SKG 2.0. They ban anyone not in their echo chamber.

Farbklex 2 hours ago | parent | next [-]

The technical reality is: - that singel player games don't need a persistent online connection - that it is not that complicated if you develop your game with offline playability in mind from the beginning - multiplayer games can very well have an offline playable LAN mode (Age of Empires 2 is currently sold as "Definitive Edition" which does not work offline in LAN unless you connect to Xbox online services first)

The gaming industry did way too much stupid shit in the last few years and just needs to take it a notch back.

hobofan 8 minutes ago | parent [-]

> multiplayer games can very well have an offline playable LAN mode

_some_ multiplayer games can, many can't, as they are using a cloud-based multiplayer backend that isn't easily replaceable (see other discussions in this thread). SKG makes no effort to address those differences.

skotobaza 42 minutes ago | parent | prev | next [-]

The commission was talking with the game industry much more than with the initiative, which opened a clear way for the industry to misrepresent the initiative with phrases like "endless support" which nobody demands.

ozlikethewizard an hour ago | parent | prev [-]

The technical reality is peer to peer multiplayer has existed for decades, and if indie studios can manage both then AAA games certainly can. Single player always online need not even enter the conversation. No point engaging with bad faith arguments to the contrary.

reedf1 4 hours ago | parent | prev | next [-]

From the perspective of someone with some experience in consumer advocacy via the EU is that SKG did not do this the right way, or at least the right way right now. The EU expects radical compromise. The right starting point for SKG was to enter talks with games industry lobby groups to discuss possible solutions. If that fails - you will need to be able to prove that it isn't because you were unable to compromise. Your next step is to find individual game developers and publishers who agree with your proposals and can back them at some (hopefully negotiated) level. Any one-sided proposal is a non-starter.

The EU will view this this from the perspective of balancing the rights of its citizen workers/producers (game developers) and its citizen consumers.

woolion 2 hours ago | parent | next [-]

1. The standard of compromise makes no sense because there "the video-game industry" is not a company with a representative. Any compromise you could find would be dismissed on the basis that it's one lobby groups among others anyway.

2. The statements made by somewhat representative groups like the ESA showed any compromise was impossible since their whole premise is "if you don't let us kill games (which we aren't doing) then it's going to kill the industry"; the typical propaganda of "our enemies are insignificant and stupid yet the greatest threat to humanity"

3. The ESA statements were disavowed by some developers, and SKG made a point to have longer videos with developers agreeing and debunking the lies in the ESA statements already. If that's not enough, refer to point 1.

>rights of its citizen workers/producers

The whole point is that the basis of commerce is that you can't sell something and destroy it just afterwards. Sure you can have limited time subscriptions but that's not how video-games are sold. They are changing the definition based on context so they can do the most unethical things as they see fit, and as a result they are entirely destroying the industry by breaking consumer trust.

eskori 2 hours ago | parent | prev [-]

Completely agree with the first point; it would have been great showing a list of supporters from the game industry. Not that I am an expert in this matter, though.

However:

> The EU will view this from the perspective of balancing the rights of its citizen workers/producers (game developers) and its citizen consumers.

How could SKG be an attack on gamedevs? What changes in the life of someone in gamedev if the online game their company has them working on provides a self-hostable server or offline functionality once they finally stop working on it?

I guess we could argue that game companies may get less revenue because users will keep playing older games that no longer produce money, and I am not keen on "perpetual games," which could impact the workers of that company... But this is a highly abusive practice. Sure, gambling makes salaries for workers around the world, but that is no excuse to keep perpetuating such an abusive industry.

This is no attack; I am genuinely curious, and I might be wrong on everything :)

drorco 2 hours ago | parent | next [-]

If you're actually curious, to gate a taste of the cost of compliance, I recommend taking a look into the different standards for website accessibility, GDPR, etc. On paper it sounds great, who doesn't want a accessible websites or privacy? But in practice it's a total drain of resources, real legal risk even if you genuinely try and be compliant, and often you just pay a lot of $$$ for legal, compliance advisors etc. so you could tick off a box and have some sort of insurance in case you're being sued.

Now you probably don't have a lot of empathy for big corps, but those laws often apply for small businesses as well (why wouldn't they?) and now imagine the struggling indie dev now also having to deal with another legal compliance so they won't lose their house to a legal troll, when they just struggle to get a game out there they have no idea if it's even going to ever be successful.

acron0 2 hours ago | parent | next [-]

I don't really buy this. From my personal experience, indie devs are more likely to use methods which make their server tech distributable (e.g. Minecraft). Large game publishers appear to go in the opposite direction for control and lineage reasons: "Crew 1 is dead so you need to buy Crew 2 now".

