Hey there!

Caesar239 already made a thread, but he offered to basically let me make my own thread so I can answer any questions you might have more conveniently.

I'm one of the official organizers for the EU Petition for Stop Killing Games.

A link to Ross Scott, the head of the movement, explaining in a video some of the most basic questions and reasons why this petition isn't just slacktivism or why this isn't just a lost cause. Also, here's our official FAQ that answers most of the questions people have, but to make it easier:

For the most common questions I saw from the original thread:

No, we're not asking for games to endlessly keep their servers up. In fact, we demand nothing of how long a publisher has to support their game.

Yes, EU can do this solely because every right you can think of as a digital consumer has either been ratified by the EU once another government has introduced it or they've fully originated it.

Games that actually sell themselves as a service (like World of Warcraft), aren't in our crosshairs at all. We're talking of products that are sold without a known end date. Just like people don't demand a 1 month gym membership to be endless, we're not demanding a 1 month WoW sub to last forever.

Feel free to ask any questions that you might feel have been bugging you.
Proud to be an SG member that's trying their best to improve digital experiences for everyone. Hope you will be as well by signing here :)

Giveaway

11 months ago*

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Finland, Sweden and Poland win! We need at least 4 more countries :)

10 months ago
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It's so amazing to see so many people from these countries come together and sign.

10 months ago
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F-yeah!

We want the ### RIGHT TO PLAY ### the games we bought!!!

10 months ago
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Germany reached the threshold! Just three more countries to go!

Also about 30% of the signatures needed, this is looking good! Don't forget to sign!

Also:
Ross addressed a lot of the questions and criticisms here: ---> https://www.youtube.com/watch?v=sEVBiN5SKuA
Nice resume with a lot of different subtitles to spread the word here: ---> https://www.youtube.com/watch?v=Y2Q8LrHNb3M

10 months ago
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this thread always reminds me the reason latest games are being maid with "online only". they do this just to pull the plug whenever they want just like ea did with the crew. some went even further, like rockstar who uploaded a launcher on play store to restrict access to previous bought games. they effectively replaced the game itself for a launcher just to control (and pull the plug whenever they want) the access to something that has been previously sold. the gaming industry is fighting hard against owning anything. piracy will prevail after they achieve whatever they want to achieve.

10 months ago
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Thing is, they are conditioning consumers to take this as normal. It's normal that your show isn't on TV anymore for whatever reason. It's normal that the game you enjoyed, played and have good memories of is totally dead, and your disc is a paperweight now.

But as Bertolt Brecht once said: “Don’t accept the habitual as a natural thing. In times of disorder, of organized confusion, of de-humanized humanity, nothing should seem natural. Nothing should seem impossible to change.”

10 months ago
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The Netherlands has just reached the required number of signatures! :D

9 months ago
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Plus, Denmark's also crossed the threshold, which is also amazing to see.

9 months ago
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great cause ; i sign up

9 months ago
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Bump!

8 months ago
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damn we not even half yet

4 months ago
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Could you please update the post?

1 week ago
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yeah we not going to make to even 50% :(

1 week ago
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Is gaining momentum. The initiative is still posible, a lot happened in the last few days.

Currently at dozens of thousands signatures every day. Surpassed 600k yesterday and already almost 640k

https://stopkillinggamestracker.pages.dev/

Don't give up! Spread the word!

1 week ago
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hopefully!!

1 week ago
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This!

6 days ago
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Nice intentions of supporting games, but this would basically force a indie dev to quit making multiplayer games, because on top of already making a multiplayer game by themselves which is ridiculously hard, they now have to code functionality so it works single player in case they decide to stop the servers one day.

So they have to have this ready on release, then maintain this for every single update they make to the game, and when the game dies, do they just release the last version, of the 1.0, or all of them with servers? If they are not on steam, where do they provide downloads for these files in perpetuity and how long do they maintain this service after stopping providing service to the game. What happens if they go bankrupt and they don't have these files? Do they fine someone who has no money?

What laws must we introduce first to protect them in perpetuity so they cannot be sued for any reason by providing said files? We know there's people out there willing to sue that it wouldn't work on whatever version of windows in 2055, or with new components and drivers the game wont run, even on the specified OS.

Also while the representatives for the movement say it's not targeting big games like WoW with x time subs, it's kind of my assumption that looking at the signers, that's exactly their intention. Imagine this goes through and you tell them "oh no this wasn't about wow". People are going to be mad.

Also, since WOW provides a level 20 free trial with no time limit just game restrictions(no trade, no ah, no whispers, no guilds, max gold limit, etc.), and Final Fantasy XIV provides a free trial to level 60 heavensward with no time limit, does this mean they'd still have to provide servers for these, or are trials excluded despite being unlimited no defined time limit experiences? Are they excluded because they're free, does this mean Tera is also excluded from ever being in this deal, and all other free to play games, mobas, fps's, etc.? So does this only apply to paid games that have a multiplayer?

It's neat, there's many games I'd try that went out, but I can't expect developers on top of the work they already do to be expected to code me a private server. Like a private server that can host 1000 people? As many as the original game did? Would it run on someone's crappy machine?

What happens to people who then take that game content, figures out how to mod the files and add new content and adds things you'd never expect in that game, tarnishing it's reputation, or its brands? Suppose someone takes Halo Combat Evolved and adds pokemon to it and now it's Halo Pokemon Evolved by Bungie/Nintendo. What if someone takes Halo Combat Evolved(again) and makes a porn version of it, and calls it Halo Furry Porn Evolved by Bungie and distributes it without an age rating, is Bungie to be liable at all for allowing this to happen? Should people be able to distribute this server content? Does that sound good for the brand? Would it not be okay to mod games that are no longer available but to which you've been provided servers to put them back online? What if the owner's are no longer around to dmca the content? Does it make it okay?

Would not allowing all that mean you could have servers to play them in the last version possible, but never ever add any future updates to these games or make any modifications as that would break copyright?

For the reasons above, I don't have faith in this movement succeeding. Also, I believe all of my questions/arguments are never addressed in the faq for the movement, maybe because I'd have difficult propositions for them myself. But I just thought of this on the spot, someone spent years working on this, and they don't have this information readily available for you.

The faq keeps saying "it is extremely unlikely" "it is very unlikely" "not necessarily". Like give me data, give me numbers, give me sources. I think it's very reasonable to say it's more than likely to hurt games in a few ways, as instead of devs focusing on the game mechanics, content, etc., they'll have to split some of that time focusing on server compatibility, and the games will need more monetization to make up for the new additional task, so games will be worse and take longer to develop and update, the devs will hate the games they work on even more for being even greedier than before and asking to crunch more, and the players will of course point out how much greedier it got with monetization and how the content is even more lacking than before compared to games of the past. I don't see how this is not cause and effect and who we lying to with "unlikely". I must know, who read that sentence and actually believed that? Who was like "oh wow this guy knows what he's talking about?" Is mental math really that hard?

There's much better approaches imo, such as legally recognizing abandonware on game removal from sale from x platform(it's gonna happen, it's inevitable with the amount of media releasing, there's going to be a need for preservation once we lose enough of it, just needs more push), and rather than pushing developers to create these, push game engine creators to provide an automatic dedicated server creator for all games made with the engine. This brings the problem of those who make their engine by themselves and then the game, case in which they'd have to adapt, there's no other solution(maybe they'd get some universal doc on setting it up), but it would be more seamless if unity, unreal, godot, etc. provided these as features, rather than expect each dev to code a new one.

PS: Did you know that the critically acclaimed MMORPG Final Fantasy XIV has a free trial, and includes the entirety of A Realm Reborn AND the award-winning Heavensward expansion up to level 60 with no restrictions on playtime? Sign up, and enjoy Eorzea today!(I hope someone gets it)

1 week ago*
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All of this was largely debunked time, and time again. And it's getting tiresome to have to refute the same Piratesoftware arguments over and over again. None of this is true. Please read the initiative.

1 week ago
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This isn't discussed in the faq of the movement. If they can't answer these questions, what is the movement about? If they don't even know and it's here and there in youtube videos depending on what someone feels like, it's not exactly a movement it's more of a whatever I feel like it being today.

Also, I too believe that PirateSoftware is "challenged" and couldn't come up with half of what I just pointed out. Not that I keep up with every streamer drama because they're not dedicated, patient people who can't even make up a faq like this movements creator. I saw penguinz video the other day and for a good 14 minutes my guy didn't say a single word about what he was talking about. Just blabbed for 14 minutes about pirate, which is what pirate did about ross, which is what ross did about live games. Just because they're youtubers with a high follower count you take what they say as factual information? How many multiplayer games with dedicated servers has Accursed Farms made to be able to say how simple and easy the process is for indie devs? You know him better than me so I'm curious what his credentials are.

To add another flaw I spotted, somewhere in the faq, there is a question about what should happen to a player that's been banned when the game was live, and it suggests this player should be allowed to play again when the servers go offline. No, you broke the contract by cheating. This suggests that if someone is able to launch a server with 1000 users, all the cheaters should be allowed to join and play again. No, a ban means you cannot play because you broke the terms. That needs fixing asap.

So again, this "largely debunked again and again" data I asked about, how about you debunk it on the site then so there's no questions that you have to be so tired of to give answers to again? Like what kind of attitude is it when someone who might not have seen your 157003823 videos, shorts, streams, tweets, reddit and discord replies asks a question and your answer is to turn them down instead of saying "good take we got this question a lot of times lets add it to the movement so it is clear how we'd address this problem".

To me that looks like the movement isn't clear and lacks clarification, hence why I stated, most users expect this to extend to games like wow, despite the faq saying something else. Aka the users don't even know, because the movement doesn't know what it wants and cannot say it clear on their website.

As of right now, what I asked doesn't look debunked anywhere. Their official site does not have these answers.

Lastly, what from what I said isn't true? Stop trying to deflect it doesn't work on me.

1 week ago*
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World of Warcraft of all games worked in private servers, reverse engineered by a dedicated fanbase. Every argument about feasibility is misleading and wrong. You started your argument falsely saying that the initiative said that:

" but this would basically force a indie dev to quit making multiplayer games, because on top of already making a multiplayer game by themselves which is ridiculously hard, they now have to code functionality so it works single player in case they decide to stop the servers one day."

