We appreciate the passion of our community; however, the decision to discontinue online services is multi-faceted, never taken lightly and must be an option for companies when an online experience is no longer commercially viable. We understand that it can be disappointing for players but, when it does happen, the industry ensures that players are given fair notice of the prospective changes in compliance with local consumer protection laws. Private servers are not always a viable alternative option for players as the protections we put in place to secure players’ data, remove illegal content, and combat unsafe community content would not exist and would leave rights holders liable. In addition, many titles are designed from the ground-up to be online-only; in effect, these proposals would curtail developer choice by making these video games prohibitively expensive to create. We welcome the opportunity to discuss our position with policy makers and those who have led the European Citizens Initiative in the coming months.
“many titles are designed from the ground-up to be online-only”
So change your design? The corporate mind cannot comprehend this.
Or just let someone else host a fucking server and let the game get pointed to that one or any other they want. They could even sell the server software and make money on that. I’d love to host my own servers of some old online only games where I could play with just my friends and family.
Why could you turn a battle royal game into a local only split screen game for 2-4 people?
I tried to pick the most obvious example of an online only title.
What’s the plan with a 100 player battle royal game?
Edit: the guy I replied to chose to quote someone saying a game is online only, and their suggestion was to change that.
And then ya’ll come in with replies about keeping it online only, and they have 55 upvotes as of this edit.
As long as people can host a server instance, does it matter?
Hypothetically, even if it costs 1000$ per hour in AWS fees to get the required hardware to run that, at least you have the option to, alternatively have a peer to peer option to play smaller version on a LAN with a max of however many players your own network can support, there could be many implementations, which at the end of the day would still allow you to play the game when the official servers (authentication or room hosts) are shuttered and inaccessible
The main point of SKG is that currently, we, as customers, are not even getting the short end of the stick, we are getting no stick, despite having paid for it.
And ultimately, at the end of the day, not our problem to try to figure this out, the point is we’re unhappy with the current situation and want things to change.
Also note that none of this is retroactive, will only apply to games released in the future, so having an end of life plan as a requirement from the get-go is pretty simple to work on when nothing was done yet.
That’s not “changing that” it’s keeping it online only.
Enabling the ability for purchasers to specify an arbitrary server to connect to would require a design change compared to how most games are recently. That feature used to be standard in the early years of online gaming.
We had online-only multiplayer games in the early 2000s with self-hosted servers supporting over 60 players per map. It’s absolutely possible to do better with today’s tech.
Man. Y’all really think I’m talking about networking design?
I thought we were talking about gameplay design. That’s why I picked 100 player battle royal.
“Change the game design” implies that, to me. I didn’t pick a single player experience with always online requirements. Or a 4 player game with online matchmaking and no direct connect options.
There’s such a strong, and obsessive need among a bunch of people on this topic to explain and explain, and not parse the precise thing being asked.
There’s also a lot of people who conflate having the opinion that the effort will fail due to its approach and the person/people behind it with not wanting it to succeed.
What I’m doing is poking at how people are behaving and how they talk about this initiative. And how the messaging is confusing and all over the place. It takes 5 people racing to explain it to me when I understand perfectly, and lay out a specific case. Yet no one replies to explain how my example would work.
I’m not the only one who sees this initiative as misguided, and mis framed.
Sorry for coming off like a troll, usually my outlier questions get responses instead of people acting like they are here.
I’ve really dug a bit too deep on this one, and I’ll try to stop replying now.
If you understand perfectly, you’ve yet to demonstrate this. The ask is to remove superfluous, anti-consumer design elements like always-online connections for single-player games, or shuttering official servers with no mitigation plan for those who wish to play the game after this occurs, and people have asked for changes to these, specific sorts of anti-consumer design choices. Meanwhile, you’re over here big brain posting about “That’s not a design change! Now, turning a 100-player online battle royale game into a single player JRPG, that would be a design change!” It’s no great wonder that you’re being treated as either a troll or an idiot when you’ve manage to misunderstand something so fundamental, while confidently insisting time and again that you alone get it, and everyone is just misguided.
Give players a copy of the server so they can host their own, or patch the game to allow direct connections like games used to have in the 90s and 00s?
That sounds like an online only title. I thought we were going to “change the design.”
Seems like your reading comprehension is lacking, so I’m going to encourage you to reread the entire exchange up to this point. If you can’t figure it out, you’re not someone worth discussing with.
What do you mean?
Changing the design happens during the pre-production. This will not effect any games retroactively. As unfortunate as it is, until the EU parliament decides on a law or regulation all games destined to die will die.
Any games that are grandfathered in, would be done so by the good will of the corporations if they do wish to.
I mean, taking a 100 person battle royal and changing it so dramatically would be quite odd to do.
I picked an extreme example for discussion reasons.
It’s possible to host your own Arma server that can handle 100 players. Ironically Arma has a Battle Royale mode. It’s not rocket science.
What exactly is this dramatic change that you think would have to happen?
I think it mostly revolves around how you get 100 players together for a good game. The match making part. I’m skeptical of the quality of match making, but that’s not a showstopper for people committed to playing. But if we set aside the need for someone to maintain hosting, then it becomes peer to peer or a lan party, or a combination of the two.
I remember what it was like rounding up and wrangling 80 people to raid in WoW back in the day.
And none of this is a showstopper I don’t see why we can’t talk about that. It’s not like discussing the difficult edge cases or the feasibility of the details could harm things.
My initial question in this thread framed changing the game design, not networking stack. So it was about making it all local/same screen only. An absurd example on purpose.
The initial post you replied to was talking about changing the design, not the game design. I think the thread got off course because you interpreted that as game design. As long as users can host the servers themselves, the game design can remain exactly the same. Even if the game can only be played when it’s orchestrated by museum curators or something, that’s still preferable than the game being totally dead. If you’ve ever been to PAX East, there’s always a room with a full networked game of Steel Battalion multiplayer via LAN. Every controller was $200 back in the day, plus everyone needs an Xbox and TV. It was highly unlikely that anyone could ever play this game without Xbox Live, but it can still be done, so where there’s a will, there’s a way.
What “online only” means is the need to authenticate to a proprietary server. After logging in, you are then (potentially) directed to a random server to play on.
If you are not online, you cannot authenticate and therefor not be directed to a server. This means you cannot play the game. When the authentication server and infrastructure behind the game is taken offline, the game becomes unplayable, because it is online only.
If a final patch were to be made where either a private authentication server would be made available for you to self-host, or authenation to be completely removed, you could play the game either offline on your device locally or LAN, or online by anyone who cares enough to host a server with the game logic. It would no longer be “online only” since you would have a choice. You can choose to play offline, or choose to play online.
If a game actually needs servers beyond the authentication part, then those should be made available too, so that anyone, again, can play locally or online.
It’s logical that if game servers are made available, a game can never be “online only” again, because you could host the server on your pc and connect to localhost.
Your whole argumentation about “online only” game design falls completely flat. You are mixing concepts that have nothing to do with one another.
A game can be a battle royale by design, gameplay wise, and have the ability to host your own servers by design, technical architecture wise.
Quake Live used to be online only. You could not host your own servers. They released for steam and made it possible to host your own servers. The old authentication system was taken down, logins are no longer required, and now you just launch the game and pick a server in a built in server browser. It should be the standard and Quake Live should serve as an example of how it should be done.