• Duamerthrax@lemmy.world
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    5 hours ago

    protections we put in place to secure players’ data, remove illegal content, and combat unsafe community content would not exist

    Nanny State BS. If someone runs a private server, it’s their responsibility to moderate it.

    and would leave rights holders liable.

    No it wouldn’t.

    In addition, many titles are designed from the ground-up to be online-only

    Unreal Tournament games are online or multiplayer only games. Even though Epic shut down the master servers, you can modify the .ini file to redirect to a community server. “Online-only” translates to predatory monetization models.

  • SkunkWorkz@lemmy.world
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    8 hours ago

    lol. Games like The Crew aren’t super hard to be turned into a single player game. Nobody is asking them to add a 20 hour single player campaign with a fleshed out storyline. Just add bots and open up the game to be driven around in without an online connection.

  • Tattorack@lemmy.world
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    11 hours ago

    … as the protections we put in place to secure players’ data, remove illegal content, and combat unsafe community content would not exist…

    There are third party options for this.

    … and would leave rights holders liable.

    Liable for what? A service everyone knows they’re no longer providing? Are car manufacturers still liable for 50 year old rusty cars people still drive? Can Apple today be held liable for a software vulnerability in the Lisa or the Mac II?

    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.

    Then don’t design games that way. Don’t make games like these. This is good news, actually.

    • Toga65@lemmy.world
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      7 hours ago

      It’s crazy how they act like no one else could run a server for a live service game.

      We used to fucking buy and rent servers to game on our own private servers.

      Its wild how this disappeared and all server structure just got consolidated into shit like AWS and Azure.

      • black0ut@pawb.social
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        7 hours ago

        Minecraft, the game that sold the most copies in history, has a huge infrastructure of community-hosted servers, some with tens of thousands of players playing at the same time. The community has created different flavors of the server software, optimized it, added mod support and even reprogrammed parts of it.

        At this point, it’s hard for me to believe how someone could say a community can’t run game servers with a straight face.

        • Toga65@lemmy.world
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          6 hours ago

          The whole “ITS A LIVE SERVICE IT CANT JUST BECOME SINGLE PLAYER” argument fundamentally misses every single easy point about community hosted servers.

          It’s the most prevalent, and also most stupid argument I keep seeing pop up.

    • nibbler@discuss.tchncs.de
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      7 hours ago

      I agree, the liability for user content in community hosted games is just pure bullshit excuses.

      online-only is not bad, some mechanics just work like that. that’s totally fine. Just release the server code when you don’t want to host any more.

      • Tattorack@lemmy.world
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        7 hours ago

        I know. I like online content as well. Some of the games I spent the most hours in (Warframe, Helldivers 2) are these kinds of games. But if a corpo lobbying group is forcing the choice between “Enshittified always online” or “never any online content ever anymore” I’ll choose the latter.

  • Ksin@lemmy.world
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    13 hours ago

    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

    Straight fucking lie, the ones liable are the uploader and the host, which after official support ends is no longer the rights holders.

  • daniskarma@lemmy.dbzer0.com
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    12 hours ago

    I don’t know who are these people. And they have achieved in record time that I never want to really heard them anymore.

  • Whitebrow@lemmy.world
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    23 hours ago

    “many titles are designed from the ground-up to be online-only”

    So change your design? The corporate mind cannot comprehend this.

    • Davin@lemmy.world
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      23 hours ago

      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.

    • paraphrand@lemmy.world
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      23 hours ago

      Why could you turn a battle royal game into a local only split screen game for 2-4 people?

      • RightHandOfIkaros@lemmy.world
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        18 hours ago

        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?

        • paraphrand@lemmy.world
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          16 hours ago

          That sounds like an online only title. I thought we were going to “change the design.”

          • AlexanderTheDead@lemmy.world
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            11 hours ago

            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.

          • pugnaciousfarter@literature.cafe
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            14 hours ago

            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.

            • paraphrand@lemmy.world
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              13 hours ago

              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.

              • VonReposti@feddit.dk
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                12 hours ago

                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.

                • paraphrand@lemmy.world
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                  12 hours ago

                  Sounds like that’s the answer to my reply then. Not all this other noise people have posted. 😏

                • paraphrand@lemmy.world
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                  11 hours ago

                  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.

