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hodgehog11 8 hours ago

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 an hour 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.

l23k4 an hour ago | parent [-]

This is idiotic. "The industry" are also European citizens.

It's about balancing the interests of people who pay their rent and feed their children by selling games, and the interests of people who merely enjoy games.

Consulting only the group which enjoys games would be absurd to the point of being actively malicious.

monegator an hour ago | parent | next [-]

Hey! That's exactly what lobbyists against regulations would say!

walletdrainer an hour ago | parent [-]

You can use this deeply dishonest criticism against virtually any point of view you dislike.

Someone arguing the opposite position would be a corporate shill pushing for regulatory capture. Everyone who disagrees with you is always a corporate shill.

The government should give everyone free gasoline, everyone who says otherwise is a corporate shill only working to protect their profits!

Der_Einzige 2 minutes ago | parent [-]

This but unironically

roblabla an hour ago | parent | prev [-]

It's a much smaller set of European citizens, and yet they have a much larger access to lawmakers. So no, it's not idiotic.

l23k4 an hour ago | parent [-]

Would you be happy to put a person on the street so a thousand people get to continue playing league of legends in 2060?

The interests being balanced here are so far apart it's pretty obvious why one side should have much larger access to lawmakers on this issue. Frieren is suggesting they should have none at all!

And FWIW: People building games contribute something to society, playing them contributes nothing.

drbscl 18 minutes ago | parent | next [-]

> And FWIW: People building games contribute something to society, playing them contributes nothing.

You're aware that they are taxed products that people buy with their wages, right?

sensanaty 7 minutes ago | parent | prev | next [-]

> People building games contribute something to society, playing them contributes nothing.

The people building games wouldn't be contributing anything if the players weren't playing/buying them.

account42 37 minutes ago | parent | prev | next [-]

> Would you be happy to put a person on the street so a thousand people get to continue playing league of legends in 2060?

Yes.

The balance is that everyone's free speech has already been SEVERELY restricted in order for the game industry to have a business model at all. This is about making sure that the rest of our society actually gets a remotely fair deal. Asking that companies can't just take away what they have sold is really below the bare minimum.

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

False equivalence. Riot could release the server binaries when they end League of Legends service, and no one would get thrown on the street.

LtWorf an hour ago | parent | prev [-]

Everything you buy instead of something else is putting someone on the street.

l23k4 an hour ago | parent [-]

So? How does this relate to the disgusting anti-democratic suggestion that game devs should not be heard in relation to this topic?

I really can't see how my ability to buy other products justifies denying them representation, these things do not seem even vaguely connected.

LtWorf 40 minutes ago | parent | next [-]

I love how you complain about the poor companies while companies are the only ones being heard. maybe take less of a moral superiority stance?

Ukv 38 minutes ago | parent | prev | next [-]

> disgusting anti-democratic suggestion [...] denying them representation

I assume the idea isn't that developing a game means you don't get to vote as a citizen, but that the industry can't lobby for special access ("spent virtually all of their time with the gaming industry lobby groups").

thrance 17 minutes ago | parent | prev [-]

What's democratic about a decision made by the wealthy few, disregarding a massive popular wave!?

p0w3n3d 4 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 3 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.

account42 33 minutes ago | parent | next [-]

> just the licensing issues are going to be a nightmare to solve

A lot of things are "impossible" until they become legally required, at which point it's just business as usual.

> 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

Which is why we need a legal requirement - so that companies plan ahead for this.

Ravus 3 hours ago | parent | prev | 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 2 hours 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.

hodgehog11 17 minutes ago | parent | prev | next [-]

What you're saying is literally what the lobby groups think SKG is trying to go for. It's not at all what they're asking for. You should maybe take a look at what they are actually proposing and some of the presentations by developers on why it is sensible.

They're not stupid, there has been a lot of groundwork for this over the past 10+ years.

nanaboo 30 minutes ago | parent | prev | next [-]

>If they kept it to single player games and a push for games which aren’t multiplayer not to have a

but they are keeping to that. unfortunately

casey2 2 hours 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 2 hours 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.

andwur 24 minutes ago | parent [-]

> 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.

I can't speak to the parent's stance, but more generally this would be referring to IP licensing and patent encumbrance. I've worked on a number of large systems where non-trivial parts of the codebase were licensed from external parties with distribution restrictions in place. Even the executable versions would be problematic as the contracts go to great lengths to lock it down to strictly company XYZ may modify and use the IP, but nothing else regardless of the form or means of distribution.

Releasing said systems as-is would require either relicensing to allow distribution (very costly and potentially impossible if the vendor declines), or replacing that functionality with a cleanroom implementation. Which is both costly, time consuming and difficult. You may also run into further issues there if the contract forbids cloning functionality, or even worse: if there is patent encumbrance you have to go back to the relicensing option.

mafuy 11 minutes ago | parent | next [-]

No problem at all. Just release your own source code. Leave out the licensed stuff. That's how id did it. If you have non-ridiculous development practices, knowing what's your IP and what is not is a basic requirement anyway.

The modder base will reimplement the licensed stuff, if needed.

hodgehog11 15 minutes ago | parent | prev [-]

Yes, this would force the nature of licensing to change. It does not apply retroactively, so the legal processes would naturally need to shift. Such licenses were used in the past, so there is no reason they cannot be considered again.

xeyownt 3 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.

roblabla an hour ago | parent [-]

What about the directive would be unimplementable? Please give specifics here. SKG has repeatedly hammered this point: They only pursue this for _new_ games, only care about non-live-service games (games where you have a subscriptions are obviously "rented", and so wouldn't count). What they want is for those games to have an EOL plan built into the game from the start if they want to rely on a server. This doesn't feel like an unreasonable ask, and I'd ask you to show me what exactly about this is complicated.

