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submitted 1 month ago* (last edited 1 month ago) by AbnormalHumanBeing@lemmy.abnormalbeings.space to c/outoftheloop@lemmy.world

Saw people talking in comments at several places now, expressing animosity towards them to say the least, always presented as something that everyone seems to know about.

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[-] pixxelkick@lemmy.world 5 points 1 month ago

there’s nothing stopping companies from releasing alternative servers when their main servers turn off

Aside from the fact it's proprietary stuff they own... you can't just mandate that a company must release stuff they own to the public. They own it, they can do whatever they want with it.

manufacturers are under tons of regulation when it comes to support and availability of replacement parts in various industries.

This is the far better parallel to draw imo, and has the best chance of meaning anything.

Except for the fact for most games the online play is an extra feature and not the core game. And thus all game devs have to do is argue that "the game still works in offline play" and this won't apply to those games anyways.

Companies just decided not to do it anymore because they can make more money with their current strategy.

Oh god no, it's way more complicated than that.

Modern game servers for major games are simply just not designed to be run locally bare metal. They're often in the form of complex stacks of multiple moving parts, shit like entire k8s deployment stacks with like 12 distinct resources, many of which might be tightly coupled to implementation details.

Such that even if they release that part public, it still wouldn't work because it depends on other pieces that literally don't exist anymore.

A great example of this is simply any login process.

It's super likely they have an auth server they run that you login to.

They use that auth server for multiple things, not just this 1 game.

They release, say, v2.4 of their game server program in 2025, it's tightly coupled to the auth server v1.7 api.

It works for about 4 months before they update to fix some stuff on their auth server, now their auth server is v1.8 annnnnd...

Now that v2.4 copy of your game server stops working cuz it's not compatible with v1.8 of their auth system, so it's now just dead.

You can't mandate they keep updating their old code on a game they don't support anymore.

So... you're fucked anyways.

You can't mandate they release their auth server cuz it's still in active use and you really don't want to expose the inner workings of the auth system to hackers for them to inspect.

So yeah, it's just not happening, sorry.

Designing a server to be self hosted is a critical choice you make very very early on in development. If it wasn't designed that way from the start, its useless to ask for a copy of it for self hosting, it will stop working eventually when external upstream apis stop being compatible.

[-] CyberEgg@discuss.tchncs.de 15 points 1 month ago* (last edited 1 month ago)

Aside from the fact it's proprietary stuff they own... you can't just mandate that a company must release stuff they own to the public. They own it, they can do whatever they want with it.

Wrong. Copyright, patent, trademark, etc law is time restricted. Biggest recent example is that even after decades of (successful) lobbying and corruption, Disney had to release Steamboat Willy into public domain.

[-] pixxelkick@lemmy.world 2 points 1 month ago

had to release Steamboat Willy into public domain.

Not even remotely comparable.

Code isnt something publicly accessible in the first place. You cant force a company to make a private thing become public, and I mean that in the literal sense of "this wasn't something outside people could even see"

Because, to do so, you'd have to first force the company to keep their internal copy of it archived, which you also can't force them to do.

If a few years later you go "You have to publish this source code now" and the company goes "We don't even have that around anymore, it doesnt exist" wtf are you gonna do about it? It's been deleted, and it was never publicly accessible in the first place, so you have no idea what it even was or looked like.

As a result, you can't force anything about it, it literally doesnt even exist anymore, so you can't travel back in time and make the company undo that.

[-] CyberEgg@discuss.tchncs.de 6 points 1 month ago

Because, to do so, you'd have to first force the company to keep their internal copy of it archived, which you also can't force them to do.

Of course you can. See documentation of business transactions for tax audits.

Also, it's not like companies lose their code binaries while the game servers are still up and running. And it's not like the code gets thrown out the window as soon as the servers go down or something.

Bro, you are both strawmanning the shit out of this and have no idea on what the fuck you're talking about. You should stop eating corporate propaganda and be happy that there are people trying to work against corporate greed.

[-] pixxelkick@lemmy.world 1 points 1 month ago

See documentation of business transactions for tax audits.

Yeah... no.

You can't compare taxes which involve transactions with the outside world, and are arguably the most important thing the government cares about, to the source code of some shitty mobile game that got made 5 years ago or whatever.

If you genuinely tried to make a law in your country that tech companies are legally required to preserve all their source code for games forever, do you know what would actually happen?

Your country's entire game industry would quickly dry up because that's an incredibly stupid thing to try and ask.

Companies aren't gonna sit and audit their developers git history commits for some mobile game or random steam release.

And, if you have any concept of how git or other forms of source control for games works, you'd also know that basic day to day operations would, potentially violate such a law, depending on interpretation.

And no company will wanna incur that risk so they will just avoid your country cuz it's law was written by someone with clearly zero understanding of how source control works.

Classic example of gamers demanding stupid stuff with zero clue about the actual implementation details of what they are asking for.

[-] CyberEgg@discuss.tchncs.de 2 points 1 month ago

Lmao. Just lmao.

[-] pivot_root@lemmy.world 5 points 1 month ago

Modern game servers for major games are simply just not designed to be run locally bare metal. They're often in the form of complex stacks of multiple moving parts, shit like entire k8s deployment stacks with like 12 distinct resources, many of which might be tightly coupled to implementation details.

They wouldn't need to release the whole stack to satisfy the requirements. Release the dedicated server executable and patch the game to allow direct connections to servers.

For an MMO it would be more complicated, but the movement also isn't asking to be applied retroactively. Existing MMOs built for scale are free to keep their current architecture. The only requirement would be that future MMOs are designed with an EOL transition plan.