        • paraphrand@lemmy.world
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          16 hours ago

          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.

          • UnbrokenTaco@lemmy.world
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            9 hours ago

            Hosting your own server and playing multiplayer games over LAN is playing offline. Is that what you’re asking?

          • ampersandrew@lemmy.world
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            19 hours ago

            I can find a community for a fighting game from 2012 to get together every Thursday night for a 30-person tournament via Discord. 100 people in a battle royale could work much the same.

            • paraphrand@lemmy.world
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              16 hours ago

              That fighting game is not online only, I bet.

              I replied to someone saying that an online only game should change their design.

          • Whitebrow@lemmy.world
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            21 hours ago

            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.

              • Arcka@midwest.social
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                13 hours ago

                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.

                • paraphrand@lemmy.world
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                  12 hours ago

                  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.

              • Zagorath@aussie.zone
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                14 hours ago

                There are, it may surprise you to learn, different types of game that have online connectivity for different reasons. And the appropriate EOL response may differ across those games.

                “Live-service” games where the main gameplay is singleplayer but an online connection is required so they can enforce achievements and upgrades (…and “anti-piracy” bs) may be best served by simply removing the online component so it can all be done locally.

                Online competitive games can be switched to a direct connection mode.

                MMOs and other games with large numbers of users and a persistent online server can be run on fan-operated servers, so long as (a) the server binary is made available, and (b) the client is modified to allow changing settings to choose a server to connect to (it could be something as simple as a command-line flag with no UI if the devs are being really cheap).

                • paraphrand@lemmy.world
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                  12 hours ago

                  You guys…

                  I picked an actual “online only” example for a reason. Yet everyone is jumping around talking about other things.

                  Turning a battle royal into a lan only game sounds like the solution I was expecting in my replies. And then yeah, you can even route that over the internet.

                  But that’s not changing the design, really. It’s providing the infrastructure needed to run it, even if it’s lan only, and would need more to run it over the internet.

              • pugnaciousfarter@literature.cafe
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                14 hours ago

                The initiative’s issue isn’t with them being online-only (though personally people hate it). The initiative aims for games to have the ability to have a reasonable state of playability past the end of life.

                This is for all kinds of games - single-player, multiple player, live service, only only. The point is to keep what you paid for.

  • Korkki@lemmy.ml
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    20 hours ago

    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.

    <Oh no this would kill live service games

  • Essence_of_Meh@lemmy.world
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    1 day ago

    Here are the board members of this organisation in case someone is curious about their relevancy/neutrality on the matter:

    • Hester Woodliffe – Chair (Warner Bros. Games)
    • Canon Pence (Epic Games)
    • Kerry Hopkins (Electronic Arts)
    • Ian Mattingly (Activision)
    • Klemens Kundratitz (Embracer)
    • Qumar Jamil (Microsoft)
    • Clemens Mayer-Wegelin (Nintendo of Europe)
    • Cinnamon Rogers (Sony Interactive Entertainment)
    • Matt Spencer (Take 2)
    • Alain Corre (Ubisoft)
    • Alberto Gonzalez-Lorca (Bandai Namco Entertainment)
    • Karine Parker (Square Enix)
    • Mark Maslowicz (Level Infinite)
    • Felix Falk (game)
    • Nicolas Vignolles (SELL)
    • David Verbruggen (VGFB)
    • Nick Poole (UKIE)

    You know, the people who “ensured that the voice of a responsible games ecosystem is heard and understood” (direct quote from their website).

    • Kowowow@lemmy.ca
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      23 hours ago

      if gabe could come out with a statement that if steam had to shut down for some reason he’d try to make sure people get to keep playing their games they have downloaded he’d probly cause these guys to have an aneurysm, but I doubt even gabe would go that far

      • SlyLycan@lemmy.dbzer0.com
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        18 hours ago

        You can (could?) reach out to Steam Support, and this is part of the email they reply with:

        “In the unlikely event of the discontinuation of the Steam network, measures are in place to ensure that all users will continue to have access to their Steam games.”

        Not sure if they ever expounded upon those details though.

