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As a person who works on a large online game, I appreciate what they are trying to do and I’m sympathetic to the pain of losing a game you love, in addition to
by montagg 3y ago
As a person who works on a large online game, I appreciate what they are trying to do and I’m sympathetic to the pain of losing a game you love, in addition to the game preservation issues. However, games just aren’t the same as they were in the 90s. The service architecture is more complex, the ecosystem management is greater (ranked systems and matchmaking health for example), and games evolve in ways that are not backwards compatible.
I don’t want to say what they’re asking for is impossible, but I don’t think it’s realistic depending on competing goals. If you want to preserve a game, you have to decide what parts are important to preserve, because some aspects just won’t exist without centralized services, lots of other players, and experts managing those systems. If you just want to host a single match on your own server, and maybe the other aspects like meta-game systems or matchmaking don’t matter to you as much, you might be able to do it but you then don’t get the real game experience. Matchmaking in particular is a complex problem, and the reason some games have become successful is moving away from the lobby or self-hosted server model toward centralized matchmaking, which needs constant tending and large player populations to be successful.
I’m open to the idea that these are solvable, but I don’t believe requiring it by law is a good idea. It just makes the cost of multiplayer games higher and riskier for publishers, and they’re already very risk averse because of the massive content costs involved.
Should games be cheaper because you’re just leasing them? Maybe, but there are armies of professionals who want to make a living doing just this that are required to make this stuff look like someone pushed a “make game” button. At least that’s how it works today. Should those devs get a larger slice of the pie than publishers or execs or whatever? I mean, hell yeah, but it doesn’t stop the reality that games are just more complex and massively more expensive to make than in the past, and that’s just where the market is. A proposal for how games can be preserved or given back to consumers at end of life really needs a more detailed proposal than “make it the law,” because I just don’t think it’s realistic.
All of the above is about explicitly multiplayer games. Single player games that have little to no multiplayer involvement at the core of the gameplay is an entirely different situation. There could still be complexities there, but you can get closer to the real game experience without centralized services.
- zerox7felf 3y agoI don't quite buy this, having grown up with source engine games. CSGO/CS2 (and to some extent TF2 before it) makes it fully possible to host your own, dedicated server, due to its heritage from the 90s-era HL1 mod. At the same time, there is complex matchmaking and ranking support, existing completely in parallel. I don't think anyone expects to have the entire matchmaking and competitive ranking infrastructure available to host. Bare essentials for hosting a server + ability of players to join should not be terribly hard to provide, especially if companies know before hand that this will be required, and can thus design server infrastructure accordingly. As for this being done via legislation / court precedence, I see no other option. I don't see how these basic tools are technically hard to achieve for the vast majority of games, and I don't see any world where companies themselves would consider providing this.
- nerdjon 3y agoThere is a massive difference between those p2p games that I grew up with as well and running a live game server. Those CSGO servers are not running all of the AI mobs, progression tracking systems, and other components that many games have today. All of those things are multiple services, databases, how they all communicate in the backend, etc. These are hosting entire long running worlds that have a lot of (literally) moving pieces. That is before getting into just how much core data for the game is stored server side instead of client side for things like MMO's. I mean to my knowledge the idea that a CS server would have a database (if not multiple) running to keep track of things would be absurd?
- paulmd 3y agopeople literally built their own compatible World of Warcraft backends to do exactly that. Running a couple different docker containers for a couple necessary services is nbd and i assume that everyone involved understands that’s how cloud applications (including games) are engineered nowadays. Table stakes engineering competence is not an excuse or justification here.
- 3y ago