Anyone who gamed before 2005 knows that games do not require magic, expensive, managed remote services. We all used to run our own servers! The GameSpy era!

drorco an hour ago | parent [-]

Well I'm talking from experience as a mobile indie game developer.

Pretty much every year I'm getting warnings from Apple or Google, or 3rd party SDKs, that unless I make sure to update libraries, or comply with a new rule, they are going to take down the game.

One of the latest rules was some sort of a digital services act (again another regulation) that made it very difficult for indie devs not to share their personal address and phone numbers.

pdpi 2 hours ago | parent | prev [-]

The GDPR is almost trivial to comply with if you’re not harvesting data willy-nilly.

Likewise, the legal risk for small indie games here rounds to zero. Most such games will, at worst, lose access to online leaderboards if their developers shut them down.

drorco 2 hours ago | parent | next [-]

I'm a developer of a mobile indie game and it's not true. Just to get started you need to implement tons of third part SDKs like Meta Ads, AdMob, Google Analytics, etc. These require actual handling of player choices, data sanitation etc. disregarding the loss of revenue with not being able to serve personalized ads, or even ads at all to large segments of players. And I'm talking about strictly optional rewarded ads.

These already harmed a lot of small mobile game companies, while the bigger mobile companies had much better means to deal with these.

I personally paid over $10K for different services just to comply, disregarding the loss of revenue over this compliance.

acron0 an hour ago | parent [-]

Maybe don't fill your games with ads and release them on restrictive, exploitative platforms?

drorco an hour ago | parent | next [-]

Did you ever build a commercial project or any business yourself? The nature of your comment implies to me you haven't. I highly recommend you give it a try, it might actually change your mind!

Orygin 29 minutes ago | parent [-]

I didn't know it was impossible to build businesses without inserting to Meta/Google/others ad SDK to spy on all my users. Maybe we should stop normalizing these behavior.

hobofan an hour ago | parent | prev [-]

aka "don't make games that anyone has the chance of playing"

krige 29 minutes ago | parent [-]

That's an boggling misrepresentation of the market.

hobofan 23 minutes ago | parent [-]

The "release them on restrictive, exploitative platforms" part of the comment excludes (depending on interpretation): any mobile platform + Steam

So that excludes ~95% of addressable playerbase.

adrian17 an hour ago | parent | prev [-]

> The GDPR is almost trivial to comply with if you’re not harvesting data willy-nilly.

I buy a VPS. I apt install nginx. Is it okay that by default, opening http://IP/index.html logs the IP address to /etc/log/nginx/access.log? Maybe yes, maybe no, maybe yes but I need a privacy policy (for an empty index.html). Maybe I need to ask a lawyer (who usually errs on side of caution) because people have been arguing about it for 10 years (and please don't answer here). And in the end, even if I didn't need to do anything, it sure is _some_ nonzero drain of my resources to have think about it at all (completely ignoring whether it's justified or not).

pdpi 2 hours ago | parent | prev [-]

Consider for a moment that end-to-end encrypted messaging protects criminals of all sorts. Surely that’s a bad thing and requiring back doors for law enforcement shouldn’t be considered an attack on anybody?

I absolutely agree that the practices SKG are fighting against are pretty abusive and that it is right and proper to restrict those practices, but I also understand why people see the appeal in anti-e2ee laws.

The thing is, I have a good-enough understanding of cryptography to see why those laws are a terrible idea, and I’m infuriated by how clueless their supporters are. I’m self-aware enough to realise that I might the clueless one here and that me not seeing any legitimate issue with SKG doesn’t mean there isn’t one.

madanparas 7 hours ago | parent | prev | next [-]

The ECI process forces the Commission to respond formally, not to legislate. The Commission said no, which SKG anticipated. They had already secured a legislative call signed by 45 MEPs and are pushing to amend the Digital Fairness Act through Parliament. The headline frames this as a defeat. Finishing the ECI process shifted the venue to Parliament, where SKG says they have majority support.

consp 3 hours ago | parent | next [-]

I'm not sure but it sounds like a skirmish to lure out the lobby groups talking points into the wide open by the voice of the EU commission.

bombcar 6 hours ago | parent | prev [-]

Don't look so smug! I know what you're thinking, but The Commission was merely a setback!

kuerbel 6 hours ago | parent [-]

Did you honestly believe I would trust the future to some Commission? Hahahaha… Oh no, no, no, it was merely an instrument, a stepping stone to a much larger plan! It has all led to this…and this time, you will not interfere!

dopa42365 7 hours ago | parent | prev | next [-]

Well, it's a million signatures for something to be brought up, not for something to definitely become law.