It's worth noting that they don't mandate a particular plan. A solution can take many forms - multiplayer games could have servers released, _or_ be given a "direct connection" method, or even have a local (no network) multiplayer option, and still be within what SKG was asking for. For singleplayer games, it's even easier, they can just have a killswitch for the "required server" components.

All of this is cheap to do, it just needs to be planned for so that when the time comes, all the tools are in place for the EOL plan to proceed.

one33seven 3 hours ago | parent | prev | next [-]

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

p0w3n3d 3 hours ago | parent | next [-]

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

trinix912 2 hours ago | parent | prev [-]

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

one33seven 2 hours ago | parent [-]

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

isodev 3 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".

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

[flagged]

skotobaza 5 hours ago | parent | next [-]

> This sounds like cope

You can listen to Ross' explanation in his recent video [1], it starts at 12:12

[1] https://www.youtube.com/watch?v=CgoODQFrPgw

TylerE 6 hours ago | parent | prev [-]

This is not surprising. The movement has been all about gamer vibes and not technical reality from day one. It should have been rejected, and I'm glad it was.

spaqin 6 hours ago | parent | next [-]

Not sure about the technical reality here - until 2010s, singleplayer games didn't require an Internet connection, and for multiplayer ones you could download a dedicated server application, host it yourself. Only recently it became locked down for the corporate profit; the only party making it hard are the game developers themselves.

optionalsquid an hour ago | parent | next [-]

Half-Life 2, released back in 2004, required an Internet connection to play. It was a major point of contention, in part due to how unreliable Steam was at the time

x______________ 5 hours ago | parent | prev [-]

Because telemetry and advertising revenues did not plague the online landscape during those times. It has all been standardized since: "click OK to share data with our 13,285 partners", "always-online needed to prove your identity", "we need to force an upgrade of your software so we can ensure you get what's best for you, when we decide" ..oh and all of that after a 159 page legally binding and enforceable agreement that you can't negotiate or reject.

Are you sure we don't need all of this? Seems like we'd be going back to the dark ages of information technology if we did.. (/s)

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

What does telling your customers you plan to make a game unplayable if it doesn’t perform exactly as you expect financially have to do with technical reality, pray tell?

xingped 5 hours ago | parent [-]

(Not parent) It doesn't. It's just uninformed or bad faith commenting, astroturfing, and arm chair developers who've never written a line of code for a game in their lives. Always has been.

(Or maybe Jason Hall is going by "Tyler" now. XD )

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

What SKG is asking for is not only technical reality but easy to do if you plan for it from the start.

gundamdoubleO 5 hours ago | parent | prev [-]

Please actually read the proposed initiative.

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

[flagged]

danieltanfh95 3 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 3 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.

danieltanfh95 35 minutes ago | parent | next [-]

> develop your game with offline playability in mind from the beginning

> players churn on their own without social features

you say one thing but the market votes the other way. Game developers are under pressure to turn a profit. If you want a game your way, develop them yourself! Thats how I started making games for myself. Projecting or pressuring others to do so yield no productive consequence.

hobofan an hour ago | parent | prev [-]

> 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.

roblabla 42 minutes ago | parent [-]

I don't understand your argument. SKG specifically excludes:

- Existing games (they only aim to have regulation for newer game, as existing games may be locked into technical choices like a cloud based multiplayer backend that can't be replaced)

- Non live-service games (ergo games where you have a monthly subscription of some kind, which makes it obvious you're "renting" the game for a limited time).

Within these confines, it seems _very obvious_ to me that you can design just about any multiplayer game in a way that's compatible with SKG's desired regulations. In the vast majority of multiplayer games, you can:

- Provide a LAN multiplayer mode (most match-based FPS/strategy games can do that. Too many examples to cite.)

- Provide server binaries for self-hosted servers (Many survival games, or games with a persistent world, can do that. See v-rising for a recent example.)

- Provide a local multiplayer mode (split screen/couch coop style)

And if you don't want to go through any of that for [insert reason here], you can just make your game into a service requiring a monthly payment like WoW and you're no longer subject to the regulation!

Now, please give me an example of a game that doesn't fit within that framework if you want to continue this argument.

hobofan 20 minutes ago | parent [-]

> a LAN multiplayer mode (most match-based FPS/strategy games can do that

Most match-based FPS don't do that anymore, as it's susceptible to DDOS. Whether a LAN-like mode is otherwise still feasible/acceptable by todays game quality standards is debatable.

> Provide server binaries for self-hosted servers

This is only feasible if the multiplayer backend is a simple server binary, which in many cases it's not anymore, but a full cloud architecture you would find for any SaaS app. There additionally is the issue of licensed libraries, which may prohibit redistribution of the server binaries (and may e.g. be bound to a per-host pricing).

> Now, please give me an example of a game that doesn't fit within that framework if you want to continue this argument.

Take your pick from[0] or a competitors website: PEAK, Content Warning, Gorilla Tag; All games from indie developers that heavily rely on good networking that wouldn't be feasible to be replaced.

> you can just make your game into a service requiring a monthly payment

Ah, yes the simple option of "completely tank your playerbase".

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

skotobaza 2 hours 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 2 hours 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.