This is FALSE. You will have to release the game in a reasonably functional state. It is not reasonable to expect a developer to practically code a new game at the end life of a failed game, and no one is asking for that. This was pirate software initial statement, and I'm AMAZED that people keep repeating this lie.

1 week ago
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It's been reversed over years of work and it took hundreds/thousands of people if not tens of thousands. It took like 10 years+ for the 2/3 different server creators to provide a 90%+(I think?) working state on 1 specific version, I believe on 1.12.1 vanilla(you also have tbc, wotlk servers which are very stable and it falls off after that slowly, it's possible Cata, Pandaria are up there now, but I doubt there's a 99% draenor, legion, bofa, shadowlands, dragonflight), I don't even know if there's any privates atm of the war within that are like 50% working rate, because it is unstable af, and likely a fun server. I actually do know my wow stuff, thanks very much. I don't think it would be impossible for blizzard since someone already did the work for them, what I'm saying is the movement clearly states it is not after games that have monthly subs like wow, but wow also provides a permanent game mode. So would it fall under this law or not? Should it or not?

Also in the case of wow servers, many of these servers are asking for "donations" to keep the servers running. Not that they disclose their profit, but I'm also against others making their own server of someone elses hard work and profiting off it due to nostalgia when there's so many new multiplayer games out there.

" " but this would basically force a indie dev to quit making multiplayer games, because on top of already making a multiplayer game by themselves which is ridiculously hard, they now have to code functionality so it works single player in case they decide to stop the servers one day."

This is FALSE. You will have to release the game in a reasonably functional state. It is not reasonable to expect a developer to practically code a new game at the end life of a failed game, and no one is asking for that. This was pirate software initial statement, and I'm AMAZED that people keep repeating this lie."

Have you ever tried doing this for a multiplayer game with thousands of lines of code made for a different type of server? What I'm stating is you'd have to do this from start of development and maintain it throughout the games life, otherwise at the end when you will eventually retire the game, like all games eventually retire, it will be an absolute nightmare to figure out what's what and where and how to connect the pieces. Imagine you've grown old, tired, and just want to retire and you can't because in order to do so you now have to code thousands more lines to make the game playable offline. I can't see companies coding it in the last moment, because in the last moment no one has time do anything.

Be realistic, game developers have a difficult time in the last few months before a game gets delisted to put a 75% off sale for their game so collector's can get it. You want them to code thousands of lines and push to production?

What happens if the main developer dies and the owners/family are left with the game and have to shut it down because they don't know the code base and don't want to hire and pay someone to relearn the code base to keep it online or to convert it to offline, are they exempt or are they not?

I'm also curious, what happens if lets say, these games are not supported by the next OS and the OS loses support? To give you an example, like with windows 7 which lost support, windows 10 will soon lose support too(except enterprise ltsc version), if the dev does release a functional playable game on win 7 or 10, but doesn't work on 11 is that cool? If steam no longer supports those os systems in the future, and you have no access to those games, is that understandable? Isn't this extending the game life by maybe 10 years or so until there's no support for the os?

1 week ago*
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You are very VERY close to getting it.

BTW a lot of your questions were answered, make a little research. If you really want to support this initiative, and you have qualms in the implementation, there will be a lot of work ONCE the parliament start to talk about this, because this doesn't end with the signatures. That's just the beginning. We are aiming to even HAVE this conversation.

For a new video from a dev perspective, this is very recent and pretty balanced.

https://www.youtube.com/watch?v=xAVNxAVal1U

1 week ago
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I'm going to watch this, curious to see if she's going to mention increasing work demand, less time to spend developing the actual game, and a few other points, I'll come back.

  1. At 1:15 she mentions her creds for web dev, maybe an understanding of the complexity, lets see where it goes. I mean consider she did web dev, and all mmo's do web dev as the extra on top of the game so they have a website. The game is an entirely different beast.

  2. 1:36 She talks about the initiative and solutions she has, but forgets the complexity of these and what stage a product in it's shutdown stage is at.

    Releasing sever software is not done because it's proprietary technology. You don't exactly want your competitors or some nobody to be able to see your optimizations and other secrets you got for making a great game. Imagine having to hand it over for free to everyone.

    Providing an offline bot mode is likely possible in certain cases(simple arena deathmatch games for instance), except someone will still have to code the AI behavior logic bots, and disable whatever other online functions before they shut down the server.

    Transitioning to peer-to-peer functionality wont happen at this stage, when the game is going to shut down asap, as cheap as possible. It is unreasonable to ask for it and no one should be forced to this. Isn't exactly simple or cheat to change the entire structure of your multiplayer game.

  3. At 2:10 she mentions technical challenges and proprietary code and admits these are "valid concerns" and says the initiative acknowledges them. Based on who? It's not in their FAQ is it? She says the movement isn't asking devs to release their entire source or compromise their intellectual property. She is correct about the source code part, but she is wrong about giving out server software not being asked to compromise their intellectual property. Cheaters would love for wow to make their servers public right about now. It's why it took tons of people using open source 10+ years to not yet reach 100% working content for a private server in wow vanilla.

    The only solution to this is an offline mode with bots. She says various, I have no idea what she is on about there. The only option is offline mode with bots, because no one is going to do peer to peer willingly at this stage. The option is to not reveal the information.

    Or I guess to fake some shitty version of your server(so not actually the server you were using to have customers play the game) that doesn't even run right as an april fools joke. I guess that's possible, there is that solution, although not really, they'd still have to code it, which is the equivalent of coding a new server which they wont at this stage.

    (brother I'm 2 minutes in, this is your source? I got 21 minutes to go and there's already so much thoughtless claims)

  4. At 2:51 she mentions single player games that require an online connection for no reason. On that I agree, that should not be allowed.

  5. At 3:00 she speaks about this hurting innovation or hurt the games industry. Of course it would hurt innovation, some devs will simply stay away from making multiplayer games for the sole purpose of having to do this. If I presented you with a choice of not having to do it, and having to do something you don't want to do, what do you pick? What are you some David Goggins enjoyer alpha pretender? She then goes on to say when companies know they can't plan on planned obsolescence they are "incentivized" to make "better and more sustainable products". Based on what, you ever heard someone say they don't make them like they used to. This refers to everything, clothes, food, games, movies, etc. So no, they're not incentivized with shit and we've had thousands of laws to help them "incentivize". All this does is make their process harder, raises game prices, makes the content of the games worse and sloppier.

  6. 3:20. Of course some people who don't understand the complexity of the problem will like it and see it as viable. Yes some devs have done this, doesn't mean all have this opportunity. Sure some devs see their work as art and want it saved for the future, ask them to work for free to do this process, see how many say they want to be compensated for this.

  7. At 3:45 She says it's currently not about subscription based games or f2p games. Currently? The faq says this isn't about subscription. I don't think it mentions f2p games. So there's lack of clarification there. But it clarifies it is 100% not about sub games. Then you got the problem of wow who has both. You also can't just change your mind on what it's about after you get the signatures. Pretty sure that's illegal with a petition. Is that what the signers believe though, that it's not about wow? I doubt it.

6 days ago*
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  1. at 3:55 Claims there's an argument this would hurt small devs more than large pubs. Says the opposite is often true because it's big publishers who are more likely to do this. She fails to mention this would force small developers to create this solution when they fail in development and they don't have the assets to invest more. Indie dev multiplayer games shut down much more often than AAA's. By far. You just don't hear about it because they're not sitting on the steam leaderboard, it's games no one gave a chance. They'd fall under this rule.

    She goes on to say this is about preservation which is nice, although there's so many things already in preservation that no one has accessed in years. The more we save, the more we add, when does it become ok to delete and who would maintain and pay for all this? Then she says this is where we could create exceptions for smaller scopes. So I guess it is ok to throw some preservation worthy material in the trash? Little bit undecided here.

  2. At 5:45 she mentions how publishers can make games and shut them down in a few years with the intention of releasing a new one. That's exactly the strategy, to keep cash flow coming in. Is it a bad practice, sure, but as a gamer you shouldn't have a "surprised Pikachu" face to this. It was self explanatory. We know these games don't last and get outdated and user get bored and move on. For the purpose of nostalgia to do this, which has so many negatives on the games part, isn't right, it's just selfish nostalgia. Learn to code and make your own server. Congrats to games like fortnite for being able to upgrade themselves without swapping the game, but it's not always realistic for everyone. Even cs and poe had to do it, and fortnite will at some point to or switch to a diff game to stay relevant.

  3. At 6 she makes an interesting point. People pay full price to see movies in the theater for over 100 years now? They don't get a drm free copy on exit? Why?

    I mean if this passes, why would companies not just make a pay per 1 consume product, you get to buy and play the game once within x timeframe, and your license expires right after. Like with digital movies you rent online.

  4. At 6:10 she says it's possible, but again fails to mention at what cost.

  5. at 6:28 She says she's seen game devs say this is gonna make it too expensive or complex. She statesthat "maybe it would". Claims in the long term this would be good. We've been going downhill in quality of content for the past what, 8-9 years now? Things every single moment cost more to license, more to film at x location, prices are rising not dropping. Developers and publishers are looking for ways to cut costs. Adding extra costs, long term isn't going to make things better 10 years from now, when there's an overwhelming amount of information we can't figure out how to handle and the economy is struggling. Maybe if we have some world wars in between we can get everyone off games deployed kill a few hundred million and the economy can boom again like it does after every war. Maybe then but I mean in that case who has time for this?

  6. at 6:37 She claims the long term results benefit everyone. More than they do now? Everyone? I don't think so. Better architecture, true. More sustainable business models, idk but it does make sense. Higher quality products? No shot lol. Extra costs and time spent on that means less time on game and less time on quality. They don't add positively on top of each other, but I understand math is hard. She forgot to mention giving users servers and the ability to basically not have to buy the new games by playing the same old game on hosted servers by others, means less revenue for these companies, because who is buying those games anymore and why? I wonder why wow is dmca'ing new content private servers, maybe because they went from a peak of 10 mil in 2007 or whatever to like 1 mil because it's easier for people to just get play a private vanilla server and give $5 instead of $15 a month and they get all items from the GM and other benefits.

6 days ago
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  1. At 7 she confirms in her own opinion this isn't impossible to do, just going to be difficult if you don't basically do it from the start.(hence why I suggested this whole initiative should've asked engine creators to provide dedicated servers on build, not game developers ).

