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> 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 ga
by perching_aix 1y ago
> 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.
- aspenmayer 1y agoWhen I found out that Booking[.]com of all companies is moving major traffic, I started to look at what companies are even buying or selling anymore. I clearly had no idea. In the following paper, CPs refer to content providers, as defined in the paper. https://estcarisimo.github.io/assets/pdf/papers/2019-comnets-cores.pdf https://estcarisimo.github.io/assets/pdf/papers/2019-comnets... [pdf] (more at https://estcarisimo.github.io/publications/ https://estcarisimo.github.io/publications/ ) canonical link for above paper, which is the lead researcher's GH from what I can tell: https://www.sciencedirect.com/science/article/abs/pii/S0140366418310090 https://www.sciencedirect.com/science/article/abs/pii/S01403... ( https://doi.org/10.1016/j.comcom.2019.05.022 https://doi.org/10.1016/j.comcom.2019.05.022 ) > Studying the Evolution of Content Providers in IPv4 and IPv6 Internet Cores > Esteban Carisimo, Carlos Selmo, J. Ignacio Alvarez-Hamelin, Amogh Dhamdhere [I have edited out some hyphens that made this really hard to read but were helpful due to the layout of the original document as typeset. If that bothers you, I'm sorry in advance. Links are included above.] > Our goal is to investigate what role CPs now play in the Internet ecosystem, and in particular, if CPs are now a part of the “core” of the Internet. Specifically, we motivate this work with the following questions: How can we identify if a CP does or does not belong to the core of the Internet? If the core of the network does indeed include CPs, who are they?As the overall adoption of IPv6 has been slow, do we notice that delay on IPv4 and IPv6 core evolution? As the AS ecosystem has shown striking differences according to geographical regions [15], do we also see geographical differences in the role of CPs and their presence in the “core” of regional Internet structures? Finally, as more CPs deploy their private CDNs, can we detect “up and coming” CDNs that are not currently in the core of the network but are likely to be in the future? > We use the concept of k-cores to analyze the structure of the IPv4 AS-level internetwork over the last two decades. We first focus on seven large CPs, and confirm that they are all currently in the core of the Internet. We then dig deeper into the evolution of these large players to correlate observed topological characteristics with documented business practices which can explain when and why these networks entered the core. Next, we repeat the methodology but using IPv6 dataset to compare and contrast the evolution of CPs in both networks. Based on results, we investigate commercial and technical reasons why CPs started to roll out IPv6 connectivity. > We then take a broader view, characterizing the set of ASes in the core of the IPv4 Internet in terms of business type and geography. Our analysis reveals that an increasing number of CPs are now in the core of the Internet. Finally, we demonstrate that the k-core analysis has the potential to reveal the rise of “up and coming” CPs. To encourage reproducibility of our results, we make our datasets available via an interactive query system at https://cnet.fi.uba.ar/TMA2018/ https://cnet.fi.uba.ar/TMA2018/ […] > Finally, we study the core evolution of nine other remarkable CPs that belong to the TOPcore but were not included in the Big Seven. Seven of the nine selected ASes are the remaining ASes in Bottger et al.’s [47] TOP15 list, except Hurricane Electric (AS6939) which we do not consider as a CP since it is labeled as Transit/Access in CAIDA’s AS classification [80]. These seven ASes are OVH (AS16276), LimeLight (AS22822), Microsoft (AS8075), Twitter (AS13414), Twitch (AS46489), CloudFlare (AS13335) and EdgeCast (AS15133). The other two ASes are Booking.com (AS43996) and Spotify (AS8403). Interestingly, Booking.com or Spotify are not normally considered among the top CPs, however, they are in both TOPcores.
- aspenmayer 1y agoWhat else would these companies have to gain by making their games online only? Perhaps game developers even have contractual obligations to uphold, or incintives to include third party network interactions. The presence of Twitch, Cloudflare, and Microsoft on this list are interesting, because Microsoft drives a lot of threat intel and also makes a popular OS among gamers. If you want to reduce network traffic and reduce your reliance on third parties and internet access, migrating from Windows and using Proton on Linux would probably be a step in the right direction for many games that you would want to play single player.
- Levitating 1y agoImagine you're an indie game studio developing an MMORPG, both your server and client is likely under constant development and you may only have one or two actual production servers running your server code. Now this proposal requires you to also continually release your server code.[1] While adding documentation, support for different systems, while ensuring safety as the server can now be reverse engineered and while possibly being liable to abuse created through those servers. Even though your game (and its clients) aren't tailored to working on any server other than the official one anyway. At least that's my understanding of the issue. This proposal is obviously aimed at big publishers like EA and Ubisoft, but it hurts small developers. I argue we should just stop playing EA and Ubisoft games, who are the only ones who continue to pull this crap. [1]: As TheFreim pointed out, this isn't necessarily required. But the server program has to be released when the official servers are shut down. Which means this possibility has to be prepared for throughout development.
- TheFreim 1y ago> Now this proposal requires you to also continually release your server code. This is not accurate. From the FAQ: > Q: Won't this consumer action result in the end of "live service" games? > A: No, the market demand and profitability of these games means the video games industry has an ongoing interest in selling these. Since our proposals do not interfere with existing business models, these types of games can remain just as profitable, ensuring their survival. The only difference is future ones will need to be designed with an "end of life" build once support finally ends. I suggest reading the proposal or /at least/ the FAQ page: https://www.stopkillinggames.com/faq https://www.stopkillinggames.com/faq
- Levitating 1y agoI was actually reading the FAQ just now. From my understanding, a company does not have to release a private server alongside the client while the official servers are live, what I said previously was inaccurate. But when the official servers are closed, they are required to provide them. However, I don't see how a bankrupt studio can release their server code when they don't have enough money to keep their servers running. An MMORPG shutting down it's servers may not even have any developers left. It may also not have any players left. The FAQ suggests that this won't burden developnent at all, but I believe that it will. Regardless if they continuously release their server code or not, they still need to develop an "end of life" plan which means having the server code ready to release when they want to kill their servers. I think one of the most relevant part of the FAQ is: Q: Isn't it impractical, if not impossible to make online-only multiplayer games work without company servers. A: Not at all. The majority of online multiplayer games in the past functioned without any company servers and were conducted by the customers privately hosting servers themselves and connecting to each other. Games that were designed this way are all still playable today. As to the practicality, this can vary significantly. If a company has designed a game with no thought given towards the possibility of letting users run the game without their support, then yes, this can be a challenging goal to transition to. If a game has been designed with that as an eventual requirement, then this process can be trivial and relatively simple to implement. Another way to look at this is it could be problematic for some games of today, but there is no reason it needs to be for games of the future. I too want online games to be killed responsibly, but I don't think Stop Killing Games is being honest about how this will influence small budget game development as opposed to the big publishers they keep talking about.