They release, say, v2.4 of their game server program in 2025, it's tightly coupled to the auth server v1.7 api.

It's an API. Unless they hardcode the IP address it or use certificate pinning, it can just be reimplemented.

[-] pixxelkick@lemmy.world 2 points 1 month ago

They wouldn’t need to release the whole stack to satisfy the requirements.

Thats literally what I just outlined as what would have to happen.

Release the dedicated server executable and patch the game to allow direct connections to servers.

Oh yeah, just do that, as if that's a super duper easy task to do.

Sorry mate but for most games doing this would mean the game just doesnt even work anymore, because "direct connection" means no concept of an account anymore, and if everything is tied to your account, the whole damn game doesn't work now.

If the game in any way shape or form has any concept of a "login", you are already screwed without any easy solution.

It’s an API. Unless they hardcode the IP address it or use certificate pinning, it can just be reimplemented.

Sure, that's valid, but thats one piece of one example

Now realize that a single game may have several of these APIs it depends on because thats how we build stuff nowadays, so you have potentially multiple things you need to re-implement from scratch. It's possible, sure, but by this point you've effectively remade a very large amount of the game from scratch so who cares now.

Quite often a "Game server" could be dozens of separate pieces, and maybe a couple of those could be released, but even then what if parts of that executable have still in use proprietary pieces that are used in other games they own?

You just can't apply these sorts of rules to software, they arent physical products and they don't work the same way.

It'd be sorta like if discontinued and you demanded they open license the entire car, even though maybe 60% of that car's parts are proprietary things that are also still used in

So if you tried to force them to open license you'd be also demanding they open license parts of

And you can see how that's not gonna be good for them.

[-] pivot_root@lemmy.world 7 points 1 month ago* (last edited 1 month ago)

what I just outlined as what would have to happen.

The backend server stack hosts a set of tightly intertwined services that conform to an Application Programming Interface. You quite literally do not need to provide the entire stack designed for multi-hundred-thousand concurrent players just to satisfy that interface the game clients are expecting. It costs time and money, but they could damn well just create an implementation designed for simpler, small-scale hosting.

Oh yeah, just do that, as if that's a super duper easy task to do.

If you designed it for that eventuality, yeah, it's easy to do. Trying to retrofit that into an existing system designed solely to run at cloud scale is a bloody nightmare, and that's not at all what SKG is asking for.

because "direct connection" means no concept of an account anymore, and if everything is tied to your account, the whole damn game doesn't work now.

Counterexample: private World of Warcraft servers. They implemented their own, and it's worked fine for them.

The account system is just another API. The client uses it to authenticate, and the dedicated server uses it to verify the client authentication. Fuck, even Minecraft and it's poorly-designed multiplayer can do that. As long as the client and server use the same auth provider, you can still have "accounts" without relying on Mojang's insanely censorship-happy official login system.

It's possible, sure, but by this point you've effectively remade a very large amount of the game from scratch so who cares now.

I've made this exact same argument you're giving here, and yeah, I know it's not easy. I sympathize with indie developers who are over-designing their server architecture and might not have the resources to do this, but a AAA game studio can afford to hire more developers for their next game instead of C-suite bonuses.

what if parts of that executable have still in use proprietary pieces that are used in other games they own?

I also made this argument before, and it is valid criticism. It's worth pointing out that the valuable and reusable proprietary parts are the infrastructure and design, not the game logic.

I'm not an entitled twat. I understand that there are legal challenges and big, open-ended questions on how developers could actually pull this off. Making large, consumer-exploitative developers like Epic, Bungie, or Blizzard have to hire more developers isn't a good enough reason to make me discount an entire consumer-rights movement.

[-] pixxelkick@lemmy.world 1 points 1 month ago

If you designed it for that eventuality, yeah, it’s easy to do

This just goes back to the other issue:

If your country demands the game devs contort and twist their architecture to suit that country's demands, they just wont release it in your country at all.

Sorry but thems the breaks.

You'll have to get way more than the entirety of the EU on board with this to make any change. Youd have to get China and the US on board at the same time

If you target only one of them, that country will decline because it would just argue "you'd fuck up our industry and everyone would leave to [other country] for sales"

And good luck getting the EU, US, and China to all simultaneously agree to this sort of thing, lol.

[-] pivot_root@lemmy.world 7 points 1 month ago

I mean, hey: it worked to make Apple finally drop their proprietary charging connector. As long as the cost of losing business in the EU is higher than designing an EOL transition for games and hiring developers to actually do it, it's in their best interests.

[-] pixxelkick@lemmy.world 2 points 1 month ago

As long as the cost of losing business in the EU is higher than designing an EOL transition for games and hiring developers to actually do it, it’s in their best interests.

I hate to break it to you but the EU is not that strong of a market lol

People seriously underestimate the cost of this sort of thing, companies do NOT want to hand out copies of their proprietary software to the public.

The pretty much always have tonnes of important shit baked into it that still gets used in their newer software, so even if its old stuff, it still has bits and bobs in it that matter for their newer stuff they just put out.

But also just, in general, companies are not gonna be chill with people demanding they give them a copy of their backend software. It's just not gonna happen, and the EU is definitely the weaker of the 3 major markets. Companies are just gonna go "lol, now you don't get to play online I guess" instead.

[-] entropicdrift@lemmy.sdf.org 2 points 4 weeks ago

But also just, in general, companies are not gonna be chill with people demanding they give them a copy of their backend software. It's just not gonna happen, and the EU is definitely the weaker of the 3 major markets. Companies are just gonna go "lol, now you don't get to play online I guess" instead.

Good thing they can just put an expiration date after which the game isn't guaranteed to be supported instead, then.

this post was submitted on 28 Jun 2025
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