It’s amazing what a difference a little bit of time can make: Two years after kicking off what looked to be a long-shot campaign to push back on the practice of shutting down server-dependent videogames once they’re no longer profitable, Stop Killing Games founder Ross Scott and organizer Moritz Katzner appeared in front of the European Parliament to present their case—and it seemed to go very well.
Digital Fairness Act: https://ec.europa.eu/info/law/better-regulation/have-your-say/initiatives/14622-Digital-Fairness-Act/F33096034_en



This is a masterclass in “pick your one thing in life and focus on that.”
I’m highly pessimistic that the spirit of this legislation, which I wholly support, can ever be enshrined in law with enough specificity that it works the way we want it to in the cases where we need it to, without becoming a truly undue burden on small developers or forcing all publishers to just work around it in some way: like taking everything to a subscription model going forward.
I imagine you see the undue burden as a mandate to keep running the game servers yourself when you have no income to do so.
Once upon a time, the norm for exclusively online games was to provide a hostable server so that any third party could host, because the game companies didn’t want to bother with hosting themselves, so at most they owned or outsourced a hosted registry of running servers, and volunteers ran instances.
Then big publishers figured out that controlling the servers and keeping the implementation in-house was a good way to control the lifespan of games, and a number of games kept it closed.
So the remedy is to return to allowing third party hosting, potentially including hooks for a third party registry for running game servers if we are talking more ephemeral online instances like you’d have in shooters. One might allow for keeping the serving in-house and only requiring third party serving upon plan to retire the in-house game.
I don’t see how this would put any additional burden on smaller devs. Small teams usually don’t make always-online type games because they’re very complex and expensive
Uuh, more often than not, the small devs already make their games indefinitely playable and preservable, just out of a love for the medium.
No actual artist wants their work to have an expiry date.
Legal enforcement is only needed for the passionless big publishers that shutter games just to funnel players into purchasing their latest releases.
It’s mentioned in the parliament presentation. Only a small minority of game publishers engage in this BS, but it’s ALL the big ones, meaning the problem is experienced by the vast majority of consumers.
We’ve had the technology since stone ages, quit lying about this so called burden. All it takes is to not be greedy.
Spoken like someone who’s never had to implement regulatory measures in software.
The regulatory measure in this case is solved by “don’t make it require the player to be online”. That removes a complication, it doesn’t add one.
For multiplayer games it is solved by “make them like we already did in the fucking 90s, where players could run their own servers”.
I’d only be repeating myself.
Perhaps you could elaborate on what ‘regulatory measures’ you are referring to that would run counter to the argument. I can take that overly simplistic phrase a number of ways ranging from “doesn’t make sense at all” to “maybe I could discuss the nuance”, but it’s impossible to continue a discussion based on the dismissive vague comment.
You haven’t really adressed my points in any way. It’s of course up to you, but as long as you haven’t, there’s no reason to be smug.
All they have to do is give up the rights. If they can’t afford it, I guarantee I’m there is a web somewhere that will do it for free.