A decade or so ago I (among millions) signed to abolish daylight saving time. Still waiting for that heh.

Hamuko 3 hours ago | parent | next [-]

The daylight saving time shit is such a fucking fumble from the EU. We have an instance of direct democracy, we have EU politicians parading around saying “we’re gonna end it” and then absolutely nothing happens. Council points fingers at Commission, Commission points fingers at Council. “It’s their job.” How am I as an EU citizen supposed to be proud of being part of this dysfunctional mess?

consp 3 hours ago | parent [-]

It's easy talking points during elections but requires lengthy legal procedures and thus gets chopped immediately. Politicians gonna be politicians. Better to be talking about the time of day than some other dog whisle.

Volundr 5 hours ago | parent | prev [-]

Trump's said he wants to end it. That's something I'd back him on. I wish he'd sign that executive order and tilt that windmill in the courts instead of the stuff he is pushing. I'd be rooting for him!

merpkz 3 hours ago | parent | next [-]

Ah, the same guy who promised to end wars, that sounds good

atoav 3 hours ago | parent | prev [-]

Trump promises a lot of things, while also promising others their polar opposite or flipping 180° once in office.

If you'd back a politician with a track record that bad on any promise, that is probably something telling more about you than the politician.

yndoendo 7 hours ago | parent | prev | next [-]

I would say lobbyist are continuing their take over of the EU. Copyright law is the excuse but 90's games proves this to be invalidated.

None of the games from the 90s and early 2000's required authenticating with a launder. They just worked and this is why those games are still playable to date.

Those same games that had multi-player allowed for downloading a self-hosted server.

Enemy Territory is a prime example. The game would still be playable even with out ID Software releasing the source code.

GOG is built upon legacy games that don't require a launcher. Politicians in the EU have been bought and paid for. President exists and is not being applied.

NooneAtAll3 6 hours ago | parent | prev | next [-]

makes me envy of Switzerland's "enough signatures causes referendum which actually does create a new law" system

Symbiote 5 hours ago | parent | next [-]

Proportional to the respective populations, this would have needed roughly four times as many signatures to get to that level in Switzerland.

NooneAtAll3 2 hours ago | parent [-]

if so, making that failure more explicit would also be of great help

Barrin92 6 hours ago | parent | prev | next [-]

the Swiss can only propose new constitutional amendments, not statutory laws. And precisely to avoid having what is supposed to be a technical decision into an overly broad popular vote, because those are still supposed to belong into parliamentary debate.

Because if people voted on every single regulation you'd be at the ballot box five times a day.

izacus 3 hours ago | parent [-]

You should check out Swiss constitution sometimes to see how true that is :P

phyzix5761 5 hours ago | parent | prev [-]

So, mob rule?

necovek 5 hours ago | parent [-]

Some would more amicably call it democracy, but to each their own.

keybored 3 hours ago | parent [-]

Democracy is mob rule when I don’t like it. Democratic activity is populism when I don’t like it.

hobofan 3 hours ago | parent [-]

More direct democracy also makes it more attackable for misinformation campaigns (trying to offer a populist answer to complex problems).

nairboon 2 hours ago | parent | next [-]

For this argument to work, you'd need to show that a generic politician is somehow immune to misinformation campaigns/lobbyism.

hobofan an hour ago | parent [-]

It's reasonable to at least expect that. It's their job after all, while for any single voter there is a lower standard you can realistically hold them too and less time available to verify/debunk claims.

On top of that, there are also instruments that help the voters track whether politicians are engaging in corrupt lobbyism like voting records + donation / campaign contribution records, though few countries do that to a degree that it forms a cohesive anti-corruption framework. None of those measures exist for individual voters.

suddenlybananas an hour ago | parent [-]

Why is it reasonable to expect that? What mechanism makes politicians immune to disinfo?

gambiting 42 minutes ago | parent [-]

Well, your local coucilor probably doesn't have access to it, but MPs definitely have access to aides and experts they can ask for opinion and summary before they go in front of a camera and make a fool out of themselves for saying something based on a snippet they saw on TikTok. They are literally surrounded by people whose entire job is to be well informed.

keybored 2 hours ago | parent | prev [-]

That more democracy is more attackable is not a coherent position. More democracy means more people power. But people being powerless to resist misinformation campaigns means that they do not have power. Which means that it is not really democracy. This is the same as saying that democracy is being undermined by wealth inequality. If money can buy political power and money is unevenly distributed then it’s not a democracy.

