PSA for anyone considering reading it: this article is full of LLMisms and was probably generated from a prompt.<p>That being said, I agree with the premise. Most of those cultural preservation issues wouldn't be a problem if users had control over their computing.<p>The problems caused by game servers going offline aren't necessarily specific to games, and the cultural preservation aspect can be applied to other programs as well. This essay explain what those problems are in a very accessible manner: <a href="https://www.gnu.org/philosophy/who-does-that-server-really-serve.html" rel="nofollow">https://www.gnu.org/philosophy/who-does-that-server-really-s...</a>
> If a certain activity is essentially your own, then maintaining your full control over it requires that you do it using your copies of free programs, running them on computers you control. Doing it in any other way is SaaSS because it denies you the control you deserve.<p>The word deserve is interesting here.<p>There's a social sense (based on the just world fallacy, see also Karma), and a natural sense (by natural law, you deserve whatever you are able to get).<p>In the natural sense, which is the only real one, a person deserves computing freedom if they are able and willing to obtain it. If they care, and if they're willing to work for it.<p>It's the same way with freedom in other contexts. If you don't care, at least not enough to defend it... well, we can see the results of that.<p>I think Stallman is using the word deserve here in the sense that computing freedom should be some kind of human right. That's an admirable position, but I don't think I see it catching on. (Heck, regular freedom is still pretty niche, especially globally, and computing freedom is a strict subset.)
> PSA for anyone considering reading it: this article is full of LLMisms and was probably generated from a prompt.<p>Possibly, but it doesn't appear that way to me.
"Freedom 2" makes zero sense:<p>> A multiplayer game cannot survive if only one person has the server files. Freedom 2 ensures that the community has the legal right to share the server software<p>In most online games, only the developer has the "server files". You'd need access to them first to even share them. Freedom 2 should be access to server files, if anything.
> a $70 purchase turn into a useless desktop icon<p>and so it begins...
This is basically advocating for open source games which is a completely different story than what stop killing games is trying to do.<p>There are tons of closed source games that have zero online component to them.<p>I don't see how you can actually argue that this is a good thing, especially when they say:<p>> The freedom to redistribute copies so you can help others.<p>That... basically kills the entire gaming industry.<p>Am I missing something serious here or is this really trying to advocate for that.
> That... basically kills the entire gaming industry.
>
> Am I missing something serious here or is this really trying to advocate for that.<p>What you <i>might</i> be missing is that the author advocates for free software (which is framed differently from open source), while games typically aren’t pure software, but rely very heavily on art assets. The movement for free software traditionally draws a distinction between software and art. This means that only the software part of each game would need to be distributable, not the entire game.
In that vein, the other day this got posted to HN: <a href="https://twilitrealm.dev/" rel="nofollow">https://twilitrealm.dev/</a><p>It uses an independent reimplementation of the code of a Zelda game from the GameCube and combines them with the assets from the actual game to make native binaries for various platforms, which blows my mind a bit but demonstrates the power of this sort of split abstraction.
Yes! And there are many other re-implementation projects, like OpenMW, OpenGothic, fheroes2, and others, which allow you to play the games if you can provide the original assets. Largely for older games, but the point stands.<p><a href="https://openmw.org/" rel="nofollow">https://openmw.org/</a><p><a href="https://github.com/Try/OpenGothic" rel="nofollow">https://github.com/Try/OpenGothic</a><p><a href="https://ihhub.github.io/fheroes2/" rel="nofollow">https://ihhub.github.io/fheroes2/</a>
OpenMW has been on my list to try out for a while now, I should have thought of that one. I hadn't heard of OpenGothic, but I also only recently started learning about that game at all with the remake coming out soon, so I might need to add that to my list as well!<p>This makes me think, is there one of those "awesome" lists for open game reimplementations? If not, someone should make one...<p>(edit: Thanks for the multiple great replies on this! Now I have even more stuff to go through to add to my lists, and I love having that problem)
Yes, there is <<a href="https://osgameclones.com/" rel="nofollow">https://osgameclones.com/</a>>. Note that not all of the listed games are free software, but many are.
Luxtorpeda maintains a pretty comprehensive list of game reimplementations<p><a href="https://luxtorpeda.org/packages" rel="nofollow">https://luxtorpeda.org/packages</a>
Adding on to this but I'm not sure if it's 1:1 what you're talking about.<p>PokeMMO is a online Pokemon Fangame that combines the first 5 generations of games. From what I gather, this is possible because it is up to the user to provide the ROMs, so litigious Nintendo cannot say they are re-distributing copyrighted material
Does it only use the assets from the original games, or also the scripting? If the former, then I'd say it's basically the same concept that I'm talking about, but with making a new game using the existing assets rather than reimplementing an existing one. If it uses the scripting as well and then provides some extra stuff to merge them and put it online, I'd say it's a slightly different (but still extremely cool!) thing.
WTF!<p>That is impressive there is OSS Gothic 2<p>I wonder if its legal, how is it MIT
Presumably from the same methodology they laid out in the parent comment: clean-room reimplementation of the code is fair game, and you have to bring-your-own-assets (ostensibly from a legal copy of the original game, but however you do it is your own choice, not anything the people providing the free code need to be concerned with).
what power, exactly? that nintendo doesn't care about these guys for some idiosyncratic reason?
The power to have a game natively on platforms it was never implemented on before but look identical to the original. To me, that's honestly cooler and more desirable than emulation; the fact that it's also more defensible from an IP standpoint is just a nice bonus.<p>I also wouldn't say that "respecting the limits of IP law" is particularly idiosyncratic either; you can make the case that IP owners like Nintendo often overreach due to the inherent advantage of being a large company with a lot more resources than a smaller open source project, but I don't really see it as worthwhile to call them out for <i>not</i> doing that in some cases.