  2. at 7:15 she finally admits to a lot of the concerns brought, then goes on to say devs just didn't plan for end of life scenarios. Because it costs money in an industry that's already saturated where everyone is fighting for $10. A lot easier to plan for a website shut down, than plan for a game shut down. A lot easier to archive a website with a tool for offline viewing, than to have to recode your server structure, exponentially easier, you can save websites right now. A lot easier to look at lets say some software that checks your serial key for auth and disable that auth with a few lines of code so owners can still use it when the service goes offline, vs having to recode thousands of lines of code. They're not even close to the same thing. Them not adapting to this is because the price of games would have to rise substantially to allow for this to happen, and they're constantly looking for what is the cheapest price to sell you the game, while still delivering a product. Have some done it in the past, sure, depends on the game, the complexity of it and the structure. If you lost your original dev and you are asking your new dev to do this, it's going to be very hard and he's going to hate you.

  3. At 8:24 she says "if this succeeds they'd do it from the start", like I said, they'd have to do it constantly from the start, for every update, from the start, and maintain combability, for years until the game is shut down. There's no better solution. This means higher prices, less time spent on making the game, so worse content in exchange for providing this support. They'd have to do both peer to peer and dedicated servers at once, which is an expensive cost added to development. At least we agree on something.

  4. at 8:54 she mentions gdpr and says it didn't kill the web, it wasn't gonna kill the web anyways, cause gdpr applies to eu, and there's other parts of the world. Even if they choose to share to eu customers, they can just comply to the data they can receive. In the case where they can't, they simply do not do business with the eu. This isn't uncommon and these kind of "transactions" of data and other things happen within continents, to countries, to states, all across the world from different points of view. Everyone is in some form "compliant" to someone else, this isn't a big deal. The difference here is in general people will use a data processor which complies with regulation, that data processor has already been done. In this case, the data processor would be the engine(unity/unreal), which should provide the dedicated servers on build, the web dev would have to go out of their way to break that agreement.

    PS: Companies break GDPR constantly, it takes a long time for them to get a fine and they pay it and move on. So it doesn't exactly mean much. Sure they adapt, but find loopholes and other methods to get around this problem. Data in this case is what they collect. I'm sure multiplayer games collect some data, but I think they just sell you a game and move on. It would be valve that collects that data. So in this context GDPR and it's adaptation to the world doesn't mean much. It's also easier to disable/re-enable collecting x identifiers, then recode a server.

  5. 10 min mark. True, if it does pass, the gaming world would indeed adapt in various forms, like I specified. Things wouldn't stay the same. Gamers would get their offline servers, and at what cost? That's the true question. What's paying the price?

  6. At the 11 min mark she mentions that some say this would lead to higher game prices. She makes a decent point here, saying that instead of gamers buying a second newer game after 3 years, they can play the same game for 6 years even if it gets shut down, because now the incentive is to keep the game alive, rather than innovate. This by her own words, means less games being put out, so less innovation, something she's disagreed with herself earlier in the video. Contradictory?

  7. at 11:30, did they petition qualifying gamers, or just anybody who can sign? As far as I'm aware, anybody can sign this if they're from the eu. They don't even have to have one of these games.

  8. at 13:50 she talks about big publishers pointing out this would harm security, but she disagrees, but I wonder why PayPal/google/valve/etc don't just open source their internals? Maybe something with finding glitches, exploits, harmful ways to break it? Maintaining compatibility for a singleplayer game is much easier than for a multiplayer game. She mentions GoG but I don't know what that has to do with providing private servers for games that used to be online only. Does GoG have multiplayer games that they provide private servers for? All GoG does is post the games, and ask devs to do what a cracker does, just officially with permission since it's their game.

  9. She goes on to say these things should last a few years. Doesn't specify a duration but this is kinda like suggesting a warranty on a game instead. Something like a 3 year warranty in which if the game shuts down you get a refund maybe? Doesn't say it should last forever. So I guess now we need a timeframe for how long it's reasonable for a game to last before being obsolete?

  10. She says "when you buy something you should own it in a meaningful way". I don't understand, when you buy a movie ticket and you watch the movie, is that a meaningful way? When you buy a multiplayer game and enjoy it for 3 years, is that not meaningful?

  11. She mentions how apple didn't want to switch to usbc because they said lightning is better, but I mean it's apple, they've willingly paid millions for slowing phones down, breaking laws, etc. and they avoid paying taxes in the country they should pay taxes in. Like what kinda example is that? I mean people have been telling apple users for years their phone is outdated before it's even launched and beaten by a samsung every single time and they still refused to believe it. That's a little different. It's just a cult mentality and the brand goes with it because people willingly go there. Apple also didn't want to switch to usbc because for once they had a proprietary cable that they don't have to steal from others and claim they invented it. Even if it was worse in performance. Just because they switched doesn't mean they're not working on another proprietary lightning upgrade in the background, I bet someone is working on that right now. If they managed to improve on usbc, they'll work their ass to make lighting or whatever they're gonna call the next one better at leas for a short while, while taking info from the usbc.

    It's not a bad point to mention that in general people/corpos will be afraid of change, it's true, but the important part here isn't if it can be done, it can, but at what cost, and is the cost worth it? It obviously wont be free, what are we taking out of, to make this happen?

  12. She mentions "hopefully better value to consumers" at 18:30, this goes both ways, because value could mean a worse quality game that last longer in this case, but less money spent on two games, therefore better value. Not what I'd call better value.

  13. at 18:40 she confirms again it's better do this from the start as it is expensive and harder to do it towards the end.

  14. at 19 she mentions security again, admits the problem, proceeds to suggest to remove the features that would have made it playable with others. So an offline game it is.

    PS: All in all, I still think it would've been a better idea to instead ask engine creators to provide dedicated servers on build, rather than ask developers to do this. The signatures would've been less because users know even less about engine creators, but maybe if this passes, enough developers will push unity or unreal to have this as a default.

Good intentions, just a lot of lies/deceit and misinformation, some good points but doesn't stand up when they can't be honest about the reality of what would actually happen, lack of consideration for businesses and individuals all for the sake of nostalgia. I too bought a bunch of these games, but I find it unreasonable for them moving forward to have to do this by force, I want them to make good games and I appreciate the one that can support the games past end of life. Game quality severely decreased in recent years, prices are rising even indie games now think they're worth $40, I don't need more of this or movements to push them to make it worse.

She's probably fine if she's a web dev at a big corpo like she says, big money there so game is cheap for her even if it's $5000, I'd rather it not get there too soon, I also don't plan to make 1 game my only game, so I don't need them to last forever. It's cool if someone mods a sandbox and the publisher isn't mad about it.

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I doubt the cost of adding private servers is significantly more than adding public servers from a development standpoint. I know you can add that functionality for under a thousand dollars.

As to driving developers out of development by requiring a basic minimum standard, that's okay. Not every game needs to be made and not every developer is really in a position to actually make a game. At some point, some accountability needs to be directed at the developers. If your game idea costs more money and time than you are able to provide, then you aren't in a position to be making a game. This happens a lot with early access. Developers are already supposed to have funded their game, but what actually happens is they try to use early access sales to do so, which largely ends in failure. Knowing what your game will cost to develop and securing those funds is Step One in making your game. I'd love to record a full-length album right now, but I can't afford to do so, and so it isn't happening. When I can afford to do so, it will happen. Or I will have moved on to something else and the world will be deprived of my magnificent musical vision. :)

The simple solution is to require devs to open source their games if they are shutting down or unable to continue to maintain their games. And to allow private server hosting. Anything that happens after that is no longer the developer's concern or responsibility. People have been running and hosting their own servers for dead games for as long as there have been dead online games. Simply removing the obstacles to doing so isn't really a significant requirement for developing an online game.

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This is very true.

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"I doubt the cost of adding private servers is significantly more than adding public servers from a development standpoint. I know you can add that functionality for under a thousand dollars."

I get you, but the games release on public servers, to ask them to also create private servers, is additional work, whether we like it or not. For legal reasons they'd have to have this maintained at all times, for every update. This also requires for them to have compatibility across the board for all new mechanics, systems, items, etc. added or removed to the game. Increase development and update time significantly, for a feature they'd only use once when the game is shut down.

Suppose you want to create this version only when the game dies, and maybe it dies because the studio is shutting down and out of business, coding a private server option when you've laid off your developers, late into the game stage when they have to think of all the implications, seems unreasonable.

"As to driving developers out of development by requiring a basic minimum standard, that's okay. Not every game needs to be made and not every developer is really in a position to actually make a game."

See but the movement disagrees with you here. They say this is unlikely to make things worse or actually KILL some games from ever being made. But by your own statement, you understand this is exactly what would happen. You can reason with that, but the movement doesn't. Is there a reason they're not honest?

"If your game idea costs more money and time than you are able to provide, then you aren't in a position to be making a game."

With this mentality we would've never had some of the most amazing indies on the market today. Maybe you mean specifically multiplayer ones.

"This happens a lot with early access. Developers are already supposed to have funded their game, but what actually happens is they try to use early access sales to do so, which largely ends in failure. Knowing what your game will cost to develop and securing those funds is Step One in making your game."

This entire world runs on credit and loans. If everyone had to pay back their debs right now(including the banks LOL), civilization as we know it would end and we'd go back to the stone age. While what you are saying is true and I dislike credit myself, it is what allows capitalism, it dies without it. This problem runs much further than devs with early access not being able to secure their money for making a game they maybe will try and get their money back on and some to get out of the pinch they're in. We don't have the money available in the world to do things, we just create the illusion that we do, and the world moves on. It's just a concept, the money is never actually there. That loan a dev needs, is the equivalent of "yeah man try it out the rest of us will figure things out while you do that".

Not just successful people should be able to enjoy life, create things, and share with others. Sometimes even if you're a failure, you might make something that's appreciated by others and it skyrockets you. Look at notch, he was alright before, but I'm sure $2.5 billion reduced his stress.

"I'd love to record a full-length album right now, but I can't afford to do so, and so it isn't happening. When I can afford to do so, it will happen. Or I will have moved on to something else and the world will be deprived of my magnificent musical vision. :)"

At your stage, it would be better to release 1 great song, vs spending 10 years on 1 album, which is gonna have 1 - 2 great songs, and the rest songs no one will remember. Like pick your favorite music album, do you really know every single song off it? I don't for sure, but maybe you are better than me. I don't think anyone will remember all the songs, just 1 or 2 great ones. So in a sense, do now what you could do tomorrow. Advice I don't follow myself too many times, so I'm a hypocrite, sorry.