If one was actually interested in actual democracy one would fix that misinformation asymmetry.

bjelkeman-again 2 hours ago | parent [-]

And that, I would argue, is rooted in wealth inequality.

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

I thought regulations were leading to civilization erasure for the EU ...

Or is this one of the good ones(tm)

TheTaytay 5 hours ago | parent | prev | next [-]

As written, wouldn’t this result in fewer online games? Maybe dramatically fewer?

Farbklex 2 hours ago | parent | next [-]

Less "unnecessary" online games. To give you one tame example: Age of Empires 2 released in 1999 and is fully playable offline either as a single or multiplayer game via LAN. It has received two re-releases as AoE 2 HD edition and AoE 2 Definitive Edition. The Definitive Edition does not work offline for multiplayer games anymore. It is still the same game with updated graphics and engine but it is still just Age of Empires 2.

In order to play an actuall "Local Area Network" game, you first need to connect to the online Xbox Service. Only then will "Multiplayer" be available as an option and only then you can actually select "Local Area Network" as the "server region" for the match.

All for an updated re-release of a game from 1999.

I was at the AoE 2 DE launch LAN event at a Microsoft Store with big YouTubers and everything. They could not play LAN because right at launch, the online servers crashed due to the load. No one played a multiplayer game at this LAN...

DexesTTP 4 hours ago | parent | prev | next [-]

It would result in fewer online games that stop working altogether when the publisher wants to stop it.

All the publisher would have to do is to create a "mini self-hosted server" application and provide it and they would follow the law on this.

It's really not that complicated. Not "free", of course, but it's not exactly expensive either if you plan to do that from the moment you write your first line of code.

maccard 2 hours ago | parent [-]

Game developer here. If it were “just” that easy I’d love to support this.

> All the publisher would have to do is to create a "mini self-hosted server" application and provide it and they would follow the law on this

You’re making a huge assumption here both about the scope of the law, and about how straightforward this is to do. I’ve worked in games where we could drop a server binary over the fence an that would be fine. I’ve also worked on games that have required a bunch of different standalone services just for core logic - running it requires a combination of dynamodb, Kafka, a few microservices on lambda, and massive third party dependencies. Getting a “mini self hosted server application” out of this is a rewrite.

> but it's not exactly expensive either if you plan to do that from the moment you write your first line of code.

The vast majority of games use existing technologies. First line of code was 30 years ago for any unreal game, for example. This effectively bans any third party non redistributable libraries (of which there are many), using many open source licensed projects for the backend.

What if I rely on steam, or epic for P2P and they shutter the service? What if playfab discontinue their offering, or AWS decide to remove a service that our “mini self hosted server” relies upon. Games aren’t some magical piece of technology, they’re just software like everything else.

59nadir an hour ago | parent | next [-]

> [...] running it requires a combination of dynamodb, Kafka, a few microservices on lambda [...]

The initiative has no problem with this as far as I know; the backend being an overengineered mess doesn't make it non-compliant with what SKG wants.

I've worked on game backends that would've trivially complied with just a basic executable blob + MySQL, and ones that would've required someone to run 10+ services on AWS (yes, it was entirely stuck on AWS).

With that said I don't think anyone would really be developing things this way in a world where they actually took this type of compliance seriously, and there is no real upside to hyperfocusing like that on third-party platform solutions and so on.

3rd party libraries I agree about, I think it'd force people to actually do things in-house instead, which could be quite the ask for some of them (some of the libraries, and also some of the companies, who sometimes do not possess the talent to solve harder problems, or create their own things).

maccard 24 minutes ago | parent [-]

> The initiative has no problem with this as far as I know; the backend being an overengineered mess doesn't make it non-compliant with what SKG wants.

SKG wants games to be "playable" and doesn't define what playable is. Is a multiplayer chess game with no AI "playable" if you can boot into the menu? Is TLOU remastered playable if the multiplayer is turned off but the SP is still playable? Is Trackmania playable without UGC sharing and leaderboards? I would say "no" to all of the above, FWIW.

> With that said I don't think anyone would really be developing things this way in a world where they actually took this type of compliance seriously, and there is no real upside to hyperfocusing like that on third-party platform solutions and so on.

I think that what will actually happen is three things. 1) Many small studios that try things will just nope out. 2) Studios will switch to the Hollywood model of spinning up an entity per game to tack all the liability onto. There's no real reason to do this now, but if there's actual liability for it, that will change overnight. 3) Larger studios will split out online development from game development into separate entities.

