> In addition, many titles are designed from the ground-up to be online-only; in effect, these proposals would curtail developer choice by making these video games prohibitively expensive to create.
How? Can't wait to hear them substantiating this tidbit, because from a regular enterprise operations viewpoint this does NOT pass the smell test.
hmry · 34m ago
> Private servers are not always a viable alternative option for players as the protections we put in place to secure players’ data, remove illegal content, and combat unsafe community content would not exist and would leave rights holders liable.
No? How would the "rights holders" be in any way liable for someone posting illegal content on a community-hosted server after a game has gone end-of-life?
Also, community servers not having to adhere to the publisher's standards of what community content is safe vs unsafe is clearly a positive in my humble opinion.
jjani · 31m ago
Don't you know? If I cmd+S the HN front-end and throw my own backend behind it, host my own instance, and post something illegal on it, then YC is liable!
Obviously they're not, but hey, just joining them in making things up. Protect the children!!
dijit · 20m ago
It’s more complicated than that.
I work in games and in my last workplace I was CTO of a racing simulation; that means I was working with brands that were not only my own in a pretty big way.
The stipulations that were put on us was pretty strong. For example (and it’s not just these guys), Mercedes will not permit you to allow the logo to fall off; If you have a damage model in the game this is annoying.
Some won’t allow the car to get dirty, or to deform in a realistic way because it harms a copyright (did you know that the front lights of cars are part of their brand and trademark in most cases).
I’m using a pretty obvious example, that by selling a product that contains these other brands, we are beholden to not represent them in a way they don’t like; it’s part of the transaction for having it.
I can already hear people thinking: but, most games don’t have any third party intellectual property. But that’s less true than you think, even fantasy games will inevitably wind up copying something from our world that is not completely generic. The most annoying ones are the little background things; Rockstar for example will almost assuredly have issues with using the shapes of famous buildings and licensing issues if they make their radio stations too easy to pirate.
It’s a quagmire. Honestly, I’m not even sure why we bother making anything, there seems to always be some random popping their head up seeking another slice.
slau · 1m ago
It’s really not a quagmire.
When you EOL the game and release the server, just strip the licensed content. Remove the logos. Nobody gives a flying toss anyway.
People want the community and the GAME. They don’t care whether the actual logo is there.
Heck, if the game connects to a community server, have it hide all licensed content. you’ve satisfied your contractual obligations. Whether people mod the game or not to re-add things has no bearing on you.
LocalH · 5m ago
The answer to that is simple, and has been used by other media (to the chagrin of fans of course). When it comes time to "kill" the game, make a final update to strip all such licensed material out of the game.
The companies that develop and publish games amortize plenty of things out into multiple years. That's why live service is so increasingly common. The same developers and publishers should also factor in that they might have to remove some assets when they want to stop providing active support.
braiamp · 15m ago
If this passes, then such stipulations become illegal, since they can't force you to create a product that would fly on the face of the law.
dijit · 14m ago
That probably won’t be true, or we will lose the ability to license altogether.
Here’s hoping though!
delusional · 5m ago
I can easily understand why it sucks from your perspective, but European tradition dictates that we make it suck for you and then you have to make it suck for your counterparty. We don't directly intervene with your freedom to write whatever contracts you please, only what you release to consumers.
That's intensely frustrating to be caught in the middle of. At times you end up feeling that the politicians are coopting you and your work for their ends, that they are underhandedly enveloping you in the public administration. That is in a way exactly what they are doing, but you have to remember that it's what your customers want. You are still making for your customers, they have just made their wants known though a process other than the free market.
gryn · 27m ago
> many titles are designed from the ground-up to be online-only
that's kinda the point, many users don't like having their single player game be online only because the devs thought it would give them more control.
seems like 'video games europe' is gearing up to lobby/influence the lawmakers to distort this initiative.
the bare minimum would be to ban these kind of things from describing themselves as products instead of a service in their marketing.
no "Buy" or "Purchase", instead "Rent" or "Lease" possibly with a stated minimum guaranteed time online / expiration date.
pjmlp · 23m ago
Of course, was anyone expecting they would react otherwise, especially with the changes after 32bit gaming across consoles and desktop platforms.
It is all about IP, and like Hollywood nowadays, how to repackaged it in remakes and emulation.
A bit hard if we're allowed to just play the original versions.
reactordev · 17m ago
Correct. The backends to these online games isn’t complicated, but it is protected. They want the ability to resell the entire service to another game studio to run.
This has happened a lot in the past. EverQuest, Pirates, Lots of mmos have changed studios and with that, the backend services needed to run them.
Now, that said, there are a few countries in the EU that you could reverse engineer the server and it’s totally legal. Some of the best fun I’ve had were on private WoW or Lineage 2 servers.
LocalH · 8m ago
Of course it does. The whole idea of "Stop Killing Games" is that developers should not be able to summarily kill off a game that people have invested time and money into, just because it's not making them enough money going forward.
Developers should absolutely not have that choice. It's fine if you want to run a live service game where the optimal experience happens during active support. However, unless you as a dev are willing to refund every single purchaser of the game, in full, when you discontinue a game, then you are stealing from purchasers. Moreover, even if you are willing to give a full refund to all players, it's really shitty to just rip an experience away from people, never to be experienced again (whether in a watered-down or limited form, or not).
