It’s amazing what a difference a little bit of time can make: Two years after kicking off what looked to be a long-shot campaign to push back on the practice of shutting down server-dependent videogames once they’re no longer profitable, Stop Killing Games founder Ross Scott and organizer Moritz Katzner appeared in front of the European Parliament to present their case—and it seemed to go very well.
Digital Fairness Act: https://ec.europa.eu/info/law/better-regulation/have-your-say/initiatives/14622-Digital-Fairness-Act/F33096034_en
I really hope this goes through for obvious reasons. But it would be a 2 fer because it exposed the Pirate Games A hole as a neoi baby narcissist.
Just found out about Stop Killing Games from Path of Titans releasing a skin where proceeds go to this cause! I of course am now a proud owner of the skin.
To think that the guy that wrote Freeman’s Mind would go on to such heights. Proud of you, Ross.
Started watching since Ross started the Game Dungeon series and watching him develop hate for game killing real time to talking at EU Parliament - what a journey! Now if the rest of gaming community had this much care and spine.
Freeman’s Mind is such a comfort to return to every now and then. Ross has one of those Homer Simpson voices that make me feel warm and at peace just listening to.
But what does Pirate Software think of the situation? That’s what I really need to know.
His dad worked at Blizzard, y’know.
To think all of this happened because one person really liked The Crew of all things.
Games should be required to have reproducible source for all components (client and server) sent to whatever the European equivalent of the Library of Congress is, to be made available in the Public Domain whenever the publisher stops publishing them.
I like it. If the publisher no longer sells/supports the full game as purchased, then they no longer to get to complain about people pirating it.
I don’t like instantly throwing it public domain, that’s the wrong license to use. I think Creative Common CC BY-NC-SA would be more appropriate. (Credit the original, no commercial use, and any modified/redistributed version must follow same license).
This will prevent xbox from taking all the old PlayStation games, stealing an emulator, and selling them under game pass to people that don’t know those games are freely available.
I’d also add the game must be available as an individual 1-time purchase. If it’s only available as a bundle or subscription service (like game pass), that doesn’t count.
The Public Domain isn’t a “license.” It’s simply the default state of a work when copyright is no longer being enforced for it. I’m saying that copyright should immediately expire for any published work that is no longer being made available by some entity with the right to do so (phrased carefully so as not to break copyleft licenses, BTW) and that anyone should be able to get it directly from a government archive of all Public Domain works.
As for selling Public Domain works, that’s always been allowed and I don’t see any particular reason to change it, provided that regulatory capture doesn’t result in the public archive being the digital equivalent of hidden away in a disused lavatory in a locked basement with a sign saying “beware of the leopard.” If the free option is prominent and well-known but you want to pay money for some reason anyway (in theory, because the person selling it added value in some way), that’s your business.
whatever the European equivalent of the Library of Congress is
Yeah! Um… what is that again?
¯\_ (ツ)_/¯
If no such thing exists, they should create it.
This would be the only type creative work that would be burdened like this.
I find it paradoxical that we’re trying to save the gaming industry by burdening (mostly) small developers. Larger studio will no longer be able to abuse the system, but complying will be easy for them.
For indies and small to medium studios though? They struggle enough as it is. Adding the burden of compliance on top is not a great idea.
If we could legally categorize studios in a meaningful way, and therefore target the big ones and leave indies alone, I would support such an idea.
This would be the only type creative work that would be burdened like this.
It’s the only type of creative work that needs to be burdened like this, as all other types of works have always been “self-contained” (for lack of a better term) with no continued reliance on the publisher after the purchase.
Ditto with older games, BTW: you’ll notice that this “Stop Killing Games” movement didn’t start until the game industry started using tactics like DRM and “live service” architectures to forcibly wrest control away from the gamers. Before that, people could just keep playing their cartridges and CDs and even digital downloads, and hosting multiplayer themselves using the dedicated server program included with the game, in perpetuity and everything was just fine.
The industry got fucking greedy and control-freakish, and this is the inevitable and just attempt for society to hold it accountable.
I find it paradoxical that we’re trying to save the gaming industry by burdening (mostly) small developers. Larger studio will no longer be able to abuse the system, but complying will be easy for them.
I find it weird that you’re making what seems to me to be a strawman argument about “burdening (mostly) small developers,” as I’d say they are mostly not the ones trying to do this bullshit where they try to retroactively destroy art and culture because it stops being profitable enough. Indie studios typically don’t design their games to use publisher-operated servers with ongoing costs attached in the first place, let alone to self-destruct when they shut off!