I don't think it's hyperfocusing to say "there's a massive hole in this idea", I think it's dismissive of SKG to ignore people who work in this spaces concerns (ironically, it appears this is one of the reasons the EU commission isn't proceeding here, because SKG haven't engaged with industry groups to come up with a way to make this work).

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

> games that have required a bunch of different standalone services just for core logic

But you don't have to design the backend this way. Especially if you know that you will have to share the binaries when the support for the game ends.

> This effectively bans any third party non redistributable libraries (of which there are many), using many open source licensed projects for the backend

Some games that have been open sourced by the developers solved this issue by replacing such library calls with stubs. I think this is an acceptable compromise.

>What if I rely on steam, or epic for P2P and they shutter the service?

If you still support the game, you can replace those services to keep the game running. If you don't support it (or decided that you don't want to keep supporting it because of the service shutdown), then you just release it with those service calls, and the community will replace them (if they want to of course).

maccard an hour ago | parent | next [-]

> But you don't have to design the backend this way.

You’re calling for legislating software architecture for a subset of software that is different to how it works everywhere else in the tech industry.

> Some games that have been open sourced by the developers solved this issue by replacing such library calls with stubs. I think this is an acceptable compromise.

The other commenter hit on the moving goalposts - I agree with him and not going to go into that more.

> If you don't support it (or decided that you don't want to keep supporting it because of the service shutdown), then you just release it with those service calls, and the community will replace them (if they want to of course).

I think this shows a misunderstanding of what’s actually involved here. If we can rely on the community to patch in missing calls, (and implement the logic behind those calls) then this law doesn’t do anything - the community are free to reverse engineer the service it relies on. If I make a chess game, and the community remake the matchmaker but without ELO that’s bordering on unplayable - in my mind it’s as bad as the game not existing anymore.

skotobaza an hour ago | parent [-]

> You’re calling for legislating software architecture

Not really, it will be the consequence of requiring the game to be given to the community after the EOL.

> the community are free to reverse engineer the service it relies on

While that is true, it is much harder than receiving the code with the most logic intact. We already do reverse engineer the binaries, including the server protocols, so we know how hard it is. And that's why we know that it's not the way to go.

maccard 34 minutes ago | parent [-]

> Not really, it will be the consequence of requiring the game to be given to the community after the EOL.

"I'm not calling for it, but if it happens to be the only way to achieve what I want then so be it".

> While that is true, it is much harder than receiving the code with the most logic intact. We already do reverse engineer the binaries, including the server protocols, so we know how hard it is. And that's why we know that it's not the way to go.

But for many games, the logic _is_ in the remote service calls. Who decides what calls are reversible and which aren't? In a chess game, matchmaking is probably the most important part, for example.

hobofan 2 hours ago | parent | prev [-]

So now you have shifted to goal post from "providing a simple runnable binary" (not feasible due to baked in third-party licensing) to "open sourcing the game code, so people can rewrite the game to patch the missing parts".

The few examples you point out as "open source released with stubs" are also usually games that are decades old and cultural landmarks, where there was economic incentive from the right holders (good PR) to release them (e.g. Quake). This isn't tennable for your typical game that has to shut down online services because it's financially unsustainable.

skotobaza 2 hours ago | parent [-]

That's just one of the options, albeit the most beneficial for gamers.

> "open source released with stubs" are also usually games that are decades old and cultural landmarks

Not necessarily.

Edit: the goalpost is "the games should remain playable after the publisher stop supporting it". It hasn't moved an inch. So I'm not sure what you are talking about...

hobofan 30 minutes ago | parent | next [-]

Every single suggestion you are making ignores the associated cost to the developers/publishers of the game, and when confronted with it you don't engage with the point by either refuting or accepting it but instead pivot to an entirely different argument.

In debate terms this may not be "moving the goalpost", but rather "topic drifting" or whatever the proper term for that is.

If you are fine with making game development an even riskier financial endeavour than it already is, and placing the needs of consumers higher than that, you can just say so!

skotobaza 14 minutes ago | parent [-]

> Every single suggestion you are making ignores the associated cost to the developers/publishers of the game

The developer is the one who should think about costs. You shouldn't force it on consumers.

> If you are fine with making game development an even riskier financial endeavour than it already is

Yes, I'm absolutely fine with it. We already have a lot of games to play, and if developers have to be very considerate before making something and the number of released games decreases because of this, so be it.

maccard 36 minutes ago | parent | prev [-]

You've not just edit'ed and added to your comment, you removed a point about supporting open sourcing the games as a solution.

