I prime example of other software this would have benefited is AutoCAD.
People who refused the conversion to a subscription, and maintained their "lifetime" licenses, where shut down after a couple of years.
Or they could just demonstrate that they have an offline play capability right from the moment they sell it.
Now they want more.
If you're passionate about making games chances are you're not going to succeed financially. Set your sights on personal success in the artistic sense. Can you communicate what you wanted, can you enrich some people's lives a bit with your work? It doesn't pay the bills, and that's not really fair, but it's also not unique. Lots of valuable labor receives no reward.
None of this is really relevant to the law in question though, which is itself pretty basic consumer protection against a company yanking back something it sold.
Even back in the day, if I paid 60 bucks and spent less then 40 hours solving the game I was disappointed and felt like I paid too much. I invested in the hardware and software and I expect something out it.
Happy to pay for your game but don't hobble it or subject me to ads.
Sure, I'll spend $5 on a game I play for 10 hours, but it's still a bad value for me comparatively. When I do it, it's usually because I like what the developer did and want them to get some financial support. This is also why there are hundreds of unplayed games in my Steam account.
Your $5 game is competing with every game I have available to me and the market is _saturated_. A lot of game development is just bad investment. Like Ubisoft spending $500 million to develop Beyond Good and Evil 2. If that ever even releases, but why would you spend half a billion dollars following up a flop. A beloved flop but a flop.
Consumers of creative works generally are paying for the result, not the process.
Handing over a standalone server to the public is a massive engineering, financial, and legal headache. Modern multiplayer games rarely run on a single isolated program. They rely on a huge network of interconnected cloud microservices.
A single match might require separate proprietary systems for matchmaking, player inventories, anti cheat, metrics tracking, and database management. Many of those come with licenses that don't allow you to just give away the code for free.
Disentangling the actual game logic from these third party platforms like AWS or Epic Online Services requires months of rewriting code. At that point you're basically re-inventing the wheel on so many technologies that your costs go up exponentially.
Games are rarely built entirely from scratch by a single company and are usually packed with licensed third party software like proprietary network code, commercial physics engines, or specific anti cheat software. Because the studio doesn't own the rights to distribute these proprietary tools to the public for free then releasing a standalone server forces them to spend extensive legal and development hours stripping out the restricted code and replacing it with open source alternatives.
Releasing server code also exposes the inner workings of the company's technology. If a studio uses the same proprietary engine or backend framework for their active money making games then releasing the server code for a dead game essentially hands hackers and competitors a roadmap to exploit their current profitable titles.
Lots of clearly needed specific laws. Europe is fine too, but they err on the side of caution and smother actual innovation.
Which is interesting because the Silicon Valley companies themselves incorporate in DW anyways, so it seems to be a separate consumer led legal trend.
But in this case, even the best-case outcome is extremely dumb. Companies are forced to expend resources just so a few niche hobbyists are not inconvenienced. And there will be side effects, ultimately including geo-fencing of games to exclude California. It's a big market, but you can't make up for a net loss with volume.
..things they'd be doing anyway as they developed the game??
I would assume if that law passed the simplest compliance would just be to charge subscriptions and stop selling games directly. It seems like doing that would comply with that law without requiring much to change?
kgwxd•37m ago
idle_zealot•34m ago
rrego•28m ago
Of course it should be legal to reverse engineer software you own, but you have to actually have access to the software to reverse engineer it.
cj•17m ago
MobiusHorizons•27m ago
norman784•3m ago