Dwarf Fortress is a modern example of that paradigm.
This is largely how open source game engines like OpenMW or OpenTTD work: the game engine is reverse engineered, and the art is something the end user provides by downloading/owning a legitimate retail copy.<p>And that’s really great, but this model is ultimately not realistic for most game developers.<p>It’s not like productivity software where the code of the product isn’t the majority of the value being delivered. Gitlab is happy to give away their source code because a bunch of enterprise integrations, support, cloud hosting, and features are paywalled.<p>Game developers really just can’t do this model. If the game is open source it’s going to be far too easy to pirate the game. The economics of single player games largely revolve around the strength of sales in the first month or two.<p>This model works for games on GOG because they tend to be priced so low that most users are okay with paying for convenience. Many of the games in that catalog are essentially back catalog that have been paid off for years and whose sales are quite insignificant to the publisher.<p>For a AAA game where it needs to sell millions of copies at a high price to break even on its huge production budget, game companies can’t risk a high piracy rate. Just look at GTA 6, a game with a production budget of multiple Avatar films.
Games will get pirated regardless whether they're on GOG or not.<p>> This model works for games on GOG because they tend to be priced so low that most users are okay with paying for convenience. Many of the games in that catalog are essentially back catalog that have been paid off for years and whose sales are quite insignificant to the publisher.<p>This is not always the case. For example this game will be available on GOG on day 1. In fact you can pre-order it now: <a href="https://www.gog.com/en/game/gothic_1_remake" rel="nofollow">https://www.gog.com/en/game/gothic_1_remake</a><p>As another example, this game was released on GOG 5 months after the Steam release: <a href="https://www.gog.com/en/game/clair_obscur_expedition_33" rel="nofollow">https://www.gog.com/en/game/clair_obscur_expedition_33</a><p>Likewise, Cyberpunk 2077 was released on GOG 4 months after the Steam release. And IIRC the game's revenue didn't cover its costs until ~2 years later.<p>All three of the examples I gave are $50 or more.
> That... basically kills the entire gaming industry.<p>> Am I missing something serious here or is this really trying to advocate for that.<p>My reading of this was it was in terms of multiplayer games and servers. It was that the server should be freely redistributable and accessible. Much like you can download and run a minecraft server without owning a minecraft license.<p>The next sentence<p>> A multiplayer game cannot survive if only one person has the server files.
To be fair, the legislation also kills any sort of multiplayer games, so it's in the same spirit. It just takes the idea to its logical conclusion. As a game developer, if this thing passes, I would just not build multiplayer ever anymore.
as a game dev myself, agreed.<p>I’m guessing nobody here has ever actually tried to make games, let alone multiplayer ones. It’s not “oh just make it better” we’re usually already stretching the limits of what’s possible financially and time wise to get a working (fun) product.<p>You can add burdens all you want, but that means the games get simpler.. because they can’t be made cheaper (price sensitive customers) and time is finite in that context. something has to give.
As not a game dev myself, may I ask for clarification? How does ‘Stop Killing Games’ legislation kill any sort of multiplayer games specifically? Aren’t there already games which don’t have the problem the movement is trying to solve? Wouldn’t it only require action from you if you were trying to kill multiplayer in the first place? I feel like I may have misunderstood your point or am just lacking a lot of important insight.
> Wouldn’t it only require action from you if you were trying to kill multiplayer in the first place?<p>It's a question of when, not if - you're not going to pay to keep the servers online forever. What are the legal consequences of not releasing a functioning server if for some reason you can't? If they're bad enough then plenty of people will not be interested in taking that risk by making such games.
> What are the legal consequences of not releasing a functioning server if for some reason you can't?<p>How about "the government forces you to release the code"? That's seems fair.<p>Unless you hid your source code in USB drives under your bed, the government can probably just force GitHub (or similar )to release it. I bet they've got it backed up.
The government will release it with all the copyrighted code and assets that's owned by a bunch of third-parties?<p>Ex. if I license my artwork, music, characters, code library, etc. to a game developer and they don't create a legally releasable version of their server, then the government will forcibly break our licensing agreement and I just get screwed?
So you're assuming game devs write every line of code in their server infrastructure. First, could be using a third party library you have license to use on a limited number of machines that make up your backend servers. Second you could be paying for third party API access to something like snowflake.<p>You either have to rip out the code (which may or may not break the server, but still requires developer time to do) or write replacement code which likely takes even more dev time to do or you would have done it instead of paying for the library/access to the service.
Ab1921 in california doesn't propose this. Its either an offline copy, a copy that works without servers, or 100% refund. Basically patch or refund.<p>I can't wait to see "you haven't met your patch obligations" on a balance sheet and a full indie game being underwater
Gamedevs dont' use git (not the serious ones anyway) they use Perforce or PlasticSCM on self-hosted servers.