"The simple solution is to require devs to open source their games if they are shutting down or unable to continue to maintain their games. And to allow private server hosting. Anything that happens after that is no longer the developer's concern or responsibility. People have been running and hosting their own servers for dead games for as long as there have been dead online games. Simply removing the obstacles to doing so isn't really a significant requirement for developing an online game."

I don't know about that open sourcing thing, I like open source and support it, the problem is people just copy code, change textures and bam they made a new game. Not exactly right?

For private server hosting I agree, but I believe that should be done at the engine level, I believe most games are made with unity, unreal, godot, maybe some private engine from a big company. Those engines should come with a dedicated server builder that is created with the project of the game, adapting to every scene, script and provide synchronization, etc.

"Anything that happens after that is no longer the developer's concern or responsibility. People have been running and hosting their own servers for dead games for as long as there have been dead online games. Simply removing the obstacles to doing so isn't really a significant requirement for developing an online game."

Fair, I just believe having to provide servers to your legacy willingly and then someone else coming in and taking that and being able to make multiplayer content with your brand and modifying content in ways that you believe doesn't represent your brand could have a negative impact. Imagine it was fortnite and they were shutting it down because they were releasing fortnite 2, and someone made an inappropriate mod of fortnite 1 because it's now offline and someone figured out how to mod it. Do you believe adults looking up whether their minions should play fortnite 2 and finding fortnite 1 recent changed content (on private servers which they wouldn't understand) would see that as a positive or a negative? Should it be the standard for the brand to eat that shit in terms of preservation?

Also in my case I wonder does this all really matter when I'll likely never be able to finish all the games in my library before I die anyways?

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See but the movement disagrees with you here. They say this is unlikely to make things worse or actually KILL some games from ever being made. But by your own statement, you understand this is exactly what would happen. You can reason with that, but the movement doesn't. Is there a reason they're not honest?

Well, unlikely doesn't mean not at all. Stating something like that would be pretty bold anyway.
From my experience as removed games collector I can tell you that a lot of indie multiplayers fail. Either they see it coming in time and announce that they remove multiplayer parts and focus on single player or they shut down, because they can't afford server costs anymore. There are also a lot of those games with 0-10 players still being sold on Steam, because the devs hope for a better development or maybe use the expenses to write off taxes.
We surely can agree that there is a lot of trash, asset flips and shovelware on Steam, way more SP than MP, but it also happens there. What's the bigger public interest? Having the opportunity to continuously play a previously successful and popular MMO(RPG) or have some more poor MP releases with stolen assets and max 10 players if at all?

Also in my case I wonder does this all really matter when I'll likely never be able to finish all the games in my library before I die anyways?

That's your personal view on the situation and it's similar to mine. But there are people who can't afford to have 1000 games, a lot of casual Steam users have like 5 games in their library, playing MMO(RPG)s for years is pretty common and there are hardcore fans which only want to play this single game. These fans are also the reason why we already have a lot of fan based servers, emulators and mods.
However, those persons or small groups need a lot of time to reverse engineer, to imitate server functions, advertise and so on. When they are finally done after years, most people have moved on, which is critical especially for MMO(RPG)s, because these are about the community you played with.
Dedicated servers would work right after the product's official end. Open source would greatly speed up the development of modders. If the dev doesn't want to lose control, they could offer to keep a small-scaled server online, which could be improved by donations from the players. The mod teams are asking for that, too, so why not use this business model?

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"Well, unlikely doesn't mean not at all. Stating something like that would be pretty bold anyway."

Correct, but using unlikely in this case is like your boss dropping a stack of papers on your desk and saying its unlikely for it to add any time or extra work to your normal job. It's predatory and a lie. It will do it. Unlikely isn't the word to use, the word to use is "will".

"We surely can agree that there is a lot of trash, asset flips and shovelware on Steam, way more SP than MP, but it also happens there. What's the bigger public interest? Having the opportunity to continuously play a previously successful and popular MMO(RPG) or have some more poor MP releases with stolen assets and max 10 players if at all?"

Not exactly sure what this paragraph related to sorry, but technically wouldn't the free to play mmo's be the trashiest ones, the ones with no sub which would be affected by this law are the worst out there people hate on, and the ones people like have a sub, to which the law wouldn't apply to?

"But there are people who can't afford to have 1000 games, a lot of casual Steam users have like 5 games in their library, playing MMO(RPG)s for years is pretty common and there are hardcore fans which only want to play this single game. These fans are also the reason why we already have a lot of fan based servers, emulators and mods."

With how many games are being given for free today, and this talk targeting hundreds, thousands, tens of thousands of free multiplayer games, I think everyone can "afford" 1000 games nowadays. Epic games has so far given for free over 500 paid games. I think there's over 20000 free licenses on steam right now probably a lot more tbh. People mod the same games over and over again tbh, and basically never do modders go and provide support for indies that would be affected by this rule.

"However, those persons or small groups need a lot of time to reverse engineer, to imitate server functions, advertise and so on. When they are finally done after years, most people have moved on, which is critical especially for MMO(RPG)s, because these are about the community you played with."

The reality to this is that they'll get a basic server into a game pretty fast, it's getting the content to function that's the problem. It's never 100% for simple reasons. They also don't open source this out of kindness, the same people who make these servers, more often than not create private servers, to which they ask donations for, charge for skins/features, or have advertisements on their websites on, etc. for monetary gain. They sell the content which they don't own. It's also almost always running a very specific game version, to which they have to provide/link to the client in some form. It's not like they make a server for a game and share that. It doesn't help that they target the most popular games, vs the games that would be implicated here. Should the movement limit it for games with x many reviews/players or something that like, to not hurt people who failed on their games?

"Dedicated servers would work right after the product's official end. Open source would greatly speed up the development of modders. If the dev doesn't want to lose control, they could offer to keep a small-scaled server online, which could be improved by donations from the players. The mod teams are asking for that, too, so why not use this business model?"

Yeah but someone has to make the dedicated servers before server closure. It's realistic to just provide a fly camera/walking simulator through the game, but anything more will take days/weeks/months to years. Of course the mod teams are asking for that. Instead of making a game themselves they offer to take the source and content of another business created and they'll charge for it instead. How charitable of them. There's always going to be someone like that lol.

We can't use this business model for a few reasons. A US company might have to close due to not generating enough revenue, for them to them have to provide all their files and source and content willingly to lets say Turkey, who could do it for 0.1 x the cost. Not that they could create the content for 0.1x the cost, but they can keep a server up for that much, so they could charge less for mtx/whatever and promote who knows what ideals with what brand. The game would still be what it is, and people would associate that with it's creators, not some randoms in some different country taking advantage of the opportunity. Is that the right thing to do? Of course not.

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Not exactly sure what this paragraph related to sorry, but technically wouldn't the free to play mmo's be the trashiest ones, the ones with no sub which would be affected by this law are the worst out there people hate on, and the ones people like have a sub, to which the law wouldn't apply to?

That was related to "KILL some games from ever being made." Free to play doesn't mean trash. Subs are a thing in the MMORPG genre, but there are many other small free and paid games with coop or multiplayer functionality, e.g. all those Battle Royale and social deduction clones. Personally, I'd even take in MMORPGs with a sub, because many of these games have to be bought additionally, you even paid more and upon shutdown there is no subscription anymore.
Also the law won't be written by Ross. This is just a campaign to make EU consider, analyze and perhaps in the end create a law, but it is EU's decision and also their task to create a waterproof law, which might include exceptions or thresholds.

With how many games are being given for free today, and this talk targeting hundreds, thousands, tens of thousands of free multiplayer games, I think everyone can "afford" 1000 games nowadays. Epic games has so far given for free over 500 paid games. I think there's over 20000 free licenses on steam right now probably a lot more tbh. People mod the same games over and over again tbh, and basically never do modders go and provide support for indies that would be affected by this rule.

Again, you personally like to play different games. I do, too (nowadays). For variety, for new stories, scenarios and worlds to explore. But I also played a MMORPG for over 6 years and barely touched any other game during that time. And I stopped, because it was shut down. Why? Not for technical reasons, not for too low player numbers. Because a different MMORPG started within the same universe/franchise, but it had a different focus and lacked a lot of the features the old one had. Years later, there were emulators, but by then the community was scattered to the four winds.
Do you often play F2P games? I don't. Are your favourite games F2P? If not, how come? And could you then imagine that having 1000 free games doesn't mean automatically that you are interested in or enjoy playing one of these? Who are you to tell people which games to play or which games to mod? If you want a specific indie game to survive as a mod project, then do it. Be the change. If this campaign leads to more open source transitions, modders might take on more indies, because it would require less time and effort.

The reality to this is that they'll get a basic server into a game pretty fast, it's getting the content to function that's the problem. It's never 100% for simple reasons. They also don't open source this out of kindness, the same people who make these servers, more often than not create private servers, to which they ask donations for, charge for skins/features, or have advertisements on their websites on, etc. for monetary gain. They sell the content which they don't own.

I'm sorry that you seem to have experienced some pretty bad mod projects.
My experience is that mod servers take time anyway and aren't published at only 50% functionality, but rather 70-90%, so there is always a gap between shutdown of the original and the mod project. Let's look at The Crew, since it was a trigger for this campaign. Not public yet, right? Closed source can be reasoned by security, too, not only for monetary gain.

Personal example: I'm supporting this mod project: Project Paradise 2.
The game version is the latest + DLC.Works fine with my Steam copy. No special version, nada. Any nonsense on the server? No. Casino payouts are a bit higher than in the original version to make it easier for the players nowadays. Their launcher provides additional mods, but those are optional. Game breaking mods are forbidden, players can get banned if they disturb others.
This is done by a single modder who is a fan of the original and has been working on it for years (next to his actual job), with some staff members for website and Discord. Are there ads on the website? No. Does it have paid skins/features? No. Is there a Patreon link? Yes. Any advantages by being patron? Only a different role in Discord and a special channel. There are only a handful of patrons, so they get around 40-50 € a month. That might be enough for server expenses, but not a single hour of work he invested.

