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hobofan an hour ago

> 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 41 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 19 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