I find it weird that you’re making what seems to me to be a strawman argument about “burdening (mostly) small developers,” as I’d say they are mostly not the ones trying to do this bullshit where they try to retroactively destroy art and culture because it stops being profitable enough. Indie studios typically don’t design their games to use publisher-operated servers with ongoing costs attached in the first place, let alone to self-destruct when they shut off!
Releasing source code isn’t without extra work. My point is, unless you make sure to specifically target the companies abusing gamers, you’re going to mainly hurt the part of the industry that is not the problem.
There’s no need to release any source code if your game doesn’t require an internet connection to your server to run in the first place.
Do you think only big studios make games that need an internet connection? Or why is this comment relevant?
The important part is “to your server”.
Mostly big studios/publishers put “always online” requirements in single player games for a start. And even if it’s not only big studios, those requirements can be omitted without effort (if anything it reduces effort to not put them in).
Multiplayer games are a different beast, but I’d argue that yes, small studios rarely make games that exclusively rely on the developer’s own servers for multiplayer. That is because they are smaller studios and server architecture for a multiplayer game is a big investment for them. Even if I’m wrong there, future games can be designed with the legislation in mind (this would not affect existing games retroactively) and don’t have to keep using centralized server architecture for everything.
Again, I never disagreed with the issue: (90%) solo games requiring an internet connection disappearing suddenly is a major issue in the gaming industry
I disagree with the solutions people want for it, which I find shortsighted.
And yes, such a legislation would force to rethink some designs, and force using one over the other not because it fits the final product better, but because it does not have the additional pressure of compliance. And that, I think, makes it a poor solution.
What I’d like to see is something similar to minimal warranty in the EU. So, a game has to provide X years of playability, clearly shown on the product page/box. They can guarantee longer if they wish. They then have a legal obligation to keep it online. Add to it a mandatory warning X years before shutdown.
Then the consumer is no longer deceived, and the studio has less pressure to comply with EoL requirements.
And why not make releasing the source code a viable way to comply with these requirements, and have a special label for “forever playable” games, either fully singleplayer or through code release.
Just don’t force every studio to release their codebase.
It’s not “extra” if it’s a legal requirement.
More to the point, I’m not saying it has to be licensed as Free Software or that it has to be made immediately public. I’m saying that a copy needs to be sent to a government archive, regardless of how messy it is, so that the government can make it public later when the company doesn’t care anymore.
This shows me you don’t work anywhere near software. It is not as easy as you think it is.
Don’t try being reasonable, the SKG people don’t understand reason.
Not sure about public domain. Perhaps a non-commercial license would be best - this way fans can carry on the work, but others wouldn’t be tempted to profit off of the IP.
The original duration of copyright was 14 years. Why should we legally stop anyone else from making a knockoff?
If a studio is using the same base architecture for online services as a game that is currently active, you want developers to share their current live architecture and code?
Yes.
If they don’t like it, they can keep supporting their older stuff. Or better yet, rethink their decision to impose a “live service” business model now that they’d actually be held accountable for it, and consider going back to giving users the means to run their own servers.
(Also, by the way, “security by obscurity” is bullshit. If disclosing their server-side code leads to exploits, that just means they’re fucking incompetent. I have no sympathy at all.)
Set the launch arguments of any Unreal game to “-log” and get back to me on how many lines of log types LogEOS* it spits out before the main menu loads. That usually interfaces SteamOSS, so if there are a low amount of EOS logs they will show up as LogSteamOSS. That is the best hint I can give.
It sounds like you’re trying to “hint” at the idea that a bunch of games are using Epic Online Services and/or the Online Subsystem Steam API associated with it, but beyond that I don’t understand what point you’re trying to make.
If you’re trying to obliquely cite that as some kind of counterexample where it’s reasonable for a game’s source code to remain secret just because part of it is that library, then no, it fucking isn’t. I can’t tell whether EOS has the source code available along with the rest of the Unreal engine or not, but if not, it ought to be and IDGAF about any excuses Epic might have for not making it so.
If you are so hell bent on being right or knowing the answer. You could sign all of the Steam, Epic, and SDK NDAs to get access to all of the documentation.
LOL, what? You’re the one trying to make a point here, not me. Spit it out. I’m not gonna do your fucking work for you!
Yes.
If they don’t like it, they can keep supporting their older stuff. Or better yet, rethink their decision to impose a “live service” business model now that they’d actually be held accountable for it, and consider going back to giving users the means to run their own servers.
Nobody can be forced to keep supporting their older stuff forever, assuming it is even possible.