Yeah but someone has to make the dedicated servers before server closure. It's realistic to just provide a fly camera/walking simulator through the game, but anything more will take days/weeks/months to years. Of course the mod teams are asking for that. Instead of making a game themselves they offer to take the source and content of another business created and they'll charge for it instead. How charitable of them. There's always going to be someone like that lol.

Sorry, but this is just a wrong mindset from the beginning. All paid MP games (including F2P with MTX) are products being sold. Every company is aware that it might not exist forever, that it can't afford servers to run forever and that technical difficulties might make it not worth working on it at some point. The company or even a single indie dev should consider that this will happen sooner or later and should come up with a solution on their own responsibility. But none of these warn the buyer beforehand. Show me just one MP game store page which states "Game or multiplayer functions will only work for roundabout 5 years". Some might have disclaimers in their ToS like "Content might change [...]", but noone properly announces a lifetime. A lot of indie games don't even mention whether servers are dedicated or not, whether offline mode exists or not, not on store page, some not even when they announce shutdown. You have to look at reviews, discussions or ask.
That's like planned obsolescence. Is that customer friendly to you? Apparently, they don't give a fuck about you, but you are defending them.

We can't use this business model for a few reasons. A US company might have to close due to not generating enough revenue, for them to them have to provide all their files and source and content willingly to lets say Turkey, who could do it for 0.1 x the cost. Not that they could create the content for 0.1x the cost, but they can keep a server up for that much, so they could charge less for mtx/whatever and promote who knows what ideals with what brand. The game would still be what it is, and people would associate that with it's creators, not some randoms in some different country taking advantage of the opportunity. Is that the right thing to do? Of course not.

This suggestion regarding donations was only for the case that the company or indie dev doesn't want to open source, because they fear it would be deformed otherwise. I assume you think of a dev/company with only one game (not a good risk spreading for a company, for a new indie dev understandable). Otherwise their other games are still running and making profit. Ubisoft doesn't rely on donations, but they surely want to keep their code. This way they could get a few bucks in, because players are happy about still being able to play it. Small income and way better PR.
Successful indie studios usually have more than one game, unless they only focus on this one great multiplayer game. But since successful, they won't shut it down, unless its successor is released. Only the failures and the new single devs have a dilemma: open source, but game could be deformed, or expenses for servers. If they have a fanbase (that's how this campaign started, people want to play games), donations could help compensating costs. If not, maybe someone else will actually do better with your source code.. or it was bad/boring from the beginning.

Not sure about this whole Turkey part, but (especially big) companies are the ones profitting of low cost production abroad. If you or your company (obviously) failed and someone else steps in, that's free market for you. You can open source your game, but still keep the copyright on your brand. If they then use your brand to make profits, you can sue them. If they put you or your brand in a bad context, you can sue them as well. If they just alter the game and you don't like it.. welp, considering you just closed your business, you should have bigger problems.

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a. Apparently this regulation isn't about either of these type of games, learned this after I made my reply to you, because there's a video popocho linked me where this lady says f2p games aren't included. So no sub games no f2p. They're talking about games that cost money, which brings in the question, is this about wow because you pay for wow straight up, then pay a sub? Technically yes, Maybe no, it's very ambiguous and they are not clear if they are targeting these.

So leave it to a bunch of non-gamers in their 60's who are stacked to figure out what's best for gamers in their 20's who don't know how that's going to affect their pricing and quality. It sure would be nice if they made it a law to not compromise on quality because of this ruling first, wonder how it would be enforced though.

b. It's normal for mmo's to eventually die, or release a new version. WoW is a bit of an exception here because of the status it holds in mmos, but for the rest of them, they have to constantly be changing to try and grab a few users. These games aren't made to last decades because the player base goes back to wow and nobody pays the sub. It costs money to maintain, merge, update, secure, their acc data too.

I do play my fair share of F2P games yes, and I've played through hundreds of steam's free to play games, maybe I didn't spend hours in each, but I tried a ton, yes,

"Who are you to tell people which games to play or which games to mod? If you want a specific indie game to survive as a mod project, then do it. Be the change. If this campaign leads to more open source transitions, modders might take on more indies, because it would require less time and effort." 

I was trying to point out that if preservation was so important to these games as they say, they'd try and mod some of them, but people will mod the basic mmos over and over again. It would be a lie to say this is their focus. Their focus is on wow and other big mmos. They still wont care about small games, because they never did for the past 20 years. The exception to this is some games you would never see, chinese/korean mmo's that never make it to the western market, that do a very weak job protecting their server and client source, which gets leaked constantly.

c. (the mods part)
It's normal to have a % working with an mmo, because there's so much to do, it will likely never all work. Imagine having to rescript the entire IceCrown Citadel with all it's bosses, spawners, stages, buffs/debuffs, loot tables etc. There was a time when the elevator after the second boss in ICC wouldn't work, so for months, all ICC had was 2 bosses. This was the biggest task for a long time for the wow modders and I don't think it's been 100% yet but it's working to kill all the bosses and they do some of the things they're supposed to do, maybe even some extra things they aren't.

Heck fortnite officially updates their game once a week and things are still broken on their official servers for weeks/months before they get a fix, process in which they break something else for another few weeks/months. The scale of some of these bigger projects is a little different than TDU2, although it is nice they're not running adds and just running server costs. I believe server costs for 16 people is less than $10 a month, so the rest would be profit, but I understand he put a lot of hours to get everything working well which is appreciated. As a bad example, the most popular NFS World mod server out there, is advised against for providing P2W services. You can have these things both ways, and in general no one does it for free. MMO private servers definitely chilled with the ads, but they still have an open donate button on their website, and some of the more popular ones got the shop working so they can sell pets/mounts/etc.

d. This if fair, you buy the mtx then you lose it because the game shuts down, and the game didn't specify it's lifetime. If the game told you they'd be up for 5 years, would that make it better? I can understand why this isn't a thing, because they generally run these things until they are no longer profitable or the technology is outdated and the see potential in switching. I'm aware they don't want these things to last forever, after all new people are born every millisecond, and with years getting by it's hard to get new generations of people to play one of these older games when a competitor made a newer one, better looking one, which can support better animations, more features, etc. They couldn't carry the same game forever into newer generations. How old is wow and it looks the same as it did 20 years ago with the big graphical update that finally added a few more polygons to the game. Fortnite was able to add some more grass and trees. FFXIV launched and immediately shut down to update itself for better graphics.

I'd just like these companies to not complain if someone does mod their game after they take it offline. Which tbh for the most part they haven't, otherwise TDU2, NFS World, all mmo private servers, etc. would've been down.

I understand it's not consumer friendly, but after enjoying a game for years I can say I got my value out of it. I don't exactly feel wronged about it shutting down after years of service, after I've paid the same amount of money to watch a movie in a theater for 2 hours and never have a chance to go back to watch it again there. Again, I still think this would've been better as an initiative to have been pushed onto engine creators, rather than individual publishers/devs. Because wow has it's own engine, they could've coded their own dedicated server with this solution, but then small indie guy doesn't have to do this because he's using unity and unity would've done it on build. I also don't expect new generations to live in the past by playing these games because now these games would get longer support. I think it's fine they get the newest tech we can get.

f. Just because someone could do better with your code doesn't mean anyone should be forced to open source. It should always be a choice. If someone is so much smarter, innovative and can do better, they should code it themselves from scratch, not leech on your failed efforts. Just like TDU2 for instance, having the server up wont cost much, so if they make $40-$50, the rest after server cost is profit, it does still count. In this case the user spent their time willingly to create it, which is charitable, but suppose they were provided with the server straight up, they'd skip that entire process and go on collecting 400% revenue per server cost. A cs2 server with the same amount of users the TDU2 server has hosted by a different company costs $10 a month.

Do I myself wonder why x company doesn't just pay $10000 at an avg of $8 a month for a server comparable to cs2 with 24 users, and has it running for 100 years with no updates when they're done with a game? Sure, they should do that, but I don't think someone else should make money off it.

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a. Apparently this regulation isn't about either of these type of games, learned this after I made my reply to you, because there's a video popocho linked me where this lady says f2p games aren't included. So no sub games no f2p. They're talking about games that cost money, which brings in the question, is this about wow because you pay for wow straight up, then pay a sub? Technically yes, Maybe no, it's very ambiguous and they are not clear if they are targeting these.

She did a mistake there. Ross even commented on the video. Monetarised F2P (MTX) are targeted (that's also in the FAQ), even games with subs, but he doesn't expect success for the latter, because they are more explicit in their terms of losing access when subscription ends. The EU expects broad petitions, not detailed, and there even is a character limit for petitions.

So leave it to a bunch of non-gamers in their 60's who are stacked to figure out what's best for gamers in their 20's who don't know how that's going to affect their pricing and quality. It sure would be nice if they made it a law to not compromise on quality because of this ruling first, wonder how it would be enforced though.

The average age of members of the European parliament is 50 years. During the creation of a laws politicians seek advice from specialized commitees (in this case probably the commitee "Culture and Education", whereas the commitee "Petitions" will be involved due to origin). There are experts of the special field and lawyers in these committees. This is not a special trait of the EU, this is common.

b. It's normal for mmo's to eventually die, or release a new version. WoW is a bit of an exception here because of the status it holds in mmos, but for the rest of them, they have to constantly be changing to try and grab a few users. These games aren't made to last decades because the player base goes back to wow and nobody pays the sub. It costs money to maintain, merge, update, secure, their acc data too.

I'm sorry, but I can't discuss WoW particularly, because I never played it (and I'm happy about that). Yes, other MMORPGs tried to copy WoW or at least features, mostly out of the greed by publishers. You don't want to tell me that a MMORPG with 100k active subscribers couldn't be sustained, right? But the suits are looking at WoW and want their piece of the cake. How are mod teams able to host emulators otherwise? And why do people play on those without getting new content? Why does WoW Classic exist? Or OSRS? Retrogaming?
People are different. Some are always looking for the newest shit, others might have found the perfect match already.

I was trying to point out that if preservation was so important to these games as they say, they'd try and mod some of them, but people will mod the basic mmos over and over again. It would be a lie to say this is their focus. Their focus is on wow and other big mmos. They still wont care about small games, because they never did for the past 20 years.

