| ▲ | 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. | ||||||||
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