      • Essence_of_Meh@lemmy.world
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        22 hours ago

        He did say something similar years ago if I recall correctly but we never got any details and it was so long ago it’s hard to guess whether that’s still the plan. Reassurance or update on that wouldn’t be unwelcome, that’s for sure.

  • audaxdreik@pawb.social
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    24 hours ago

    Absolute trash statement, I really hope this bites them.

    They’re just repeating a lot of the same misinformation that Pirate Software had been saying, the exact things that had riled the gaming community and caused this latest wave of action. We’re already primed to discount the points they’re trying to make and it shows exactly how disingenuous they’re being.

    Positively, I hope this reflects some true fear on their end.

    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.

    As has been stated over and over and over again, private servers used to be an option until the industry decided they weren’t any more. If the result of this is that it forces the industry to not make shitty, exploitative games, that’s still a win for the consumers. I would rather have no game at all than something that psychologically tries to exploit my FOMO and drains my wallet.

    • Vittelius@feddit.org
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      23 hours ago

      It’s also a strawman argument. Because yes, developers have less to no control over the operation of private servers. Yes, that means they can’t moderate those servers.

      But

      This initiative only covers games, not supported anymore by the devs anyway. Meaning legally speaking everything happening to private servers would be literally not their concern anymore. And new legislation, should it come to that, would spell that out.

      • aksdb@lemmy.world
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        23 hours ago

        Same for the “online only design” argument. The moment they decide it’s not viable anymore and they want to shut it down: what does it matter to them, what players do with it? As long as they offer the service themselves, no one is bugging them. (Although I would absolutely be in favor of also getting self hosting options right from the start, I am realist enough to accept, that this would indeed lower economical feasibility of some projects.)

        • Vittelius@feddit.org
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          22 hours ago

          That part of the argument is slightly different. If I understand the press statement correctly, what they are saying is: “Some servers can’t, on a technical level, be hosted by the community”. And that’s not a straw man (arguing against something never asked for), that’s just a lie. We have access to all the same stuff as the industry (AWS etc). Hosting these kinds of servers might be very expensive, but the initiative only asks for a way to keep games alive not for a cheap way (though I would prefer a cheap way of course)

          • aksdb@lemmy.world
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            22 hours ago

            I imagine it’s rather licensing. If they have to provide the software at some point, they can’t use components they are not allowed to distribute. And I agree, that this will impact development costs. But with the law in place, this is not an unexpected cost but one that can be factored in. Might be, that some live services are then no longer viable… but I don’t care. There are more games than anyone could play and games are cancelled or not even started to develop all the time for various reasons. One more or less is just noise.

            • Zagorath@aussie.zone
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              21 hours ago

              Devs have numerous options for how to address the SKG initiative. The top three that come to my mind are:

              • Release server binaries (along with modifying clients to have a setting to connect to the right server)
              • Modify multiplayer to work over LAN (good when the server’s only/main job is matchmaking)
              • Modify the game itself to no longer require online connectivity

              In the case of live service games, I would suggest option 3 is the most appropriate. If the main gameplay is singleplayer, but it’s online so you can dole out achievements and gatekeep content, the answer is simple: stop doing that. Patch it to all work in-client. And keep in mind that this will be a requirement at end-of-life from the beginning. If it’s an unexpected requirement, that’s going to be a huge development cost. If it’s expected, making that EOL change easy to implement will be part of the code architecture from the start.

      • audaxdreik@pawb.social
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        23 hours ago

        For sure, 💯

        • secure players’ data: there should be no sensitive player data being stored on a private game server like that anyways, you’re connecting to a server, not logging into a service
        • remove illegal content: not the developer’s responsibility in this case, it’s the responsibility of the private server (admittedly this could get messier with net neutrality and safe harbor stuff? unclear, but point remains, it’s still not the developer’s responsibility here)
        • combat unsafe community content: ditto. Not the the responsibility of the developer but the private servers. It’s often been argued that the smaller communities of private servers do a BETTER job of moderating themselves)

        • would leave rights holders liable: HERE IT IS! We can’t let you self host something like Marvel Rivals due to all the copyrights and trademarks and brand protections. How dare you!
  • RedFrank24@lemmy.world
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    21 hours ago

    I 100% guarantee the people who wrote that statement don’t know or care how much effort it would take to build the infrastructure to run their server-side components.