I see, but that's natural. The more successful/popular something had been, the more people know about it, the higher chances are that it could be successful again (in a smaller scale) and working on it isn't a waste of time. Why would a modder spend a lot of their free time reverse engineering a game, if they don't expect anyone else joining them later on? But the easier it is, the more games would be kept alive.
You know that Ubisoft removed The Crew from Uplay libraries? If we hadn't Steam, backups and/or pirates, noone could reverse engineer that. Providing an end of life strategy would enable us (as players) to at least have the option to revive a game.
And for the sake of art preservation, popularity doesn't matter.

As a bad example, the most popular NFS World mod server out there, is advised against for providing P2W services. You can have these things both ways, and in general no one does it for free.

Nightriderz? There are alternatives. For my example, TDU2, there is another modded server, too. Of course there are black sheeps. But it's up to you which mod project you choose or if none of them convices you, none. How could this be worse than having no option at all?

I understand it's not consumer friendly, but after enjoying a game for years I can say I got my value out of it. I don't exactly feel wronged about it shutting down after years of service, after I've paid the same amount of money to watch a movie in a theater for 2 hours and never have a chance to go back to watch it again there.

I got my value out of The Crew as well. But the same is valid for other games I can still replay. Cinema isn't a good comparison. If you want it forever, you buy a Blu-ray. Now you'll probably counter that the comparison is bad, because we're talking about digital games. Yet The Crew was sold physically, too, but it can't be played either. So where's the option to have a game forever?

Again, I still think this would've been better as an initiative to have been pushed onto engine creators, rather than individual publishers/devs.

Then you would miss out on those with their own engine. And who says that this can't evolve into that? Imagine the law is coming in some way. Maybe engine creators will integrate end of life strategies to improve their products and ask for slightly higher price. Perhaps one of them will integrate it for free to beat its competitors. Maybe they don't.. and indie devs would need to apply pressure by contacting their business association.. history doesn't end here.

Just because someone could do better with your code doesn't mean anyone should be forced to open source. It should always be a choice.

The initiative doesn't ask for open source. Yes, I mentioned it above nonetheless. But as an optional choice.
You have:

  • keep own servers running, maybe reduce scale, ask for donations
  • sell game to other publisher
  • offline mode
  • architecture for dedicated servers
  • sell or give source code to a chosen mod project
  • open source

These can be mixed and there are probably more I just don't think of. Keep in mind, that this is not retroactively, but for future releases, and should be considered at the earliest stage of design (like the dev explained in the aforementioned video).

Just like TDU2 for instance, having the server up wont cost much, so if they make $40-$50, the rest after server cost is profit, it does still count. In this case the user spent their time willingly to create it, which is charitable, but suppose they were provided with the server straight up, they'd skip that entire process and go on collecting 400% revenue per server cost.

Just because he wanted the game out of own interest, noone made him share it. He did so voluntarily, he answers questions every day in the discord server, he is trying to reach 100 % original online functionality. He doesn't do it for profit, he has a job for that. Everyone is profitting of the time he has invested and still does. You only count server costs. You don't value your free time at all? Moreover, these are donations. They could end tomorrow. I doubt he had more patrons in the beginning. If he wouldn't have had to reverse engineer and work that much on it, people would donate less. At least I would have donated just once if at all.

Sorry, but I don't get your generalisation regarding modders motivation (stealing and making profit). Maybe some turn to the dark side later on, but they all begin as former players.

Oh, and just yesterday we got a good new example:
https://store.steampowered.com/app/1119830/Flunky_Farm/
They shut down servers even before the announcement, speaking of other "franchises", but nothing else on Steam or on their website. The game was paid, only had one sale, despite having a max players of only 6 at release, then it died quickly. Because of the announcement some hardcore collectors bought it. But overall, I don't think they sold much more than 100 copies during its lifetime (- refunds after noticing it's dead). Piracy websites? I doubt it. How many of those people might have it installed to access the game files? Maybe 5? Only these could try to reverse engineer. Does one of these have experience with that? Unlikely. Or the time? And for which purpose? Noone is going to play with them. Unless one of the devs backed it up personally, we'll never see it again.

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a. Well that's the problem, no one knows what the initiative is about. Ross says one thing, initiative says one thing, youtubers that you can "trust" say one thing. Either way it's getting votes so it's going well I guess, maybe that was the intention. Get people from everywhere with every intention.

b. Nice do these specialized people post their creds online so we can see their gamer ranks and accounts?

c. The problem with mmos is it needs constant investment to survive. It can have a 5 million player base, if there's not something new constantly people get bored. You see this effect in PoE. People join a league that supposedly lasts 3 months(now longer) and they finish the league in 1 week and the player base goes from 150k users to 10k or less by the third month.

Private servers introduce "new" content in the sense of giving content hard to get normally on legit servers, content that was not yet released, random 3d models they download from a 3d site, etc. They charge for that content. Mod teams survive on this. Once they crack the game, they generally sell the private server to different hosters, who charge for these things unofficial things they'll do to the game. They generally charge less than what retail costs, and have different pay structures, such as pay 1 time hold the content, which some find appealing. It's still a private server and someone is still profiting off someone elses work without permission.

Wow classic returned to combat some of these private servers, it worked well until private servers now went into the direction of creating their own content. You see, before private servers of wow would generally stay true to the content, however since classic is doing the exact thing, now their strategy is to add random content or switch it up. Classic wow also introduces new content on top of vanilla so it's a little unfair to call it "classic" but I understand since you didn't play.

OSRS I don't understand why it's alive, the game is trash, although many will disagree with that, many in poorer countries because they farm materials to survive and it pays more to sell mats in osrs than to work a 9-5 job. I can respect that.

Nostalgia I'm guessing. Retrogaming stays available due to nostalgia. Rarely does anyone from the new generation care to go play super old dos games. This trend will only get worse with more and more games becoming available on the market. Think about us, we're probably from the 80's, 90's. How often to we still play those games?

As for why wow constantly succeeds, it's simple, you can't just make a new mmo nowadays and compete with wow. They all have the potential to beat wow, they don't understand the approach tho. However, wow is getting old, newer generations aren't into wow. So it's basically dying as a game not because it's getting defeated by other games, it's dying because it's too old for anyone to care about it. A playerbase of 10 000 who want to sign in once a year just to feel cool would not be enough to keep wow official alive. That's why even blizzard is working on a new mmo.

d. Ubisoft removing crew from libraries is shitty indeed, but that doesn't mean it would vanish. There's thousands of copies installed on devices that people haven't turned on in years, someone would archive it. There just wasn't an interest in it until it was getting shut down. I get your point here but the game shouldn't have had multiplayer in the first place, it should've been a single player game. Why they went that direction idk, so in that scenario I agree they should've provided a mode for it and it's shitty of them to not do so. At the same time, I don't think every game qualifies to have a standard mode, and I believe it would impact on quality to have to provide 2 game modes instead of 1.

f. Since it was sold physically(which I didn't know) , this counters it's files being lost. So it is just a matter of time until someone cracks it since it's abandonware. There just has to be interest.

However, it is clearly stated on the box that a permanent internet connection is required to play. I can't blame them for that as that's how they advertised the game. Why change the game after it was made? Why buy it if you don't agree to it's terms? Why buy it and then sue so you can change their company because you don't like how they operate? Were there just no other games? (pic is below)

g. My point with nightriderz is if you look up a server, that's the first one that shows up. If NFS World was still live it would've been the official one. The problem here is someone trying to play the game ,and maybe getting scammed, fished, having a bad experience, etc. through one of these bad servers. Of course you can look up, but as you say people go for what's popular, popular mmo, the popular server. Which can be a bad thing for the brand and for the game being shared with others(suppose a reviewer rates it on one of those servers), etc. and tarnishes the brand name.

h. No you wouldn't miss on those with their own engine, those who choose to code a game from scratch, aka making their own engine, should have to do it from scratch as well. Kind of like cars, you don't make cars without airbags, so, don't make engines without dedicated servers on build. Thats the easiest most realistic solution here.

i. A company should be able to close their project if it fails or after x time if they so choose without having to give it away. They should not sue for a similar idea, as copyright wouldn't allow them anyways, but they shouldn't have to give their game away, sell their game away, keep it open for 10 people, etc. TDU2 has 16 players. It sold 1.8 million copies. It shouldn't be forced into those options for 16 people.

j. "Just because he wanted the game out of own interest, noone made him share it. He did so voluntarily, he answers questions every day in the discord server, he is trying to reach 100 % original online functionality. He doesn't do it for profit, he has a job for that. Everyone is profitting of the time he has invested and still does. You only count server costs. You don't value your free time at all? Moreover, these are donations. They could end tomorrow. I doubt he had more patrons in the beginning. If he wouldn't have had to reverse engineer and work that much on it, people would donate less. At least I would have donated just once if at all."

Regardless it is still profit. All these legitimate companies we buy things from also have fail safe measures, licensing and publishing costs, legal costs, advertising costs, faq costs, localization costs, all kinds of costs someone with a private server will never even think about having. Yet we shit on these companies for charging money, but it's somewhat charitable if a modder hosts a private server of content he doesn't own? If that's not mega hypocritical, I don't know what it is.

k. "Sorry, but I don't get your generalisation regarding modders motivation (stealing and making profit). Maybe some turn to the dark side later on, but they all begin as former players."

Doesn't mean each modder is the same, but I don't treat modders who host online servers with "donations" and in game services for those donations the same as I treat a guy who's modding his skyrim/gta. I've hosted a deathmatch server myself at some point for almost a year day and night without ever asking for donations. I've even made them for free for a few people at no cost. Granted I was a kid at the time, and it was for CS so it wasn't exactly rocket science(or it was for some), but still, if the guy loved TDU2 so much, he could share the server and make it open source right? Or he doesn't want anyone else to have fun with it? The NFS World modders could make the servers public.

View attached image.
3 days ago
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l. "Oh, and just yesterday we got a good new example"

This is one of my points, this game released in 2023, it's been a year and a half since release, it had an all time high of 6 players(dead on release), 2 reviews, for a game worth $14.99 and on sale for 70% off at $4.49 1 month after release. The reality is no one cared about this game. Yet under this regulation, this indie dev/small studio would be forced to dedicate their already strapped resources and time, to provide an offline mode for a game that NO ONE PLAYED. Now that the game is getting delisted everyone is asking for sales and offline modes and whatever like they've been waiting to play this game. This is just FOMO behavior, it has nothing to do with them wanting to play this game. They didn't even know this game existed. The only reason is because now there's a movement whose end goal isn't to play these games and enjoy these games, it's to look for games which are dying and dead to see if they're getting removed and ask them to change their mind and do extra work so that they can still never play these games for the purpose of "preservation". What in the world?