Well, ok, you grasped at a few issues there that go off in different directions.<p>The issue with "Stop Killing Games" is that the legislation doesn't <i>currently</i> look like anything, it's a broad appeal and the solution for studios will depend on where it finally lands.<p>If it lands in the realm of "Games must be released FOSS after x years" then, aside from the fact that a lot of the times we don't own the copyrights to our own assets or certain code (they're on license for a single release) the second issue is how to release it.<p>First: the online backend for The Division or Destiny are just... not possible to run. The backend is fused to the products via a slurry of certificate pinning and object serialisation, with some things happening only on the server.<p>"Un-fusing" them is, basically impossible at this point; so the question is: can you build such a system without them being fused together in the first place?<p>The answer is: yes, but only by slowing down development. It would become much more about defining our boundaries and working on a "slim" version of the backend, or stubbing the backend completely. Obviously this is a lot of effort. The thing is we only <i>barely</i> managed to get a functional system, so adding an extra year for programming isn't going to be possible, we'll have to "cut" features that are hard to make.<p>"So, why don't you just release the server".<p>Well, that's a good question, we could remove the certificate pinning we have on the client, and the entitlement checks, stub out all the code that relies on third party APIs and give you a server binary.<p>But the server binary doesn't start unless you have 190GiB of RAM and 38 available CPUs.<p>So, we'd have to work on slimming that down, or building things in a totally different way: which means "seamless" darkzones and safehouses becomes impossible.<p>THEN you have the issue of releasing a binary that can be used to create cheats against the next version of the product, which we already had a major issue with.<p>So, most likely, we just make single player games.<p>Honestly, the industry is moving that way anyway because unless you've been doing it for a while making multiplayer games is really hard from a game design standpoint and there's an ongoing operational cost which people are a bit too price sensitive to support.<p>That's why Massive released The Division 1 & Division 2 but then pivoted to doing single-player games like Star Wars and Avatar which only retains the most basic multiplayer elements.
> But the server binary doesn't start unless you have 190GiB of RAM and 38 available CPUs.<p>This doesn't seem like much of an obstacle? Can buy or rent such without too much trouble.
> But the server binary doesn't start unless you have 190GiB of RAM and 38 available CPUs.<p>As far as I understand that situation is accepted by the initiative. The requirement is not that it works on any specific hardware or software stack, just that it can theoretically work.<p>> a binary that can be used to create cheats against the next version of the product<p>Anti-cheat solutions aren't required to be released, and if there are bugs in the server, they might even be found and patched by the community.
What you're saying is true for the californian legislation, but not the EU which is currently being drafted (in a different direction) - nor the direction of the authors article, and like I replied in a sibling response: it's not like people would be <i>pleased</i> to get our binaries.<p>Second: anti-cheat itself is a fucking joke. A crutch, a last ditch hail-mary because we ran out of time to batten down the hatches or things were changed so often from the start of the project to the end that we couldn't add safety into the protocol design properly.<p>Exposing how our systems think about how you move, how you shoot, when AI ticks, when loot ticks, behaviour trees and how phase transitions are computed: gives an attacker a hell of a lot of leverage.<p>To put this into broader easier to understand terms: ask yourself why it's so easy to cheat in Unreal Engine games vs Battlefield.<p>It's not the anti-cheat. It's the complexity of digging through the engine and knowing what the memory is doing and what the server is doing.
Wow, thank you for the detailed answer! I understand your point much better now.<p>I still think ‘kills any sort of multiplayer games’ (what the other dev said) is a gross exaggeration, since you list some ways this could be made to work, but it sounds like some things would cost significantly more resources and need to be done differently. But hey, maybe that’s not necessarily a bad thing. (Plus, there are multiplayer games which aren’t quite as resource-intensive on the server side.)
I think what I'm trying to explain is that we barely make it work by the skin of our teeth, and adding more requirements means fewer features.<p>The extra point I made was that it's actually kind of costly to run these systems, and I promise you publishers would <i>love</i> to push that cost onto the community with community run servers (think: CS1.6) but the reason they don't is because developing systems that way takes much longer and cannot be properly secured (mostly due to cheating but also from an entitlement standpoint).<p>So, I think either multiplayer games will get much more basic, with simple gameservers. No more large multiplayer RPGs.<p>Or, there will be fewer multiplayer games, because it's even more risk in an already risky business.
We used to have player run servers for years. Is it some lost skill to write software that way?
It's not a lost skill.<p>Spinning up a binary and replicating actors across two computers that both have a connection string to a server is.. for all intents and purposes: easy.<p>Where it falls down is when you start to have complex interactions with AI that's serverside, or you have a dynamic world that changes based on player behaviour, or you have cross platform requirements, integrations with companion apps and above all: matchmaking.<p>If you're a looter-shooter, there's a whole host of complicated interactions too.<p>A game like Apex Legends could probably distribute their server binary, but if you require <i>online</i>, as in, not just a single match, but an economy- a dynamic matchmaker and a dynamic world (meaning: when you kick a box it stays kicked) and a persistent account (you keep your loot): then that doesn't work well anymore.<p>The interactions are just too complex to batten down reliably, they'll be exploited, there'll be no fun, or: it just won't be possible for certain features, regardless of safety.<p>You can see how this looks by trying to use one of the many unofficial versions of Runescape.
> the server binary doesn't start unless you have 190GiB of RAM and 38 available CPUs.<p>> So, we'd have to work on slimming that down<p>...why? My reading of the law is that you need to make the binaries accessible, you don't have to provide the hardware to run it on.
Community backlash will be fierce if it's not actually runnable.<p>Ubisoft doesn't have the most stellar reputation for example (I don't work there anymore) so people look at things we do by accident as if they are intentionally malicious.<p>Also, the California law is <i>one</i> law, the EU is also looking at this and it's likely to look different - that's why "Stop Killing Games" doesn't really mean anything yet, even people within the movement have differing definitions.
The key is communication. If the company says the binary has a certain min. requirement, then the vast majority of people will accept that.<p>Of course there'll be idiots, but I doubt you'll see a stronger backlash than to a company shutting down the servers without any solution, like they can do now.
><i>My reading of the law is that you need to make the binaries accessible, you don't have to provide the hardware to run it on.</i><p>if no one can run the binaries, despite them being accessible, then the regulation has failed and there will be a new movement to alter the regulation.<p>the <i>spirit</i> of the law is that i can reasonably spin up an instance of the server for me and my friends to play.