There are solutions to keep a server online or to give ways to run a local server (a docker image comes to mind), but you cannot think a company will keep a server active after years to just make few dozens happy with all the implications.I agree on the spirit of the initiative, but I cannot really see how it can carried out: my fear is that some types of game will not be sold anymore in EU: no legally sold copies, no legal obligation to keep the server online forever. And in this case we all lose something.
(Also, by the way, “security by obscurity” is bullshit. If disclosing their server-side code leads to exploits, that just means they’re fucking incompetent. I have no sympathy at all.)
Disclosing server-side code can leads to exploits, true, but I would not call them incompetent: they are not foolproof or omniscent.
Nobody can be forced to keep supporting their older stuff forever, assuming it is even possible.
There are solutions to keep a server online or to give ways to run a local server (a docker image comes to mind), but you cannot think a company will keep a server active after years to just make few dozens happy with all the implications.No shit, Sherlock. That’s why the tenable and preferred option is for them to give it up once they’re done profiting so that the public can do it themselves instead.
I agree on the spirit of the initiative, but I cannot really see how it can carried out: my fear is that some types of game will not be sold anymore in EU: no legally sold copies, no legal obligation to keep the server online forever. And in this case we all lose something.
LOL, nothing but FUD. Game publishers made plenty of profit before they came up with this “live service” bullshit, and they’ll continue to make plenty of profit even after we stop allowing them to screw over everyone too.
In case you weren’t aware of it, the only reason we grant copyright to creative works in the first place is to encourage more works to be created and eventually enrich the Public Domain. If the works never reach it (because the publisher is using technological means to destroy it before copyright expires) then they have broken that social contract and don’t deserve to be protected by it in the first place.
These live service game publishers are trying to eat their cake and have it too, and they simply aren’t entitled to that. The fact that they’ve been getting away with this theft from the Public Domain is unjust and must stop.
I agree on the spirit of the initiative, but I cannot really see how it can carried out: my fear is that some types of game will not be sold anymore in EU: no legally sold copies, no legal obligation to keep the server online forever. And in this case we all lose something.
LOL, nothing but FUD.
As I said, it is my fear, I don’t speak for anyone else than me, if we are discussing about something it is not that every doubt or fear I can have is automatically FUD.
Game publishers made plenty of profit before they came up with this “live service” bullshit, and they’ll continue to make plenty of profit even after we stop allowing them to screw over everyone too.
I know game publishers made a lot of money back at the time, but I am afraid that this “live services” bullshit was added to solve a problem: back at the time to play with your friends means setting up a lan party, which means to move PC, monitors and everything else (aside to have the space to do it). It was funny but had its limits.
Initially live services solved this.And in the end we gamers are partially responsible for this situation: if we buy games that only work with a live service game publishers will continue to make them because they will make money from them. Stop playing these games and they will not make them anymore.
Nobody think that a car manufacturer need to continue to have spare parts for cars it don’t sell anymore, even if they are still on the roads (Actually, here there are laws here that require manufacturers to ensure the availability of replacement parts for ten years after a car model is discontinued), why game publisher should do this ?
In case you weren’t aware of it, the only reason we grant copyright to creative works in the first place is to encourage more works to be created and eventually enrich the Public Domain. If the works never reach it (because the publisher is using technological means to destroy it before copyright expires) then they have broken that social contract and don’t deserve to be protected by it in the first place.
Which is an interesting point. Copyright lasts how many years ? 70 after the death of the author ? So as long as the copyright do not expires, they are within their rights.
Did this means that they are force to maintain it when no one pay for it anymore ? No.These live service game publishers are trying to eat their cake and have it too, and they simply aren’t entitled to that. The fact that they’ve been getting away with this theft from the Public Domain is unjust and must stop.
No, they simply don’t want to maintain something that do not even pay for itself, and I undestand it.
Nah, if the publisher stop selling a game, just make him to release a docker image for the server and the game patched to use such docker image. No source code needed (even if it would be nice).
Pardon my French but would you please kindly fuck off with “container solutions”? Cheers.
Look, I don’t really like container, I would not suggest they are the solution for everything, but in some cases they have their use.
I see this as one of the cases where a container can have a use. You can also use a virtual machine if you want, the point is to have something that can be run even if the original OS or libraries needed are not available anymore because they are too old or have some incompatible changes, which in the case of old game server can happen, especially if you want to keep it running for many years after the release.
I firmly disagree that this would be a good use case. Allowing this kind of container shenanigans would introduce more incompatibilities than it solves.
I firmly disagree that this would be a good use case.
Why ? Any technical reason beside your dislike for containers, in this specific scenario ?