Just wanted to add you got me misunderstood. I'm against this movement not because I don't believe in preservation(preservation will happen for relevant things whether we like it or not), I just don't agree with the target of this movement, which should've been engine creators from the start, and I don't agree anyone should be forced to preserve if they don't want to.

Provided you, the buyer, accepted their terms beforehand(such as "permanent internet connection required to play"), I believe other human beings should be allowed to remove their game from sales and production should they so desire and should not be forced to provide you with a different game mode upon that happening, which will undoubtedly come at the cost of something, be it that higher game prices, greedier monetization techniques or privacy data selling, a worse game quality, less games published or some games completely killed off because of it, or even options such as a crypto miner to help pay for the extra maintaining costs of the game as you're playing. I'd prefer to avoid all of those, in exchange for this preservation of games no one cared to play.

Either way, looking at the numbers it's going to pass, so congrats to whatever's coming.

3 days ago
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Of course, that's kind of FOMO behaviour, but there is no museum that would care that much about, so in the end people have to do it themselves. Closest would be the internet archive, but even there not everything gets archived, and legally it's a grey area outside of the US. It might not be relevant for the history of games, but how to know without having played it? A book, movie or painting which might not have reinvented the wheel, can usually still be read, watched or looked at. Compared to classic media and art there's still a lot to catch up for game preservation.

In the beginnings we were talking about shovelware etc. Trash might not fit here, but it's definitely an indie dev dreaming big by taking a popular MP concept (BR) and believing they could break through. What's market research for if not to avoid that? And contrary to few others they apparently never thought about not having success. They provided a Christmas update, did one sale and then nothing. No further sales, not switching to F2P, they could have added bots from the beginning. Makes you wonder who paid their wages all this time and they're not closing down according to their announcement.
If this initative leads to those people thinking about end of life beforehand, they either would try better or rather go for a single player game which might have more quality or be more unique.

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I don't have the time to reply to everything, so I'll only reply to some and do so shortly:

a) Well, I would rather go by website of the initiative instead of another youtuber. There is no need for much trust regarding Ross and the initative. It's the EU's job to make a proper law. Of course they will talk to the initiative, but also to experts from gaming industry on one side and customer protection on the other side. The decision is EU's responsibility and if they fail, there are ways to issue complaints, express disapproval via elections and court cases.

b) Why would anyone need that to decide about it? It's mostly about customer protection and I'm pretty sure that there are gamers among politicians by now, too.

c) Yes, there have been hypetrain people back in the 2000's already, but not everyone cares about new content all the time, as long as the MMORPG offers a solid base for PvP, RP, crafing/player economy and in the best case other player generated content. I'm not going to check your claim about PoE numbers, but if that's actually the case, either the game doesn't offer much beside PvE content or people are even more ruined nowadays by social media attention span.

f) How does the "permanent internet connection" help you now? I have connection, but can't play it. You're implying that this means "online only" and people are warned. That's correct and nobody denies that. But Ubisoft didn't do a disclaimer about how long they're going to run it. Not only because that could have changed over the years (new managers, new policies, relying on player numbers etc), but also because they just didn't think about its end of life. Additionally, later on, because they wanted people to buy its successors.

g) On one hand you ask customers to pay attention to "online only" disclaimers etc, but when it comes to mod projects, the users are allowed to be naive, to not read, to only look at Google's first match, to be scammed and then blame the original company instead of the mod team for it?

h) Your engine sentence isn't too far off from: "Don't create a game relying on online features without thinking about an end of life strategy." I don't see an issue with either of these, but you see one with this initative's.

i) You're comparing sold units with CCU. The project has been going for several years already, numbers go up (e.g. when TDU:SC released and was badly received), numbers go down. Their Discord server has more than 21k members to throw in another number.

j+k) Profit = sales - costs. Costs include personnel expenses, in case of a single freelancer just their income. No freelancer would permanently work for 30 € a month. Donations are voluntarily. Noone pays him respect or donates to him because of the original product, but for the ongoing work on server infrastructure, website, Discord. How can you compare that with a company?
It's great that you did that, but you were a kid and had a lot of free time compared to an adult employee. I wouldn't have blamed you for a donation button. The whole internet could be full of donation buttons. Noone forces you to actually donate.
Regarding open source: when asked about it a few months ago, he stated that he would be grateful for getting help that way, because the network analysis takes a lot of time, but he wouldn't want the TDU2 community to split up even more (2 big projects now with a bit of history between them) and then have servers with just two players everywhere. And again, donations aren't fees.

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Going point to point.

a: This is why I really advocate for open sourcing if a game is shutting down or being delisted or what have you. While a game is active, I don't know that requiring private servers is necessary (although it's generally advantageous to do so and anecdotally, I would say that it makes a mp game more appealing).

b. People have opinions. Mine is that for every objectively good game on Steam, there are probably 100 trash games or unfinished ones or abandoned ones (we'll just group all together for the purposes of this conversation). It shouldn't be so easy that everybody with a computer and a dream can get their game on Steam. Some sort of third party (i.e. Steam) QA should be happening (although that is probably the topic of a different conversation).

c. It's rare that a game without proper funding (whatever that looks like for the specific game) doesn't fail. A game might only take a few thousand dollars to develop and be amazing, or it could take millions. But a developer going strictly off of hope is not handling the business side of their business properly.

d. The entire world running off of credit and loans is a very real issue and a large component for why the haves are an insanely small percentage of humanity. Some, myself included, would say that is part of the plan. To have a debtors society. As a side note, you don't really hear the younger generations talking about this any longer, but there is also an ideology that most baby boomers are aware of, which is that your total net worth isn't just the money and assets you have. It is also the debt you have incurred. When you hear the old hats talking about how much money they have, including Orange Jesus, understand that they are generally adding their debt into that equation.

e. Realistically, what I actually need to do is get in the studio and record three or four songs. Which I will be doing soon. But yeah, having your best tracks recorded is certainly advantageous. :)

f. Open sourcing would really squash all these issues. And it's not uncommon but certainly is less common now when devs will just disappear and completely abandon and/or shut down their games instead. Which is definitely anti-consumer.

g. I think the distinction between providing legacy servers and allowing people to simply host their own is where this topic generally gets bogged down. I don't think you need legacy servers. I do think you need to allow people to host their own, and if the game's servers are shutting down, private servers can be run at the hosts own expense. I think that is more than reasonable and fair for everybody.

  • But yeah, the majority of us will never finish our backlogs, even when they've streamlined them like I have. Which, I drew a metaphorical line in the sand. Every game before that time that I acquired I no longer consider to be part of my backlog, with a few exceptions. I added them all to the hidden category, so I don't have to see them, and they really just exist at this point as the legacy of the peak bundle era and the few years I spent in game's media. They could all be removed from my account today though and I would not shed a single tear.
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a. To me, no one should be forced to open source if they don't want to. It is a business and someone has to come up with these ideas. Someone paid people or spend years of their life developing this. For someone lazy to just take it and with low effort repost your content to monetize it, I don't look kindly at it. It's easy to look at the code for SG as an example and change website title to "John's Website" and now you got your own version of steam gifts. Just because this website might close down in x years, doesn't mean the source should be public. I understand if you're thinking well "it's not a game", but in the sense of preservation and lost media, shouldn't it all be preserved though?

b. I respect that, I don't agree since I feel like a QA system like that would be unfair in it's reasoning and picking with the amount of creations being made, and I'm not exactly looking to make jobs for people who play games with the pretext of them seeing if they're worthy enough, we already have streamers and that's already unproductive enough to society and it's not like their opinions are valid enough to say whether a game is or isn't good. Most times they'll kiss a games ass for a money incentive, doesn't say much about straight up offering to pay employees to do the same thing. I think everyone deserves a chance to create a product, we shouldn't limit it to people with exorbitant amounts of money and time. Is there a lot of bad ones out there, sure, but I mean an overwhelming majority of people are dumb af and they're still here and we're not cutting their subscription, so what can I say about that?

c. I mean, this ain't right. People have made great games on 0 budget, nada other than free time and it skyrocketed. The guy who made flappy bird wasn't expecting it to get to where it was. You can re-make flappy bird in like an hour. It's also realistic most games will fail. Like with everything in life, only a few will get successful, the others are the losers who weren't picked by lady luck.

d. It is but people don't want socialism because they're afraid the mcdonalds worker who was on their legs all day smelling like fries would make as much as the person who took too calls in the office today and had to say yes because that's the policy, or the doc who googles your symptoms in their database and ends up giving you ibuprofen. You believe they are adding the debt as a positive? Interesting? I mean he just pardoned those two fraudsters, and they refused to apologize for what they did, they said they did what they had to get their money. Which was fraud, tax evasion, etc. He pardoned them lol. The pardon in itself means admitting, but they are too ashamed to do it publicly.

f. I don't see why its reasonable for them to open source if they don't want to. That should be a choice, welcome, but a choice. If creating a work means eventually you have to give it up by force(other than copyright timeframe), why not just take someone elses work, create nothing new and make money from what you didn't make? People dislike all the basic clones of games we already have, so why would anyone make anything new when it requires so much more effort when they can just copy paste what's already been done? Out of kindness? Do you work at your job 10 times more than your coworkers out of kindness for someone elses business? Would a boss want to invest in a expensive project when they can get some slop done for cheap? Is this good for the consumer? I don't think going anti-business is the proper path here.

g. This is why I suggested instead of asking this of individual developers who don't have time/money for this, ask big engine creators to provide this as a feature on game build. Most games are made with an engine like unity or unreal. The rest should have an example open source implementation for how dedicated servers are done so they can meet the criteria in case they really want to make their own engine.

6 days ago
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Signed, but there should also be a petition to allow players to resell their digital games, especially now that prices are nearly on par with physical copies.

1 week ago
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You would have to remove DRM first. Which is a different battle.

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Technically you could make a possibility in the DRM to transfer the license to someone else, who has an account on the same DRM, if it is account-based.