Kind of depends on the definition of no one.<p>If the company puts an artificial proof of work demanding a rack of the latest data center GPUs, that should be illegal.<p>If the binary has the same hardware requirements that the company used when the service was up, I see it as totally fair.
true, but i think this would be exceptionally difficult (if not impossible) to enforce.<p>ubisoft would surely be willing to spend an extra $500k on server hardware while developing a $25MM game, and subtlety bloat their server-side code so that they can say "this is the hardware we had to use to run it".<p>there are a million ways to slow down code/increase hardware requirements that look plausible.
If a game is popular enough for anyone to care, some turbonerd will get the server running on a massive cloud instance, and then people will be able to play the game.<p>Fans have reverse-engineered and stood up servers for tons of games with no access to the server binaries. The idea that they wouldn't figure it out when given much better resources (server binaries or source code) is crazy.
> if no one can run the binaries, despite them being accessible, then the regulation has failed and there will be a new movement to alter the regulation.<p>This isn't the 2000s. People can rent a computer out of a data center. This isn't some hard problem here.
this was written (or 'output') by someone (or something) that clearly has not thought of the knock-on effects of those freedoms.<p>they sound great in theory, but in practice exactly one person will buy the game that cost millions to produce, put it up on a website for free, and then the studio will say "well, never doing that again".<p>by all means i 100% agree that an ostensibly single player game should not be locked behind a login or telemetry, and that platforms like steam should not be able to lock you out of playing games you paid for. but i dont think forcing the whole free software thing would work out how the author is imagining it.
>they sound great in theory, but in practice exactly one person will buy the game that cost millions to produce, put it up on a website for free, and then the studio will say "well, never doing that again".<p>fyi, there are tens of torrent trackers with every game/movie/album/etc under the sun. had been for two decades.
We have decades of real world experience which shows this is not true. People buy things they could otherwise get for free with a bit of work all the time.
you aren't getting a company to build baldurs gate 3 and hope they recoup the costs from ko-fi donations.<p>real world experience is that most companies do not offer their software for free, and open source developers either have to get sponsored or have to constantly solicit donations.<p>donations do not typically cover multi-million dollar, multi-year development cycles.
you don't need to liberate your project to GPL or whatever OSS to let users distribute them via torrent or at least being able to backup the DRM-free installer... i bet most if not all AAA games have their crack into the pirate land in less than a week after or even before release
> […] in practice exactly one person will buy the game that cost millions to produce, put it up on a website for free, and then the studio will say "well, never doing that again".<p>This is exactly what has been happening for years, only illegally. If it became legal, I imagine far less people would end up buying the game, though probably still more than just one.<p>But again, games are more than just software, so the four freedoms do not enable this.
As the article mentions, these arguments are basically all the arguments of the FSF, and everything Richard Stallman pushed for since the 80s. So yes, there has been plenty of thought, scrutiny, improvements, etc. 40 years of it in fact.
><i>So yes, there has been plenty of thought, scrutiny, improvements, etc. 40 years of it in fact.</i><p>what percent of businesses follow the FSF freedoms and turn a profit?<p>i would love it if i could get all my games for free, and legally give additional copies to all my students, family, and friends. but the developers pumping out those games probably want to see some sort of return more substantial than whatever trickles into their ko-fi account. they'll just stop developing games and go into CRM software or whatever.
I don't see how "what percent" is the right metric. There are hundreds of such companies (I work for one) but it's a small percentage due to other factors (mainly it not being the default way most founders think about these things)
Not really my point. My point is more that you suggested no one has thought about this, but yes, they have.<p>To answer your question, there have been plenty of business who have created and published free software (albeit plenty have later closed them). Notable examples are Databricks, Hashicorp, Mongodb, RedHat.<p>Sure they've built a moat on top of their free software, but they have (or had) free software regardless.
><i>My point is more that you suggested no one has thought about this, but yes, they have.</i><p>i didnt say <i>no one</i> has thought about free software.<p>i said that this specific llm that output this article did not think about how the freedoms would work in todays gaming industry.<p>there are dozens of issues that immediately pop into my head, mostly specific to gaming, which are not mentioned or addressed at all.
> That... basically kills the entire gaming industry.<p>Pretty dismissive, no?<p>Jason Rohrer puts many (most?) of his games in the public domain, including "One Hour, One Life" [0] [1]. As far as I know, his game is pretty successful, by indie standards.<p>Teeworlds was at one point accepting donations, I believe [2]. Solarus has a donation page [3].<p>I'm sure there are many more examples that span the spectrum of payment options and cover different permutations of being online or offline.<p>To me, the deeper question is what are you actually purchasing? The bytes? The convenience? A slice of server resources? Developers and artists time?<p>I'm happy to give money to projects that I use, especially if it creates less friction than trying to go outside of the payment method and if the project is libre/free. I'm willing to pay for proprietary content but I have little expectation about what kind of service they're providing, especially they fold.<p>If there's a libre/free option, I would much prefer to invest in it. If there's a proprietary option that is asking for resources, I'm much less prone to give since it's clearly a transactional relationship.<p>[0] <a href="https://onehouronelife.com/" rel="nofollow">https://onehouronelife.com/</a><p>[1] <a href="https://github.com/jasonrohrer/OneLife/blob/master/no_copyright.txt" rel="nofollow">https://github.com/jasonrohrer/OneLife/blob/master/no_copyri...</a><p>[2] <a href="https://www.teeworlds.com/forum/viewtopic.php?id=446" rel="nofollow">https://www.teeworlds.com/forum/viewtopic.php?id=446</a><p>[3] <a href="https://www.solarus-games.org/about/donate/" rel="nofollow">https://www.solarus-games.org/about/donate/</a>
> Jason Rohrer puts many (most?) of his games in the public domain, including "One Hour, One Life" [0] [1]. As far as I know, his game is pretty successful, by indie standards.<p>OAOL runs commercial proprietary servers and the community was not free to distribute the game or run competing servers during the commercial active period. The community only got access to the servers when they had declined to 20-30 concurrent players. So the model that made this economically viable was the proprietary control model.<p>> Teeworlds was at one point accepting donations, I believe<p>Teeworlds doens't pay its staff a living wage, those donations went to server infrastructure.<p>According to developers of the most popular open-source games themselves, open-source games have not been commercially successful... it is very common for them to only cover operating costs via community donations, and many projects have a player base actively opposed to any monetisation model.[0]<p>Anyway, just because a handful of games can exist on libre models (even given what I've said) that doesn't mean the industry can survive with mandatory libre requirements.<p>[0]: <a href="https://80.lv/articles/inside-the-open-source-games-in-search-of-business-opportunities" rel="nofollow">https://80.lv/articles/inside-the-open-source-games-in-searc...</a><p>FD: I speak from a position of being in the AAA gaming space for 11 years, so I have an economic incentive to... not lose my job due to the collapse of industry- but I'd like you all to be able to enjoy my creations after it's no longer possible for me to run it for you; I want a solution too!