    I’m fairly confident that any AAA production uses Infrastructure As Code to spin up infrastructure in their dev and qa environments, so it’s literally just a matter of handing over the Terraform or BICEP and some binaries for any custom code they need to use. I also highly, HIGHLY doubt that the vast majority of game servers are hosted on-prem. They’re most likely either using Azure or AWS.

  • Captain Aggravated@sh.itjust.works
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    8 hours ago

    So…here’s the thing, folks: What you’re REALLY going to have to do is stop buying live service video games.

    If I understand this, it is a petition to get the EU government to look into maybe thinking about making some laws to…do something about live service games becoming unplayable when the servers shut down. Okay, here’s how that’s going to go: “We looked into it and decided not to do anything.”

    Has anyone tried…not buying the damn games in the first place? If you pay for these games knowing that the soulless reptilian cloacal slits that run the AAA industry can just shut down servers whenever they want, YOU are the problem.

    • nibbler@discuss.tchncs.de
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      7 hours ago

      You are basically saying that consumer protection is useless, as consumers should protect themselves.

      That would be true if all consumers would have the time and understanding to be perfectly informed all the time, which is not realistic.

      • Captain Aggravated@sh.itjust.works
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        6 hours ago

        If the population at large is too stupid to make healthy video game purchasing decisions, I wouldn’t hold my breath waiting for protections to come from the representatives they elected.

        I can see a stack of ways that this isn’t going to work:

        • The government looks at the petition and says “No we’re not going to consider that.”
        • The government says “We’ve considered that and decided to do nothing.”
        • The government pulls an EU and the solution they come up with is to make every video game published everywhere in the world force the user to agree to the EULA every time the game launches, prompting a slew of “EULA auto-accept” mods to work around the annoying thing you now have to constantly click.
        • The government puts in a law that’s written decently. The industry, particularly those parts based outside the EU such as Japan and North America, ignore it, and shut down servers when they damn well please.

        But let’s indulge in the fantasy that democracy works for a minute and Stop Killing Games becomes a law that works perfectly as intended. The publishers will find some other way to be shifty greedy fuckpukes. Case in point: Live service games just shutting down their servers whenever they want is 100% legal right now. The government currently is not protecting consumers. It never truly will. The shadiness of business will always outrun government protection, 100% of the time.

        I still maintain, if you continue to pay for live service games, you’re the problem.

    • Toga65@lemmy.world
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      7 hours ago

      I mean having devs turn over the games to players after they cease development is not crazy at all.

      Live service games can still absolutely be playable once development has ceased.

      Anyone can run a server.

      Stop killing games is a no brainer initiative

      • Captain Aggravated@sh.itjust.works
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        7 hours ago

        Sure. I remember when Id Software released Doom as open source. They had just released Quake II earlier that month, Doom was old news and not really a money maker for the company, so they opened the source code to let the community play with it. That was a cool thing to do, it should be done more often.

        I would say yeah, you should build a game in such a way that it can be played once its abandoned. The greed vampires who are actually in charge won’t let a law like that be passed. Or if it is, they’ll ignore it.

        • Duamerthrax@lemmy.world
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          7 hours ago

          Doom, Build Engine games, Marathon. I can still play those games, but even if Bungie faux-Marathon ever comes out, I wouldn’t be able to play it after a few years. One of the biggest turnoffs to these As-A-Service games is time limited events. I don’t want to feel nostalgic for something and not be able to replay it. Between the discussions on Hell Divers II events and the Sony fuckary, I’m glad I passed. Fuck, I remember my hype for Hawken dying when I saw it was going to be f2p.

          • Captain Aggravated@sh.itjust.works
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            6 hours ago

            I strongly dislike the end-around that these “live service” games are trying to do around copyright law. I’m a strong proponent of the idea that intellectual property law is a compromise. You get some time to make your money on your idea, then it becomes the heritage of all mankind. Treating games as a service is an attempt to weasel out of their end of the bargain.

            So I don’t fucking buy them.

          • Toga65@lemmy.world
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            6 hours ago

            I miss Hawken so god damned much…

            Perfect example of a game that could easily have been community hosted