Take Steam's family sharing for example, that's already a kind of transfer of the right to play the game, and a total transfer of a license is even more simple than family sharing.

Payment is another thing, and to keep it simple, that could be left totally outside of the DRM's concern.

I'm not saying this is within reach, nor would it be good for the game devs. But I'm simpy answering to the claim that DRM would have to be removed in order to make reselling possible.

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I could never agree to this one. If you didn't play the content at all, I'd understand and I'd even agree to resell it, but if you enjoyed it, I disagree. It's the equivalent of going to a movie theatre, buying a ticket to watch the movie, then giving it to the next person to watch the movie again later, who can then repeat the process. For creator's sake such a policy is incredibly toxic.

I understand reselling physical items since they're more than likely going to become collectables or necessity, but not digital consumables you've consumed for entertainment and I'm not about to put Bad Rats 3 on my holographic shelf for e-people to praise me of it's ever increasing value.

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No. This is how movie BUYING worked until internet wanted to repurpose the terms of what constitutes buying something. You've made a false equivalence. I once had a VERY large collection of DVDs and VHS tapes. I gift some, I ripped others, I sell some others. I was the owner of what I bought.

That's how it worked. I bought a movie, I could make a copy for myself, lend the original to my friend. Even gift a movie I no longer want to see. This is imposible in the actual market. They unilaterally removed this option for games, and no one resisted. This is not only about consumer protection, is also about game preservation. A lot of games are lost, and a lot of movies and shows would be dead if it weren't for piracy. They are killing stuff.

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This was before the internet was like today, with the accessibility we have today. We had nokia's who could call and text, not go on ebay take a pic and list an item in 60 seconds. You didn't have digital items back then worth money, because they weren't. You had bought physical goods with a collector's value.

You weren't supposed to make a copy of it back in the past, it took years for that to pass as an ok in court, because of easy accessibility of those same items online and to try and prevent the spread of piracy. It wasn't approved out of kindness. They did it to stop/slow people from pirating. It was illegal to rip dvd's even for personal use in the UK until 2014. I think VHS were long dead by then. In the US it still is.

"This is imposible in the actual market. They unilaterally removed this option for games, and no one resisted. This is not only about consumer protection, is also about game preservation. A lot of games are lost, and a lot of movies and shows would be dead if it weren't for piracy. They are killing stuff."

Then the argument should be against DRM, not targeting devs, although it would be extremely tricky with multiplayer games.

So would you like the internet as it is today to die, and become based on subscription? Aka you pay monthly to use it like you do for cable, but an additional fee, on top of seeing ads and everything else? Because what do you think supports all these people to make a living and these services other than ads? It's the possibility to sell these copies for individual use. If this were to pass, why would anyone buy from developers anymore? Just wait for someone to finish the game and buy it from someone else at a lower price until it gets to a few cents for each game. Should valve facilitate these sales? Should you ask for the price you paid for it?

If you were a creator and made something and people just sold it around left and right letting others enjoy it and they said "well I don't have to buy it from you I already played it from someone who sold that first copy you sold around and I already sold my copy to someone else".

I guess by this own standard, why is it not okay for me to go to a store, eat the food pay and ask for a refund, every single time? Why is that not acceptable? Is consuming with your mouth more moral than it is with your eyes?

I mean think about it for a moment, most of these people can't make this lifestyle happen and make money off this, and you want to take over and sell their product because you bought a copy and have consumed it and got tired of it and wanna give it to the next person to enjoy. 30 years ago yes I'd understand, in an age where there's so much content online, I don't. I'm all for preservation, but not like this, not to allow people to sell others work, without their willing permission.

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It's not the equivalent of going to a movie theatre, it's more like buying a digital movie from the Apple Store, Amazon Prime Video or even a physical DVD/Blu-ray. Physical copies of games/movies have always been resellable and that’s never been seen as toxic or harmful to creators or developers. In fact, a similar model could work ethically on Steam. Users could resell their digital games, with developers receiving a percentage of each resale, much like how the Steam Marketplace works for trading cards. For developers, it could actually be better than reselling physical copies.

I have plenty of games in my Steam library that I once thought I’d replay someday, but never did. Now, they’re just sitting there like digital collectibles. I’d much rather have the option to resell them and put that money toward a new game I’m more excited to play, instead of letting them gather dust on my virtual shelf.

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Does apple and amazon let you download and resell their movies?(I actually don't know but I doubt it) You're just buying a license to enjoy the content. Very different from a physical copy.

"Physical copies of games/movies have always been resellable and that’s never been seen as toxic or harmful to creators or developers."

I've addressed this somewhere, but this was before people could drop 15000 copies of x movie and fight for the price to be lower and lower. Nowadays nobody buys physical media other than for collector's/showcase purposes.

"In fact, a similar model could work ethically on Steam. Users could resell their digital games, with developers receiving a percentage of each resale, much like how the Steam Marketplace works for trading cards. For developers, it could actually be better than reselling physical copies."

It very well could, this is a good point, but there are consequences for picking this over the current system in place. The game industry is currently bigger than both the music and movie industries together. This allows thousands of indie devs to come in this space and participate. If instead of making $5 per game they now have to make $0.10 for some tax from a sale, their revenue will plummet. With so many already exiting the space after one single game for not being profitable enough, despite good reviews, it is not unreasonable to assume a system where users can sell their games would make this situation worse.

"I have plenty of games in my Steam library that I once thought I’d replay someday, but never did. Now, they’re just sitting there like digital collectibles. I’d much rather have the option to resell them and put that money toward a new game I’m more excited to play, instead of letting them gather dust on my virtual shelf."

Me too, I'd also like to sell dust, and the air around us, maybe land on the moon and mars for some profit. I'd like to take advantage of every opportunity to get some money. Morally it's wrong though, this is why I don't advocate for it. I paid for a digital product and enjoyed it, it does not seem fair for me to resell it. It stays in my collection to replay it again if I ever will, or it is what it is.

As an example, imagine you paid $60 for a game and the dev gets $30 of the sale lets say, about 50% after taxes. If you resell that game, should you resell it for $60 if it never changed price? Suppose you sold it for $50 to account for depreciation after 1 year, should you get $50? How much will the dev get that you think is fair, 10%? So $5 and you get $45 for your $50 purchase? So now the dev for 2 game sales made $65, instead of $110. They just lost $45 potential profit in 2 sales. When so many can't already make it happen, they lose about 40% of current revenue in 2 sales. I can't stand behind that.

Wouldn't this be a cause and effect that leads to games not getting big discounts on pc anymore? This way everyone pays $60 for every game always, to make up for the lost revenue they had until now.

6 days ago
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A, if i remember correct, french company do this already with their platform.
You get there "wallet" (some coins) if you sell one of your games, that you don't got for free, the free ones can't be sold, back to them.

But as you see, not many are interested or they would be more known and more successful.

6 days ago*
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bump

5 days ago
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The UK Petition surpassed 100000k!!! https://petition.parliament.uk/petitions/702074/

And the EU initiative is approaching 85% !!!!! https://stopkillinggamestracker.pages.dev/

Insane momentum at the moment (lol). Keep signing! We need more than the objective signature number, because some will be discarded for one reason or the other. I think we are safe at 1,25M-1,30M.

150% would be even safer, so. Spread the word. If you are in the EU or UK, tell your friends, parents, second cousins to sign. This could be the start of something beautiful. (Not in the meaning of this song. In the literal meaning. Great song by the way)

4 days ago
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4 days ago
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4 days ago
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I was one of the first who signed approx. one year ago. Was gloomy when I looked at the number of signees two weeks ago. Now I had to pinch myself when I looked at the numbers a few minutes ago.
So happy!

3 days ago
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Just sign it, hope it reach 1 million !

4 days ago
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Done.

3 days ago
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Signed long time ago, i just wanted an offline mode in The Crew and Tom Clancy's Hawx 2 and other "Ubisoft still online games despite being mostly single player" as there is a story campaign in both these games that is no longer playable.
In EA Need for Speed there is an online mode and an offline mode...

3 days ago
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I'll never forgive Ubisoft stealing The Crew from me. Theft on a corporate level seems to be ok for our lawmakers. I'm thrilled to see what changes this campaign will bring if any.

3 days ago
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The rate it is climbing makes me nervous of botters :( I wonder how many votes will be deleted because foul play is involved.
Nevertheless, we will surpass 1 million TODAY!

3 days ago
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After Ross made this video where he basically gave up 10 days ago, some bigger youtubers and streamers finally picked up on it and positioned themselves against Pirate Software and pro the initiative and encouraged their audience to sign the petition. That is what drives so many people to signing. I don't think, there's more botters than usual.

But we DO need more than the 1 million signatures to be safe as Ross is also saying in his last update.

2 days ago
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Thanks for letting me know. I already knew that and was aware of the drama around PirateSoftware, but many are not so it is good that you informed us with your posting :)

My fear of botting remains, because humans = shit bad and I absolutely believe that gamers who want to hurt Pirate are willing of botting votes just to spite him.

2 days ago
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It's not out of the question, I agree.

It's just a Youtube comment and of course I can't verify its claim, but still:

Hi Ross. I wrote some software data analysis to track the signatures. There was a definitive 15-20 signs/minute between 11pm and 4am in the eu, and would follow the day and night cycles of signs climbing to 180-200 signs/minute. This is a good sign and shows that people are acting in good faith. Hope this message finds you.

https://www.youtube.com/watch?v=cmkCQJrc9n4&lc=UgzFPy9gf1B2X3rM96B4AaABAg

2 days ago
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1 Million Votes reached!

But please keep voting

View attached image.
3 days ago*
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The more the merrier bump.

3 days ago
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Awesome!! But we shouldn't stop now, as a number of votes can be disqualified.

3 days ago
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Yes, very important to get a decent safety buffer. Would suck to fail it bc of invalid votes.

3 days ago
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Where can be checked if 7 country minimum limit is achived?

3 days ago
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Here (or here), currently there's 22 countries that passed their thresholds, should be 23 soon because Slovenia is at 99.45%.

3 days ago
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Thanks, Slovenia also passed their thresholds, at 100.16%
It is changing so fast it is incredible.

2 days ago
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Just signed it from Germany!

3 days ago
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LET'S GO GAMERS! LET'S GO!
already signed couple days ago :)

2 days ago
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