This is cool and all, but it’s been proven a million times over that surviving on donations sucks. One of the reasons a new field gets innovation in partly because it brings so many people hungry for profit in to give it a go. If your only motivation is art and “maybe someone will toss me a buck on occasion”, we’ll have as many software devs as we do street performers.
> redistribute copies<p>I read this more as game sharing. For example, say I buy a game and my friend also wants to play the game. In the past, I could just give them the disk and we both enjoy it. But today, with DRM and one use keys, this isn't possible. The game industry survived 20 years ago so there's no reason it can't survive without DRM and with sharable keys.
><i>For example, say I buy a game and my friend also wants to play the game. In the past, I could just give them the disk and we both enjoy it.</i><p>the difference being that only one person could enjoy it at a time. the math is a bit different when one person can put a copy of their game up online and let thousands of people enjoy it for free at the same time.<p>there is a happy medium somewhere between intrusive DRM and demanding games be free.
Game budgets were a lot lower 20 years ago, so maybe modern AAA games with $100m+ budgets can only exist in a world where every possible customer can be maximally shaken down.
Given that I can already get a copy of any game in existence without paying, the quoted text isn't even a change from the status quo really.
yeah.<p>I think a more achievable model might be more like GOG, but with online.<p>GOG games remain closed source, but are downloadable and playable offline with no DRM.<p>But there's nothing about online/multiplayer play in the GOG equation.
It's not really advocating for open source games despite evoking Richard Stallman and Free Software.<p>A lot of people get all up in their feelings when it comes to "private property", like (hypoerbolic) "if they allow redistribution of abandonware, they might take everything" and it's just not justified. It used to be, for example, that copyrights on books weren't automatically granted and they were much shorter terms. You had to apply for copyright renewals. Why? Because of orphaned works and it was viewed that if nobody held an interest that they asserted, it was in the public good to place that in the public domain.<p>Abandonware follows the same principles. The arguably controversial part is that "abandonware" here includes "forced obsolescence". And I 100% agree that if you, as the publisher, make a game nonfunctional (or even greatly reduced functionality) then people should have the right to make those games work.<p>The most egregious cases are like Simcity 5, which was made online for literally no reason (other than "because piracy"). They tried to sell online features but that wasn't the reason.<p>The idea that this kills the entire gaming industry is just slippery slope hyperbola.
> That... basically kills the entire gaming industry.<p>> Am I missing something serious here<p>Only just that the video games industry as we've known it for the past few decades is basically already dead—at best, it's a hollowed-out husk of what it once was.
If I subscribe to a service for $M/mo, I expect that service to work as long as I pay for it. If the maintainer of that service decides to turn it off and no longer charge me money, then so be it. I subscribed with eyes open about the lifetime that $M got me.<p>If I buy a product for $N one-time charge, I expect that product to work basically forever, until it physically breaks or wears out. I have woodworking tools over 50 years old. I would never expect Craftsman to sneak into my garage one day and destroy them because "they're old and unsupported and I should just buy new ones." I don't expect Toyota to repossess my car because it's hard to supply parts for old cars and they really just need me to buy another one.<p>So why is it OK for a software developer to just arbitrarily decide to flip a switch and remove my ability to use a product I paid for?<p>EDIT: I realize I am arguing <i>for</i> subscription pricing for software, which I am generally against. But for a game that <i>requires</i> a server operating in order to function, perhaps subscription pricing is more appropriate at least for that kind of game. It's still not appropriate for games or tools that run natively and don't have a significant reason for their logic to reside in a server.
Because we don't have a right to a continuing service that requires their labor unless they agreed to it. A buyer should discount the value of products that rely on ongoing services accordingly.<p>See also 'Juicero'.
If a software requires a server component that is costly to run, then I would expect the software developer to charge a subscription in order to use it, rather than offering it as a one-time charge and then destroying it when they realize letting me continue to use it is costly.
> Because we don't have a right to a continuing service that requires their labor unless they agreed to it<p>There are carve-outs in the legislation for this. It's a moot point.
Why do you deserve free labor from a game developer that you paid a nominal amount to 10 years ago, not to mention infrastructure costs.<p>At no point did you purchase unlimited free online service forever, by the way. The game developer did not promise that, and you hold no contract with them mandating free labor and infrastructure perpetually.<p>It's the equivalent of paying $10 to enter an all-you-can-eat restaurant and complaining when they kick you out at 10pm while you say that you haven't technically had ALL you can eat yet.