> : the goalpost is "the games should remain playable after the publisher stop supporting it". It hasn't moved an inch. So I'm not sure what you are talking about...

Many people (myself included) have absolutely no problem with that in principle. It's how do you do it that we have a problem with. Saying "just have every video game use the architecture that I have in my head that works, and isolate them from how all other software works" isn't practical.

skotobaza 21 minutes ago | parent [-]

> You've not just edit'ed and added to your comment, you removed a point about supporting open sourcing the games as a solution.

I did not remove anything from my comment. Just added a statement since the alleged "goalpost moving" was referenced twice in the thread, so I had to reread my posts to check if it was really there. Hence my confusion.

> Many people (myself included) have absolutely no problem with that in principle

You can propose your own solution to the problem, not just criticize what other people say.

> just have every video game use the architecture that I have in my head

I'm not proposing any specific architecture.

konimex 2 hours ago | parent | prev [-]

> What if I rely on steam, or epic for P2P and they shutter the service? What if playfab discontinue their offering, or AWS decide to remove a service that our “mini self hosted server” relies upon. Games aren’t some magical piece of technology, they’re just software like everything else.

Not really an apt comparison (since you mentioned P2P), but providing something like HLDS should solve this, no? Counter-Strike 1.6 has long ended its development but it has (or had) a prolific community servers to this day. If Playfab, AWS remove that service, just use your own hardware.

maccard 2 hours ago | parent [-]

Dropping a server binary works if that’s all you need. Playfab and AWS provide software services - how do you operate without Playfab's player data, or matchmaking, or parties?

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

Why? I can go and fire up my own Unreal Tournament (1999) dedicated server right now, loads are still running.

It means the customer needs the option to run their own servers.

carra 4 hours ago | parent | prev | next [-]

And would that really be a bad thing?...

sph 3 hours ago | parent | prev [-]

90% of games have no online conponent, and run in perpetuity after purchase. The multiplayer games usually ship with a server binary you can place on any machine you control.

This only affects AAA game studios that produce micro transaction slop and live services. The exact same that are lobbying against any sort of regulation.

The gaming industry will be fine.

maccard 2 hours ago | parent [-]

> 90% of games have no online conponent, and run in perpetuity after purchase

So those games are unaffected regardless of this law.

> This only affects AAA game studios that produce micro transaction slop and live services. The exact same that are lobbying against any sort of regulation.

F2P live service games are specifically excluded from this though, which presumably is what you mean by micro transaction slop. This affects every game, from a 1 man developer who uses steam for p2p all the way up to activision and call of duty. The groups hit hardest by this are going to be small-medium developers who are just trying to build a game, not Ubisoft (who are the reason for instigating this whole thing).

skotobaza 2 hours ago | parent [-]

> The groups hit hardest by this are going to be small-medium developers who are just trying to build a game

How so? Smaller developers don't usually build games that require huge online components that will be hard to release to the public. That's mostly AAA publishers that do so (at least I can't remember the opposite from the top of my head).

hobofan 2 hours ago | parent | next [-]

> Smaller developers don't usually build games that require huge online components that will be hard to release to the public.

Yes, they do. Small developers disproportionally have to rely on online services to make their multiplayer games work to a playable standard acceptable to the users, as they can't afford to write them from scratch (and couldn't even afford to do the devops work that comes with a self-hosted alternative).

Example: PEAK, on of _the_ multiplayer hits of last year from a small studio is built on top of Photon[0] for their multiplayer. If you were to remove that component you might as well completely rewrite the game.

[0]: https://www.photonengine.com

skotobaza an hour ago | parent | next [-]

> Small developers disproportionally have to rely on online services

I'm not convinced that that's the case. If you're talking about cloud providers then the cost can become very high very quickly, so smaller developers have to carefully manage the budget. To my knowledge, cloud services are usually used for simple stuff like logs and analytics, and games don't really need that to play the game.