It's the same reason I don't agree with perpetual copyright, nor a copyright owner's right to suppress a work's availability. In almost all jurisdictions, copyright is intended to be a limited time right, with the rights eventually entering the public domain. If people can't access the work when it would become public domain, then that work is effectively stolen from the public in a way that mere non-commercial copyright infringement can never be theft.
tareqak · 36m ago
This movement seems similar to software licensing to me.
proprietary -> BSD/MIT -> GPL -> AGPL
aspaviento · 28m ago
How would a policy for this only affect EU games? EU has other policies that affect Apple, Microsoft, Google etc. as far as I know, any company that wants to sell/offer a service in EU will need to comply with its policies.
braiamp · 14m ago
The EU doesn't have to worry about what happens in the rest of the world. The rest of the world can benefit of this anyways.
anothernewdude · 41m ago
Oh no! Not developer choice!
This is the weakest argument I've ever heard. Compare:
"Stop burning coal? That curtails factory owner choice!" etc. etc.
I'm sure the people behind the movement would love to point out that, yes, that is the entire point.
eska · 31m ago
They claim to protect from illegal content and unsafe communities, but those sound like desperate grasps at straws that are easily disproven. They also misrepresent the basic demands of the petition, as online only games are still allowed.
How? Can't wait to hear them substantiating this tidbit, because from a regular enterprise operations viewpoint this does NOT pass the smell test.
No? How would the "rights holders" be in any way liable for someone posting illegal content on a community-hosted server after a game has gone end-of-life?
Also, community servers not having to adhere to the publisher's standards of what community content is safe vs unsafe is clearly a positive in my humble opinion.
Obviously they're not, but hey, just joining them in making things up. Protect the children!!
I work in games and in my last workplace I was CTO of a racing simulation; that means I was working with brands that were not only my own in a pretty big way.
The stipulations that were put on us was pretty strong. For example (and it’s not just these guys), Mercedes will not permit you to allow the logo to fall off; If you have a damage model in the game this is annoying. Some won’t allow the car to get dirty, or to deform in a realistic way because it harms a copyright (did you know that the front lights of cars are part of their brand and trademark in most cases).
I’m using a pretty obvious example, that by selling a product that contains these other brands, we are beholden to not represent them in a way they don’t like; it’s part of the transaction for having it.
I can already hear people thinking: but, most games don’t have any third party intellectual property. But that’s less true than you think, even fantasy games will inevitably wind up copying something from our world that is not completely generic. The most annoying ones are the little background things; Rockstar for example will almost assuredly have issues with using the shapes of famous buildings and licensing issues if they make their radio stations too easy to pirate.
It’s a quagmire. Honestly, I’m not even sure why we bother making anything, there seems to always be some random popping their head up seeking another slice.
When you EOL the game and release the server, just strip the licensed content. Remove the logos. Nobody gives a flying toss anyway.
People want the community and the GAME. They don’t care whether the actual logo is there.
Heck, if the game connects to a community server, have it hide all licensed content. you’ve satisfied your contractual obligations. Whether people mod the game or not to re-add things has no bearing on you.
The companies that develop and publish games amortize plenty of things out into multiple years. That's why live service is so increasingly common. The same developers and publishers should also factor in that they might have to remove some assets when they want to stop providing active support.
Here’s hoping though!
That's intensely frustrating to be caught in the middle of. At times you end up feeling that the politicians are coopting you and your work for their ends, that they are underhandedly enveloping you in the public administration. That is in a way exactly what they are doing, but you have to remember that it's what your customers want. You are still making for your customers, they have just made their wants known though a process other than the free market.
that's kinda the point, many users don't like having their single player game be online only because the devs thought it would give them more control.
seems like 'video games europe' is gearing up to lobby/influence the lawmakers to distort this initiative.
the bare minimum would be to ban these kind of things from describing themselves as products instead of a service in their marketing. no "Buy" or "Purchase", instead "Rent" or "Lease" possibly with a stated minimum guaranteed time online / expiration date.
It is all about IP, and like Hollywood nowadays, how to repackaged it in remakes and emulation.
A bit hard if we're allowed to just play the original versions.
This has happened a lot in the past. EverQuest, Pirates, Lots of mmos have changed studios and with that, the backend services needed to run them.
Now, that said, there are a few countries in the EU that you could reverse engineer the server and it’s totally legal. Some of the best fun I’ve had were on private WoW or Lineage 2 servers.
Developers should absolutely not have that choice. It's fine if you want to run a live service game where the optimal experience happens during active support. However, unless you as a dev are willing to refund every single purchaser of the game, in full, when you discontinue a game, then you are stealing from purchasers. Moreover, even if you are willing to give a full refund to all players, it's really shitty to just rip an experience away from people, never to be experienced again (whether in a watered-down or limited form, or not).
It's the same reason I don't agree with perpetual copyright, nor a copyright owner's right to suppress a work's availability. In almost all jurisdictions, copyright is intended to be a limited time right, with the rights eventually entering the public domain. If people can't access the work when it would become public domain, then that work is effectively stolen from the public in a way that mere non-commercial copyright infringement can never be theft.
This is the weakest argument I've ever heard. Compare:
"Stop burning coal? That curtails factory owner choice!" etc. etc.
I'm sure the people behind the movement would love to point out that, yes, that is the entire point.