I purchased a toy that I expect to be able to continue playing with long after the company that made that toy loses interest in it. I don't expect the company to run servers for my toy, I can do that if they gave that opportunity.<p>The way the industry currently operates is you show up to an all you can eat buffet, pay your $10, and then they give you a 30 page contract that you have to sign before you can start eating. You are further SOL if you sign that contract at 4:40 and they decide "well, today we are going to close at 5pm because there's not enough people here. This isn't profitable to us".<p>Once upon a time, all games operated like this. I could buy half life and run a half life server locally and all my friends could play half life together without valve ever getting in the middle. That didn't cost valve anything to support that. It was all part of the price of purchase of half life.<p>Heck, for games like Jedi Knight Dark Forces 2, 3rd parties like MSN hosted their own 3rd party services for matching players together. We still hosted the servers, but MSN did the match making. And when they stopped that service, it didn't matter. We can still host and play DF2. Theoretically another 3rd party could start up to match make again.
Games explicitly do not promise online features remain available perpetually. No reasonable consumer would assume perpetual access, either.<p>I also completely disagree that "it doesn't cost Valve anything to run Half Life". Firstly, it's patently incorrect, given Half Life has received 20+ updates in the last 5 years alone. Secondly, it's technically incorrect, given Steam going offline prevents you from opening Half Life at all. Newsflash, Steam games have CEG DRM and will not function for long periods of time without Steam.<p>Steam shuts down tomorrow, guess what? None of your games are working without a third party workaround. Even if you had them installed.
> No reasonable consumer would assume perpetual access, either.<p>I expect perpetual access to my game the same way I expect access to my books. Most of my multiplayer games can still be played without involving a clown server somewhere (either by hosting one myself, or by playing over LAN). This is somewhat skewed by me not having bought many of the offending games, but it's clearly not an impossible feat. It's not even a big ask. And yet it's still not done.<p>> Steam shuts down tomorrow, guess what? None of your games are working without a third party workaround. Even if you had them installed.<p>The mere existence of that workaround means I still get to play my game. There aren't any workarounds for most of the games Stop Killing Games care about, since developing them requires enormous amounts of man-hours reverse engineering, while the devs could do the same in a fraction of the time (or at the very least give people a head start!).
> Games explicitly do not promise online features remain available perpetually. No reasonable consumer would assume perpetual access, either.<p>Explicitly through a contract you HAVE to sign AFTER the purchase. That's a big problem I have with this model. It's not made explicit until after the purchase.<p>And, it is reasonable to expect because, as I said and other old game players can attest to, this was the status quo for games ~15 years ago. This was a change in living memory.<p>> Firstly, it's patently incorrect, given Half Life has received 20+ updates in the last 5 years alone.<p>How about Quake 1/2/3? I pulled half life just as an example. Valve is making those updates because they want to, not because they have to.<p>> Secondly, it's technically incorrect, given Steam going offline prevents you from opening Half Life at all.<p>Ok, Again Quake or Dark forces 2. But also, it's only technically incorrect today. It wasn't when HL was originally released. Valve had to backport in it's integration to the valve servers. That is, they technically had to put in effort to make the game tie to their servers.<p>But also, I can still dust off my old HL cds, install it, and play it without the steam integration. I can even patch it to a pre-steam version and game with people that aren't using the pre steam version.<p>> Steam shuts down tomorrow, guess what? None of your games are working without a third party workaround. Even if you had them installed.<p>That's really only because steam has gone out of it's way to install DRM on top of the games. They have purposely broken my games to be dependent on their services.<p>None of this makes your argument better, in fact it's a highlight of the broken nature of the games industry.
> Steam shuts down tomorrow, guess what? None of your games are working without a third party workaround. Even if you had them installed.<p>Not true. Some games distributed via Steam will continue to work because they do not use (or require) Steamworks.
I'm not asking for free labor. I'm asking that if someone sells me a product for a one-time cost, then I expect that product to continue working as it did when I bought it. If ensuring it "continues working" represents a cost to the developer, then they should reconsider charging one-time for the product.
> they should reconsider charging one-time for the product<p>You wouldn't be able to afford it. It's well known at the time of purchase that online games will eventually become obsolete. Comparing that to tools is comparing apples to oranges.<p>Now, I do think that game companies should be compelled to make their servers available for others to host and maintain if they decide to stop hosting and maintaining them themselves. Some do, but all should be required to.
> At no point did you purchase unlimited free online service forever, by the way.<p>The legislation specifically carves out for things like this.<p>> Why do you deserve free labor from a game developer that you paid a nominal amount to 10 years ago, not to mention infrastructure costs.<p>The legislation doesn't add this requirement at all.<p>> It's the equivalent of paying $10 to enter an all-you-can-eat restaurant and complaining when they kick you out at 10pm while you say that you haven't technically had ALL you can eat yet.<p>No. It's paying $10 and eating until 10pm and then leaving because they are done.<p>Your entire comment just reads as someone who has made assumptions about what is being asked for rather than actually looked into it.<p>Just the opening of your first two paragraphs proves that.
