I’ve been wodnering how regulations about not killing games deals with compaines running multi-player servers?
For single player games or games with single player modes it seems easier to implement.
From the initiative:
This initiative calls to require publishers that sell or license videogames to consumers in the European Union (or related features and assets sold for videogames they operate) to leave said videogames in a functional (playable) state.
Specifically, the initiative seeks to prevent the remote disabling of videogames by the publishers, before providing reasonable means to continue functioning of said videogames without the involvement from the side of the publisher.
The initiative does not seek to acquire ownership of said videogames, associated intellectual rights or monetization rights, neither does it expect the publisher to provide resources for the said videogame once they discontinue it while leaving it in a reasonably functional (playable) state.
This is all that the initiative states on the matter. How it would actually work in practice is anyone’s guess because the wording is so vague. Supporters seem to be under the impression that companies have a “sever.exe” file they purposefully don’t provide players because they’re evil and hate you. They could also be contracting out matchmaking services to a third party and don’t actually do it in-house. Software development is complex and building something that will be used by 100,000 people simultaneously isn’t easy.
There’s a reason comedic videos like Microservices, where an engineer explains why it’s impossible to show the user it is their birthday based on an overly complex network of microservices, and Fireship’s overengineering a website exist. Big software is known to be difficult to maintain and update. Huge multiplayer games aren’t any different. It’s likely there isn’t actually a “reasonable” way for them to continue to work. Supporters are hopeful this initiative would cause the industry to change how game software is developed, but that hope gets real close to outright naivety.
Supporters seem to be under the impression that companies have a “sever.exe” file they purposefully don’t provide players because they’re evil and hate you.
There is some truth to this
They could also be contracting out matchmaking services to a third party and don’t actually do it in-house. Software development is complex and building something that will be used by 100,000 people simultaneously isn’t easy.
There is some truth to this too.
Making an MMO maintainable by the userbase might be complicated. But way more common are games that could easily have LAN based multiplayer but the company decides not to add it, or even singleplayer games that require an internet connection, just so the company can put limits on how and when the game is played.
I see lots of discussion about the solution / what used to be done, but I want to point out why unofficial servers stopped being easy/standard/possible to run.
The first time big money entered esports was on private Starcraft LAN tournaments. Blizzard sued to get a cut of the proceeds, but because the privately-owned software (game and server) was running on privately-owned hardware, the courts ruled that Blizzard got no money.
AAA companies learned from this that allowing the playerbase to run their own servers meant losing out on money, so most AAA multiplayer games with even a small chance of ending up as esports make it so they can only connect to servers operated by themselves, longevity of the game be damned. If they weren’t so desparate for every scrap of cash they could possibly generate from the game, I would bet most multiplayer game would still let you run your own servers, like they used to.
Obligatory fuck Thor of PirateSoftware
My childhood game of choice was Left 4 Dead. That had community server abilities long before Valve ‘stopped’ developing the game. This particular solution is very simple and has been implemented hundreds of times. Here is an explanation of how Left 4 Dead 2 server options work, as well as a list of servers, all of which are run on players’ own machines and, save for the choice of mods, have the ability to host multiplayer games exactly like Valve’s official Steam servers do.
Side note - this was only possible on Steam, because consoles had to run through their respective manufacturer’s proprietary systems and made for a much more restrictive and costly upkeep.
Back in the day, every game let you roll your own server pretty easily since LAN parties were very popular
For a long long time compnies provided dedicated servers to their players. Sometimes included in the game files, sometimes as separate downloads. Often it was just a Linux binary, sometimes both Windows and Linux. Players would then have to enter the IP of their desired server.
Sometimes a central server would list all the available servers. For the Unreal games that was recently shut down. The community created a new one and patched the games to use it instead of the official one.
With games like Minecraft or Baldur’s Gate 3 the server is even included in the game. If Microsoft and Larian and Steam went away you could still play them that way with minimal fuzz.
Interesting how Minecraft is the best selling game ever, yet it has basically no DRM. Apart from the actual download, buying an account gives you access to the official authentication servers, and that’s it, basically.
In fairness, Microsoft certainly has tried to get the next closest thing with Bedrock. The hosting of server backends through their architecture via “realms” allows them to lock you out of a whole lot, and I still see people getting randomly banned because of their profanity filter.
But yes, if Realms shut down right now, there would always be Java (and even privately hosted Bedrock servers.
CS 1.6 is how I learned about port forwarding
My hope is legislation will force companies to release private server options.
Multiple approaches have been suggested - from local multiplayer (which can potentially be extended to the internet) over releasing server binaries or source code, to providing documentation that allows to recreate a server.
This.
This was the standard for years. Matchmaking kinda killed it.
There were 3rd part server browser services that could fill the gap, though. I wanna say GameSpy or something was a popular one in the late 90s
Epic did the right thing, after almost 20 years of running the Unreal Tournament 2004 master server, they announced that they were shutting it down, within days a new fan run master server was setup and working, migrating to the new was a simple thing, just edit the main config file and it worked.
Plenty of patched copies of the game can be found on archive.org