Remember that we are talking about software that probably is built with older version of the OS as target, using older version of tools and libraries. The source code could not be compilable anymore without a porting, which can be not that easy.Allowing this kind of container shenanigans would introduce more incompatibilities than it solves.
It depends on your objective.
If the goal is to be able to continue to play a game which require a server, having the publisher to release a container solve your problem, you just run it and you can continue to play the game, which if I am not wrong is the ultimate goal of all the Stop Killing Games initiative.If the publisher only give you the server binary (and all the dependencies) there is way to be sure that the next OS update does not break something, assuming you are able to run it in the first place.
The source code you say ? Fine, when the copyright end, after 70 years, they will release it in the public domain, until then… good luck, laws are on their side.
Why ? Any technical reason beside your dislike for containers, in this specific scenario ?
Because jailing a container is even harder than jailing an application. “But a container is already jailed” you’ll say - I don’t trust any jail that I can’t choose & configure myself.
If the publisher only give you the server binary (and all the dependencies) there is way to be sure that the next OS update does not break something, assuming you are able to run it in the first place.
The source code you say ? Fine, when the copyright end, after 70 years, they will release it in the public domain, until then… good luck, laws are on their side.
How about: document the requirements for the execution environment (in industry this is called an interface definition document), based on which the gaming community can then generate their own container configs if they like, but no one has to run stuff in a container.
Because jailing a container is even harder than jailing an application. “But a container is already jailed” you’ll say - I don’t trust any jail that I can’t choose & configure myself.
Fair enough.
How about: document the requirements for the execution environment (in industry this is called an interface definition document), based on which the gaming community can then generate their own container configs if they like, but no one has to run stuff in a container.
Also a good solution but you will end up in a container anyway once the requirements will become too old to be satisfied on a current OS.
Yes! I hate Docker and containers. Just let me install the fucking app on my machine!
Oh yes, You can.
Then your game server will stop to work at the next os update and you will not have any chance to fix it thanks to some incompatible change in some part of the OS or libraries.
This is a masterclass in “pick your one thing in life and focus on that.”
I’m highly pessimistic that the spirit of this legislation, which I wholly support, can ever be enshrined in law with enough specificity that it works the way we want it to in the cases where we need it to, without becoming a truly undue burden on small developers or forcing all publishers to just work around it in some way: like taking everything to a subscription model going forward.
Yeah. I have similar feelings. And I don’t think the social media fervor is helping things sometimes. There needs to be a certain level of precision in what is being asked for, and I see lots of broad statements about what laws should prevent from happening from random individuals. Using words like “kill switches” when required servers are taken offline. Or demanding every game have a direct networking mode or LAN options in addition to matchmaking or platform facilitated matchmaking.
Yes it’s video games and people want what they want and always think it’s simpler to deliver than it is.
I imagine you see the undue burden as a mandate to keep running the game servers yourself when you have no income to do so.
Once upon a time, the norm for exclusively online games was to provide a hostable server so that any third party could host, because the game companies didn’t want to bother with hosting themselves, so at most they owned or outsourced a hosted registry of running servers, and volunteers ran instances.
Then big publishers figured out that controlling the servers and keeping the implementation in-house was a good way to control the lifespan of games, and a number of games kept it closed.
So the remedy is to return to allowing third party hosting, potentially including hooks for a third party registry for running game servers if we are talking more ephemeral online instances like you’d have in shooters. One might allow for keeping the serving in-house and only requiring third party serving upon plan to retire the in-house game.
We’ve had the technology since stone ages, quit lying about this so called burden. All it takes is to not be greedy.
Spoken like someone who’s never had to implement regulatory measures in software.
The regulatory measure in this case is solved by “don’t make it require the player to be online”. That removes a complication, it doesn’t add one.
For multiplayer games it is solved by “make them like we already did in the fucking 90s, where players could run their own servers”.
I’d only be repeating myself.
You haven’t really adressed my points in any way. It’s of course up to you, but as long as you haven’t, there’s no reason to be smug.
Perhaps you could elaborate on what ‘regulatory measures’ you are referring to that would run counter to the argument. I can take that overly simplistic phrase a number of ways ranging from “doesn’t make sense at all” to “maybe I could discuss the nuance”, but it’s impossible to continue a discussion based on the dismissive vague comment.
I would, but it’s video games and the mood in the room is not one of curiosity and discussion, but of pounding fists on the table. But suffice it to say that people think they can explain a law like this in two sentences while I despair that it can even be written at all, even with 100 pages, and function recognizably.