My father was a printer his entire life. I went with him to work one day when I was around 12 years old. He loaded up a box of, what seemed to me a random selection of flyers, booklets and other printed goods in his car, and together we drove to the National Archives (in Sweden).<p>He explained to me that every media artifact of cultural significance would be stored there in three (I believe) copies for future generations to enjoy, or researchers, or historians.<p>I was given a tour by an archivist there and this became a core memory of mine.<p>I was always at unease growing up, wondering what would happen to video games when they no longer became popular. Would I be able to enjoy them when I got older? Would my children ever be able to play the games that shaped my teenage years?<p>The discussion around the matter of Stop Killing Games always devolves to one around free labour or around infringing the rights of the creator, but at some point, when a game, or a film, or a book is no longer monetised, makers of cultural works should be obliged to archive and ensure that our shared cultural heritage and identity is preserved for the future.<p>Film makers, authors, printers, ad agencies, music producers, and many others are already obliged to do this in many countries.<p>Why should video game producers be exempt?<p>It's just better for all of us, and our children, if these works of art are preserved, and that at an insignificant effort and cost, compared to the cost of developing it.
> I was always at unease growing up, wondering what would happen to video games when they no longer became popular. Would I be able to enjoy them when I got older? Would my children ever be able to play the games that shaped my teenage years?<p>The worst thing, at least to me, is that the worst case scenario, as long as the devs don't go out of their way to kill a game permanently, is still not all that bad.<p>There's emulation, there's virtual machines, there's dicking about with config files, and there's just buying the old hardware outright. Even old, obscure and fiddly games can be played if you put in the effort. Even the old and obscure will very often be out there on the web, and even if it isn't, you can eventually get hold of a physical copy (and then make a good example and make it available yourself!).<p>But the moment there's a clown server dependency involved, that's it. You've lost before you've even begun. Sometimes a miracle happens, or someone dedicates their entire life to restoring that one game, and we thank them, for they are doing capital G God's work. But preservation can't depend on miracles.
Related: "<i>The California state assembly has passed the 'Protect Our Games Act'</i>" 29-may-2026 <a href="https://news.ycombinator.com/item?id=48328365">https://news.ycombinator.com/item?id=48328365</a> 277 comments
Pangram flags this as 100% LLM output fwiw
It's not pee-pee — it's poo-poo.
For a multiplayer game, especially for something like an MMO where there's lots and lots of content that exists only on the server, there's an interesting question. How do you keep the game going? Do you force the company to release a full working server with all of its content? I'm not opposed to that, but it's a much taller ask than "allow the end users to keep using their clients."<p>But then who's allowed to run servers? Can I modify the servers and mod them and republish my changes? Does killing the game also need to cancel any copyright on any server-side assets?<p>But then we need to get into licensing. What if Fortnite goes offline and they publish their server assets? Does that give me the right to use Naruto and Family Guy avatars on my homebrew server?
Stop killing games before they even get made by putting unnecessary burdens on developers.
I love it but how do people tolerate the Steam launcher? Why is it a requirement to launch ages old games that lost support aens ago and do not even support Windows 10/11 and the best way to launch them is under emulation or virtualization, e.g. in Windows XP, but modern Steam is not compatible with XP, so ... you're screwed?<p>Valve could have made `steam.dll` optional for really old games but DRM is DRM and it's here to stay.
> Valve could have made `steam.dll` optional for really old games but DRM is DRM and it's here to stay.<p>It mostly is if you digging a bit. Yes, it should work out of the box, but at least it's possible to make it work. When the battle of getting games to not permanently break is still being fought (not to mention that there's (somehow?!) significant sentiment that games permanently breaking isn't an actual problem), there's little wonder why the battle of inconvenient DRM isn't really happening.
Stop playing games ;<p>Can't see how an independent developer would ever be able to do this. We need more independent things not less... this would be my concern.<p>Better legislation would be to force developers to at least allow people to run their own servers.
I think they are taking a limited[1] but pragmatic approach.<p>[1] This is still way more than the industry would want.<p>If the are successful we will see quite a bit more open source.
The discussion here is amazing! Takes me right back to the early days of Linux and discovering Free Software. How will developers eat?? Who would write software for free?? These people clearly didn't think this through!! Amazing to hear it all again, lol!<p>Let's think about it. Free software just applies to the source code. Artwork, logos, even trademarked names are not Free. Support, services, and documentation can also be non Free. This is the Red Hat business model and they make a ton of money.<p>Right now several very popular games are free or almost free to install and play. The game studios make money off of in game purchases. There's no reason that couldn't continue.<p>Games could be Free but connecting to the server for multiplayer would of course cost money.<p>What about anti cheating? I think motivated software engineers working together around the world could come up with solutions to this. Or (and?), good social engineers could come up with incentives/punishments that heavily encourage fair play. I worry about this one the least. Here's one idea that my son just made me aware of this morning. Some game he was playing allowed him FPV of his teammates after he was eliminated from the round. He saw his teammate could see through walls. This angered my son and he called the teammate out. The cheating was defeated.
The discussion is so bad because the article is.<p>There’s so many nuances around assets, trademarks, copyright, monetisation, cheatware(?), multi-player etc but the article ignores all of it and goes for the straight freedom angle. How do you even have in-game purchases when you can’t control client code? Do we even have a single example of FOSS and mainstream game that made money and was multiplayer?<p>Terrible slop and I am flagging it.
Free games aren't as crazy an idea as one might think, the same way open-source projects like Blender are able to make quite a bit of money. If any of you are fans of space simulator games, I'd check out Kitten Space Agency by RocketWerkz. Their intention is to make this game not only free but DRM-free, so that users can legally put it on a thumb drive and share it with each other. You can also play it entirely offline. Because it's an educational game that's a spiritual successor to a beloved Kerbal Space Program with a significant cult following, they are hoping to continue the project via donations and by partnering with educational institutions. We'll see if this works out for them, seems a little ambitious, but I really hope they set a precedent.
