@Urang50573247@KeyTryer really depends on your game's architecture, ross scott even talked about how something like Microsoft Flight Simulator 2020 would be really hard to develop an EOL plan for since it streams map data, but there's still some approaches that makes it possible
@moosepoasting@KeyTryer@BushcraftedG *if you can't spare any additional dev time*, most game devs will release a proprietary server binary without those microservices.
also, key has a more radical position on this than SKG does, that's why I'm bringing up open sourcing code
https://t.co/KsTVzsyJHL
@Urang50573247@KeyTryer it's more complicated because there's a lot of microservices, but I'm arguing that you don't need to port all of those microservices over
@moosepoasting@KeyTryer@BushcraftedG additionally, this isn't going to make devs work worse because future games are able to plan their infrastructure for this ahead of time. this is no different from GDPR forcing developers to make export or data deletion pipelines which is arguably worse than what this is asking.
@moosepoasting@KeyTryer@BushcraftedG this is why the law doesn't require microservices to be preserved, just the base game. if you really can't spare any additional dev time, it's as simple as uploading the server-side code for the base game and patching the game to allow custom api endpoints
@KeyTryer@BushcraftedG As far as I know, the bill doesn't discount this possibility?
"(B) A patch or update to the purchaser's version of the digital game that enables its continued use independent of services controlled by the operator."
It really depends on what "enables" means here though
@KeyTryer@BushcraftedG yeah but what I'm saying is SKG already supports the exact thing you're saying here as another option, even including the requirement of longevity (since one of their main legal arguments is that games aren't sold with an expiration date).
@KeyTryer@BushcraftedG ironically enough I think your position is actually more radical than SKG's here, since they're trying to be mindful of proprietary code and licensing to not get immediately shut down legally
@KeyTryer@BushcraftedG by "somehow" I mean the bare minimum required from the developer, which could just be releasing the server code online for the community to figure out. you even support this yourself, and stop killing games has advocated for this to be an option too.
https://t.co/KsTVzsyJHL
@KeyTryer right, but I don't think it's fair to dismiss the entire initiative because of that. lots of game developers (even ones who work on live service games) have come out in support of the initiative, I'd suggest watching this FAQ for the technical details too
https://t.co/GwjCDyaRWf
@KeyTryer@BushcraftedG i listed p2p and online hosting as a few examples most online games can feasibly do, but technically the proposed law isn't requiring the developer to implement that, it's just requiring them to make the game repairable somehow.
@KeyTryer@BushcraftedG the point is that it shouldn't be outright impossible to repair games after official support for them discontinues. either open source the bare minimum required to get the game working again, or distribute a proprietary server binary/make an offline mode.
@KeyTryer@BushcraftedG which is why the initiative/law isn't making game developers owe customers the specific SaaS or licensing they use, that would be like arguing that a game developer owes you a copy of Windows 10 because you bought a game and it doesn't support Linux.
@KeyTryer@BushcraftedG this is why the initiative actually supports simply open sourcing a (stripped down for obvious reasons) version of the server binary and letting the community figure out how to repair their product and pay for the same licensing fees as a viable path to compliance
@KeyTryer respectfully, no? right to erasure especially upset lobbyists and developers, since not every data architecture was built with deletion in mind (like append-only logs, event sourcing, backups, denormalized caches), and it also required companies to build data export pipelines too