If you want an example, take Texas SB2420, the recent age verification law which said “the App Store has to ask your age and then tell developers so they can only show age appropriate content.” And now go read the full text, which I did at work. And look up Apple and Google’s implementation guidance and API specs. A “simple” thing people think can be explained in a few words is much, much more complex underneath. Like I said, I don’t even think this law can be written and come out the way we want it to.
Kinda seems like you are pounding more tables than I am. Can’t wait for a future when little timmy needs to nag his parents any time a fortnite or roblox update happens. Almost like these laws are written by out of touch simpletons who don’t understand tech.
The difference in your scenario is that it is enforcing a regulation, rather than being bound by it.
Yes, enforcing a regulation, particularly with different requirements by geography is a nightmare. You have to translate the law to code, and make it conditional based on some mechanism of determining jurisdiction.
However, a regulation like “you will ensure you will not require online connectivity for single player games, or if multiplayer you will ensure that third parties are able to keep hosting to keep the experience whole once you stop” is not a nightmare of nitpicky local regulations to navigate. The law doesn’t need to map to code, it just governs the human behavior/decisions.
For example, there are various ‘password’ laws, and it’s no huge deal to comply, since you only have to honor some strictest common law and you don’t need software to implement the regulatory rules.
All they have to do is give up the rights. If they can’t afford it, I guarantee I’m there is a web somewhere that will do it for free.
Hopefully we wont see bad actors just pivot to f2p and have a few microtransactions to actually unlock the games.
Some mobile games already work that way where they claim to be f2p but it‘s just a demo of the actual game with ingame purchases for the other levels. However annoying, it‘s not flat out scamming customers like shutting down servers months after release is. Perhaps devs should still be required to label it as a demo just in case though.
Helpful tip. Don’t buy trash games that do that.
Man fuck Axel Voss! Damn copyright shill. Guess we can take solace in the fact that he seemed to be the only one clearly taking the publishers side here.
And if I’m not mistaken, the European Commission representative argued in his reply to Voss (around 12:20) that “collective management organisations” or “cultural heritage institutions” might well be allowed to preserve games that are not commercially available anymore already under the current framework.
I’m about to cry
Wup, there’s management. Let me guess what they’re talking about.
“You, sir, are mad! Dinosaurs are reptiles! They must be cold-blooded!”
“Now, you listen and you listen good: Birds are one of the closest living relatives to dinosaurs we have. And I don’t need to tell you they’re all warm-blooded.”
“Do you know how difficult it is to maintain thermostasis for an animal so large? They’re cold-blooded, I tell you!”
“Let me tell you something. There’s evidence to suggest that Velociraptors had feathers. Feathers! What does that tell you?”
It’s amazing that Ross Scott has gone from delivering the funnies to absolute morale boosting for the gaming media.
Just create a voluntary certification that a game or developer does whatever it is you want them to do and boycott anyone that doesn’t.
This is like a law that says guac should be free at Chipotle.
No, this is like a law that says once you paid for the guac they can’t come around to your table later and piss in it to make you buy a new pot of the new and improved guac they just released.
Feels to me more like kicking you out of Chipotle at closing time.
Servers cost money. Making server side code available takes effort and money. It’s the issue of positive versus negative rights. The difference between being entitled to food stamps (you have to give me) versus having the right to hunt (you have to let me). Of course we have food stamps, but that’s funded by the government, it’s not an obligation for grocery stores to give food away.
The point of the guac analogy is the entitlement to say that you as a consumer gets to dictate a price singlehandedly.
Chipotle isn’t closing though. They still want to sell you games. Just new ones.
Servers cost money.
Yes
Making server side code available takes effort and money.
No. Why do I know this? Because it was the norm until way into the 2000s for games to just have a server browser and people running their own servers. That only changed when publishers increasingly wanted to keep players inside their own infrastructure to better sell them microtransactions and subscriptions. Without those, the one time cost of creating standalone server code for a release to the users is easily offset by not having to run your own servers for the game.
There are a number of different possible architectures for online features. Games don’t have to be designed in a way that makes it difficult to release server code after EOL. And if they still are after this regulation passes, the studios and publishers only have themselves to blame.
The point of the guac analogy is the entitlement to say that you as a consumer gets to dictate a price singlehandedly.
Which is why it’s a flawed analogy, because this is not about prices. It’s about what you as a customer get to do with the product you bought after you bought it. And it’s about if it’s ok to even design a product in a way where those rights can’t be guaranteed.
I was thinking along the line of them yoinking the guac right from under your nose, even if you weren’t finished yet.












