Even better would be broad copyright reforms. Fair Use needs to be expanded and clarified. History has shown players are able to keep games alive themselves by emulators, reverse engineering, custom servers, etc. Expand Fair Use to say that these things are protected if needed to keep the game functional.
A year ago, I had the opinion that it'd be too expensive for developers to support offline mode, peer to peer, or community servers after shutdown.
Today, I don't. I think it's probably a week's worth of work with AI and 1-2 developers.
However, enforcing this law is going to be tricky. How well does the peer to peer have to work? How about off line mode? How much support does the developer provide for community servers? Is it only a one-time support?
A developer going bankrupt isn't going to be able to do too much.
Literally all they'd have to do is release the server executable(s) they already have. The community will do whatever work is necessary to get them running even if they require a cursed stack and client modifications.
At least now it’s pretty straight forward for a hobbies group or individual to reverse the protocol and implement something that’s open source along with patches
Why is this an existential issue? Every game that could be played, on all platforms, from all studios, for decades, met this requirement because they could be played offline right out of the box.
Allowing your game to not require an internet connection or checking in with servers from the get go is the way. Easy peasy.
Permutations of environments are the bane of quality. Designing for offline is easy. Designing for online is easy. Designing for both isn’t impossible, but it’s certainly harder than designing for one or the other.
And yet, also for a couple of decades or so, we could play video games that would function just fine offline and could online in multiplayer mode.
This take, and OP's, both feel like they're ignoring nearly half a century of how games have functioned in favor of the over-engineered industry of the past ~15 years. Again, as I said in my first response I'm maybe speaking out of ignorance here, but why are we acting like it's incredibly difficult to do something we were very capable of doing for a very long time, and for less effort than what we put in now?
> I had the opinion that it'd be too expensive for developers to support offline mode, peer to peer, or community servers after shutdown
It’s never like the server becomes lost media when they shut down services. Most development studios have an easy way to run the server stack locally for development anyway. The problem is forcing someone to actually spend several hours doing packaging to get it deployable and the general reluctance of companies to “lose control” of what they have. There are many alternate servers that have existed that developers have intentionally axed like AlterIWNet because of control reasons, not because the complete solution already existed.
They don't have to do anything. They just need to stay the hell out of our way. They don't even need to release anything, we'll do it all ourselves at zero cost to them. Just don't bother us with idiotic lawyer nonsense, that's literally the only thing they have to do.
Today, I don't. I think it's probably a week's worth of work with AI and 1-2 developers.
However, enforcing this law is going to be tricky. How well does the peer to peer have to work? How about off line mode? How much support does the developer provide for community servers? Is it only a one-time support?
A developer going bankrupt isn't going to be able to do too much.
Allowing your game to not require an internet connection or checking in with servers from the get go is the way. Easy peasy.
This take, and OP's, both feel like they're ignoring nearly half a century of how games have functioned in favor of the over-engineered industry of the past ~15 years. Again, as I said in my first response I'm maybe speaking out of ignorance here, but why are we acting like it's incredibly difficult to do something we were very capable of doing for a very long time, and for less effort than what we put in now?
It’s never like the server becomes lost media when they shut down services. Most development studios have an easy way to run the server stack locally for development anyway. The problem is forcing someone to actually spend several hours doing packaging to get it deployable and the general reluctance of companies to “lose control” of what they have. There are many alternate servers that have existed that developers have intentionally axed like AlterIWNet because of control reasons, not because the complete solution already existed.
along with everything else introduced that doesn’t go up for vote yet