@tacopan_vt@yuukamiya68 Back in the DOS era, it was Epic MegaGames, which had more of a silly vibe to it than arrogant. Tim Sweeney was the only employee at the time, so he chose a name that would make it sound like it was a big operation, either in humor or to hide that fact.
@UrashimaOtaru@TheDezembro@fwprism Have you read the EULAs for some of your disc games? They say that the publisher can legally compel you to destroy your disc if they request, at any time
Developers can push an update that deletes content and leaves an empty folder. In addition, DRM and server reliance can render the files hosted on Steam as inert anyway (example: Darkspore)
"Steam también es digital, te van a quitar los juegos"
No, no va a pasar. La documentación de Steam advierte a los Publishers que el juego, aunque se retire de la tienda, DEBE seguir ofreciendo la descarga del mismo.
Es una condición de publicación en Steam.
@JuunTV I think there's nothing wrong with digital games on their own, but that its a corporate fiefdom is the problem.
If you have a game license on one platform, it should be yours independent of what platform you bought it on, and free to back up offline. That should be common law.
@eXtas1stv When a GOG game is removed from sale, if you didn't get it in time, you can't obtain it anymore. You can't buy it from another GOG user. You can only pirate.
GOG isn't some replacement for a physical disc.
@daisessen89681@AUTOMATONJapan True, but we're at a point of complete disregard for customer's right to own games. Isn't organized pushback a valid response?
If a full-price game can be disabled remotely solely for publisher's convenience, then don't say "Buy" or "Own" on Steam. Say "Rent" from the start.
@tsurumy I think its that the players themselves want to preserve the games, as there is no faith in the publishers to do that part.
Any compromise, like a law saying that legal purchasers of a game have the right to reverse engineer the server or DRM, then even that would be a positive.
@daisessen89681@AUTOMATONJapan Another thought, if offline or servers are made, then you could continue selling it as an offline product after EOS. This could mitigate some risk?
I personally would feel much more comfortable buying in-game content DLC often if I felt more assured it wasn't ethereal or risky.
@daisessen89681@AUTOMATONJapan Personally speaking, I would pay extra for that. I know its not as easy as saying that works well for every case, but I don't think I'm alone in desire to buy such software.
Its a solution I would like to see more considered, not just California. Clearly there is a desire.
@daisessen89681@AUTOMATONJapan If planned from the beginning of the project, isn't it easier to do this? Don't developers use a local test environment when making an online game?
Furthermore, if dedicated server software was sold for extra, I think many would buy it or see it as a valuable feature.
@kavgnwq251@AUTOMATONJapan To add: Most old Western online games had their servers run by players, like Quake and Call of Duty. The ability to run servers is purposefully excluded from new games like these.
I think Japanese players who didn't have this culture, have a hard time understanding this part.
@kavgnwq251@AUTOMATONJapan Right? There are costs, but its players who want to shoulder them. They are asking that when you end service, release something like documentation or server software.
A game development should consider that if they are selling a product, consider EOS plans from the beginning.
@nova01289@kavgnwq251@AUTOMATONJapan Increasingly, single-player games are requiring server connections. You can't always anticipate, or know what the online infrastructure is like, or a time frame, nor is it stated if the game will stop working. The Crew surprised many who were playing it solo and bought it on disc
@SirCB85@TimSweeneyEpic@netz0com@FortniteLinux That's actually not true. If you read more, you'll see it applies to non-Steam and DRM free versions too.
The idea it applies only to Steam keys is some misinformation that's spread rather wildly
@Tam_Defend@AUTOMATONJapan Did you know players run the servers for old FPS games?
In fact, the player-maintained Call of Duty servers are more secure and with better anti-cheat than the officially maintained ones.
@kavgnwq251@AUTOMATONJapan If you bought the game (example:The Crew), didn't you pool money to support it?
The root issue was that it was created in a careless manner, with no regard to the customer's rights in the first place. Shouldn't they know a customer would want to keep their lawful purchase?