> What gamers are actually experiencing is the inherent injustice of proprietary software.<p>The inherent injustice of developers being able to eat? The entire reason we're in this mess of a field is because of this ideological purity crusade. We could have a world where independent developers make a modest living producing good software that people pay a reasonable amouunt for, but because everyone expects everything for free, the majority of developers are forced into working for soulless corporations, who make the money that pays their salaries with the most predatory software imaginable, spamming ads, tracking, and microtransactions all over "free" software.<p>You also always have control over the programs that run on your own computer. Reverse engineer it if you care; the tools have always been there. The article mentions DRM, which is almost always bypassed, and private servers, which people do host -- so where's the lack of control, exactly? You just feel entitled to be given everything on a silver platter, you can't even be bothered to put effort into taking free stuff. Give me a break.<p>To be clear, I am fully in support of Stop Killing Games. Especially given the annoying copyright regime around hosting private servers, legislation to mandate some kind of fallback for termination is helpful. But trying to pin this cause to this horrible movement that has done 100x more harm than good? No thanks.
> You also always have control over the programs that run on your own computer. Reverse engineer it if you care; the tools have always been there.<p>It’s never been about what’s possible in theory, but what’s feasible in practice. By the same kind of logic you apply here, every country in the world is as good as democratic because you can work your way to free elections eventually, even if it takes a while.
I'm confused, does the author (or prompter, it would seem) of this article really feel entitled to game servers running indefinitely?
> or if it is illegal to modify the game client to point to a fan-run server<p>This would suggest entitlement to be able to allow the game to function in any capacity. They aren't expecting the developer to host it, but the legal right of someone to host it and the capacity for anyone to direct their client to it.
No. Didn't you read the whole thing?
I can still play Quake without Id spending any of their own money running servers.<p>That's <i>literally all anyone wants</i><p>Community run servers were killed because there's a possibility the community run servers would let you play with content you (gasp!) <i>didn't pay for</i>, as happened with TF2, so they can't possibly let you have that option! If they don't get $6 for a texture file, the world will end!<p>And don't give me bullshit about "But they would have to put extra effort into building that", as if nearly every game server application provided to players has ever been anything other than a random exe file with no documentation and critical flaws that require third party hacks to fix. Pretty much anything built on Unreal or the Source game engine had a ready to go server <i>by default</i>, or with a checkbox.<p>Hell, even nothing more than a carveout in the DMCA to allow people to legally reimplement servers after shutdown would buy a lot of goodwill. This carveout is only needed <i>because</i> the DMCA dramatically limited your legal rights in respect to software products just a couple decades ago.
The author doesn't give a fuck about games, which is why this article is pure slop.<p>If you decide the LLM should write your "passion blog post", it gives off immediate "soulless Linked grifter" vibes.
> If you're a gamer who has watched a $70 purchase turn into a useless desktop icon overnight, you're entirely justified in your outrage.<p>If you're a gamer whose game became unplayable from cheaters running hacked clients because the game's developer decided to share their source code online, you're entirely justified in your outrage.
It should be legal to make and sell proprietary software with whatever server entanglements you want as long as they are clearly disclosed.<p>If customers and care about open source and free software games, they will support them. There is no need to dictate the funding model people want to use for art or software products. This is an industry with an unbelievable amount of competition.
Wonder why this author felt the need to destroy his article with LLM content / proofreading?<p>Submissions on HN with interesting titles keep ending up being revealed as AI slop halfway down towards them making their point.<p>Authors: you don't need this. Don't disrespect your reader's time with LLM slophancement.
Idiots putting their noses where they don't belong. We do not need legislation for this. It would kill the gaming industry.
Every time I read this I think it means to "stop games that promote killing"
Yes, please. Also ask yourself why that old tumble dryer, fridge, amplifier, vacuum cleaner and water cooker from 40+ years ago refuse to die while modern units die about the same week the warranty expires.<p>They make you buy new or else the manufacturers fear going out of business. It's just sad that this has extended to practically everything.
Not always planned obsolescence. Good ol' "only the cheapest survive" plays a role, too.
Never heard that phrase. I think their point is the most cheaply made units aren't surviving into the future. They're just getting replaced often.<p>Unless perhaps it means only companies selling the cheapest are surviving. Which also doesn't seem broady true.<p>Maybe we can say "whoever sells the cheapest acceptable units survives".
A variation of Hanlon's Razor
I have a vision for an art exposition where common tools and household items are enriched with remote shut down technology. Devices that have no business being smart like a hamer, a tire iron, a lug Wrench and perhaps shoes.<p>The entrance will feature the obvious candidates that normally use electricity then gradually transition into things like a manual powered citrus juicer for which the battery is only for contract enforcement and planned obsolescence
Apparently one reason cars from the 90's last longer than new ones (which almost always fail in some way immediately after warranty expires) is the advancement and increased usage of computer modelling / simulation.
In the 90's they had pretty much mastered car manufacturing and made parts which they were certain would outlast the warranty, erring on the side of caution they mostly ended up making parts that lasted much longer than the warranty.<p>Now, with computer modelling and simulations, they can accurately design a part to be as cheap as possible to make while being <i>just</i> durable enough to last for the duration of the warranty.
D4A did a good video on it.. <a href="https://youtu.be/SeMZGICNSMg?si=sideQIwNBr9s9QW6" rel="nofollow">https://youtu.be/SeMZGICNSMg?si=sideQIwNBr9s9QW6</a>
Is there evidence this is actually true? When I’ve looked I’ve found the historical reliability is overstated and also ignores cost, availability, and environmental impact of manufacturing and using newer appliances and devices. Lots of older things were heavy, resource intensive, and overbuilt. Quality items are still available today for all of this stuff, probably cheaper than in the past in most cases.