Also, don't forget that it's not just multiplayer games. Singleplayer games suffer from this as well.

maccard an hour ago | parent [-]

Most of the cloud providers have generous enough free tiers that small developers fit into them. Look at EOS, Playfab, Steam. You can run a backend for free for < 5k players with lambda and dynamodb.

edit:

> To my knowledge, cloud services are usually used for simple stuff like logs and analytics

Respectfully, you’re wrong here and this is the problem that me and many others have with this line of defense for SKG. No small developers who are managing their budget tightly are storing logs on AWS for analysis after the fact and paying for it. They’re using services like Sentry that do it for free or for $19/months. They’re using services like playfab for parties, vivox for voice chat, flex match for Matchmaking. Those services are free for small amounts of use that 90% of games would fit under.

skotobaza an hour ago | parent [-]

The question remains - how does any of this prevent small developers from releasing either the binary or the code in the modified form? Again, that has already been done with variety of games (not just popular ones as you assume), so it's not something extraordinary. The developers definitely have the resources to do so since they were getting money for the game, and the least they can do for their game and its community is to give it to them after they stop supporting it themselves.

hobofan an hour ago | parent [-]

> The developers definitely have the resources to do so since they were getting money for the game

There is no guarantee that they did!!! Yes, the examples we are pointing out (typical "friendslop" games from the last years) made bank, and should be able to afford to afford and EOL path.

However for every successful game that uses those technologies there are ~100 that "didn't make it", or barely broke even that are now also forced to do additional work on something they either post-hoc now was financially unfeasible, or have to do up-front work on something where it's a gamble whether it will be financially feasible.

In my personal opinion, completely downplaying the effort and financial reality that comes with making games compliant, and based on that creating carveouts for e.g. sub-$100k-revenue games was the downfall of SKG. If they would have made an effort to recognize that, they would be able to mobilize a large base of the indie developer community as well.

skotobaza 28 minutes ago | parent [-]

I get what you mean - if the developer stops supporting the game then they might run out of money to make the changes. This can even happen spontaneously in some cases. But I'm still expecting at least some effort in preserving their product, their legacy. Some people might call it naive (and it probably is), but for me personally the baseline is that games should be playable at least in some way. Maybe the experience will not be the same, maybe there will a lot of lag, maybe something will break. But it is still better than not being able to play the game at all.

I don't think anyone is downplaying the effort of making a videogame that is both easy to host for the small developers and for the community. But unfortunately developers themselves often choose to pursue financial goals disregarding everything else. So it's understandable that gamers are not happy and demanding some solution. And that the industry is trying to push back.

hobofan 16 minutes ago | parent [-]

> they might run out of money to make the changes

They may have never made any money to begin with, as they ran out of money during the development phase of the game because they were trying to comply with the regulation, and never got to release the game. Regulation almost always places a higher proportional burden on the smaller players, while larger players can afford it, which is why sensible regulation has carveouts for smaller players.

> maybe there will a lot of lag, maybe something will break. But it is still better than not being able to play the game at all

How is that better? A multiplayer game with awful lag isn't enjoyable anymore, and a game without joy is just a chore.

suddenlybananas an hour ago | parent | prev [-]

If the law were to be passed, surely Photon would be incentivized to make a self-hosting alternative, no? Something that uses the same API but is self-hosted.

hobofan an hour ago | parent [-]

There is no indication that a self-hostable alternative that to what Photon is providing is even feasible, as a lot of what they are doing includes tuning network settings, setting up CDN-like structures, etc.. Even for their enterprise offerings they are targeting a managed cloud approach, and not an independently deployable binary.

If the law were to be passed, Photon would at the maximum be incentivized to produce a self-hostable API-compatible alternative that would be neutered to such a degree that Games still qualify as "playable" on paper but would be unenjoyable to actually play. More likely, they won't do anything, as they are not the game developer and not responsible for compliance.

maccard 2 hours ago | parent | prev [-]

Those games are unaffected whether or not SKG is written into law. If ojr of those games has an optional multiplayer component all of a sudden it can come under the purview. One of the things SKG has pushed down the line is what is “playable”. There is a very small but very active online community for a bunch of games that would call the online part of their game a requirement. The last of us and uncharted had very unpopular multiplayer modes off the top of my head.

Small multiplayer “friendslop” games - things like Lethal Fompany, Peak, Totally Reliable Delivery service. They’ve been smash hits, wildly popular but I can definitely see a world where those games just don’t get made when you add a new layer of liability, potentially in perpetuity.

skotobaza an hour ago | parent [-]

Regarding the "friendslop" games - I don't see an issue, the companies that provide those game with online services will adapt to the new requirements to keep getting money from those game developers.

Regarding the optional multiplayer modes - the developers will probably not use some complex architecture for this, so giving it to the community will not be that hard. Also there are multiplayer games that do support community servers out of the box, so it's not an issue to make a game like this.

EarlKing 6 hours ago | parent | prev | next [-]

If only those 1.3 million signatories pledged to never buy from a company that Kills Games again...

sdenton4 4 hours ago | parent | next [-]

Boycotts are the weakest form of protest.

Carbon1603 an hour ago | parent [-]

Yet, most people don't do even that much.

f4stjack 5 hours ago | parent | prev | next [-]

Yes. Exactly. I, for one, am following this credo: If your single player game has an “always online” clause; I am not your customer. No ifs, no buts, no “but i like this franchise”s.

Vote with your wallet. Do not hesitate to boycott.

necovek 5 hours ago | parent [-]

I'd like to see legislation to require publisher to clearly state if game works offline, and if not, what is the committed, guaranteed operational life ("at least to June 2030" prominently displayed, for instance).

Hamuko 3 hours ago | parent | prev [-]

This movement stems from Ubisoft’s The Crew, and judging by how Ubisoft is doing financially, maybe they have already.

>Ubisoft has released its financial results for the full 25-26 fiscal year, reporting a sharp decline in revenue and net bookings, down 21.8% and 17.4% year-over-year (YoY), respectively, due to the "softer new release schedule" and new operating model.

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

PirateSoftware must be so giddy right now.

EdiX 4 hours ago | parent | prev | next [-]

Days since last being disappointed by the EU: 0

lofaszvanitt 28 minutes ago | parent | prev | next [-]

The premise was flawed from the get go. It should have been when you release a game it should be sound,

NO DAY 0 patches,

free of bugs that prevent in any way completing the game or cause serious annoyance,

a way to have a digitally bought game made offline, and play offline.

If it's an online game, then after X years, or before abandonment by the studio release a vm that holds the server code, so the addicts could host their own shit.

That's all. But it was fucked from the get go, maybe literally started by a lobbyist. Or simply Ross Scott was simply didn't know what he was doing.

Razengan 4 hours ago | parent | prev | next [-]

When was the last time any law in any of the so-called democracies was influenced by common citizens?

Serious question not snark

nairboon 2 hours ago | parent [-]

Last weekend in Switzerland.

Razengan an hour ago | parent [-]

Well that probably doesn't count as a "so-called" :)

But almost everywhere else it seems to be just corporations pushing for laws against other corporations, like with Epic/Tinder etc against Apple/Google etc

yieldcrv 6 hours ago | parent | prev | next [-]

> In its official response on June 16, the Commission said it “cannot propose a legal obligation” requiring publishers to keep games playable after they stop being sold commercially.

Control behavior by regulating the intermediary. Figure out what the intermediary publishers rely on is, and regulate the intermediary or transactions to that intermediary

This works within any legal system anywhere and just requires a little inspiration

at least, I can do it anywhere, so just reach out

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

Is this cause even worth a movement?

swiftcoder 3 hours ago | parent | next [-]

Consider that basically every live-service game you have ever played will become unplayable sooner or later, and how many modern AAA games are live-service...

We can still play the NES version of Mario (1985), but we can't play Evolve (2015), Anthem (2019), Concord (2024), etc.

skotobaza 3 hours ago | parent | prev [-]

Yes, absolutely! I personally want to be able to play games many years after they are released and after they have stopped receiving any support. Yet we see growing number of examples where this is not the case and you get locked out of a game permanently when its publisher decides it no longer wants to support it.

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

The fact that the dude from Stop Killing Games completely fumbled his speach at the European parliament definitely didn't help their case.

Farbklex 2 hours ago | parent [-]

Which one exactly? I saw one speech and that was decent.

iLoveOncall an hour ago | parent [-]

This one: https://youtu.be/oXcogLmxnJw?is=FJpTrhEpez_S6MzK

To be fair to him it's more bad coordination or bad prep but it weakened the argument so much in my opinion.

w4yai 7 hours ago | parent | prev | next [-]

They are too busy passing freedom-stifling laws.

slopinthebag 4 hours ago | parent | prev | next [-]

Thankfully the EU recognizes that forcing people to work is slavery.

modo_mario 2 hours ago | parent [-]

How is it forcing people to work?

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

Laws were never going to be the solution.

pull_my_finger 6 hours ago | parent | prev | next [-]

I'm curious to see if this will embolden game corps to continue mistreating consumers or if they will acknowledge consumers are aware of that ethereal state of their "ownership" of games and start selling more complete products instead of "clients" to servers that can be rug-pulled at any time. I think we all can guess the answer as consumers continue to buy, unfortunately, but this movement is at least a step in the right direction.

jstummbillig 3 hours ago | parent | prev [-]

Why would 1.3M signatures be enough to secure EU law? That is entirely unreasonable and undemocratic, given the small section of the entire EU population that number represents.

The "despite" certainly creates an interesting expectation, though.