Comment by meheleventyone

7 days ago

When you’re licensing content from third parties the more permissive rights you need the more expensive it is. Music is a very good example where it might not even be possible to get a perpetual license. A bunch of games have removed music as their license to it has expired for example. In the context of EOL of a game if you have to provide it for free to owners in perpetuity any third party content, code and so on needs to have been licensed for that use. That is typically more permissive than licenses as mentioned up thread and so more expensive.

> In the context of EOL of a game if you have to provide it for free to owners in perpetuity any third party content

You start your argument from a presumption that releasing an offline game is almost an impossibility. Are you trying yo argue that offline games have zero things licensed? This sounds like a major argument in favor of offline games.

Sounds to me that the simple solution is just stop licensing things with such draconian requirements. If I play a racing game I care about it being fun. If the car I am using in-game is a BMW or a made up brand for the game is immaterial.

  • For some people that's true, But I've played with people that for example, slightly prefered PES Gameplay but just would refuse to play without a proper Real Madrid Team

    In my experience, the more casual the player the more this mattered to them, but it was still a huge market

    • > just would refuse to play without a proper Real Madrid Team

      Interestingly enough, I used to be an avid Football Manager player, where real teams/players is an important deal.

      I can still download Football Manager 2010 (that is not available for purchase anymore), and I can play with Borussia Dortmund with all 2010 players without any issues.

      If they could figure out how to properly license those teams/players so that the game is not dead in 2025 (considering how much anal football teams/leagues are with licensing deals), I am sure that racing games (and others) can figure it out as well.

  • It’s about the distribution of games, doesn’t matter whether it’s online or offline you need a license to distribute IP that you don’t own.

    Never making a licensed product or using third-party IP is definitely one solution but I don’t think is the intent nor without adverse effects.

    • > doesn’t matter whether it’s online or offline

      Then the solution seems simple. Making the game available offline does not seem to have any impact in terms of licensing.

      3 replies →

Stop killing games is not about forcing developers to perpetually sell games. They can still stop selling games. They just can't leave it in an unplayable state.

If developers want to get the rights to distribute a song for 5 years with their game, they can still do that.

  • No I’m talking about the distribution of games. With physical media that’s all fine because once the license expires they stop making new copies. People that own a copy are fine. With digital distribution once you’ve EOL’d a product you still need to make it available right? Otherwise how do people that have paid for it get it? But that means you can’t distribute elements you no longer have the license to.

    • With online distribution games can be made unavailable for purchase. You are not distributing it anymore. Only people that previously purchased can still download the game.

      There are multiple such cases in stores such as Steam or GoG. I own games that are not available for purchase anymore.

      Those games were not killed. I can still download and play them.

      12 replies →

    • Games already handled this today on Steam, Apple Store, Play Store, etc by taking down the store page preventing new copies from being sold. Users can still redownload it. That's how things work today, and is how they would still work if SKG gets what they want. This isn't a new problem and is already the industry standard for how expiring IP works for the digital distribution for games.

      2 replies →

This seems pretty easy. If the license to the music goes for X years, then build that expiration into the game. After X years, licensed music goes away, and the game is still playable. This is completely in scope of SKG. Everyone understands that not every feature has to be retained to stay the playable game.

That expiration date should, of course, be on the box. The consumer deserves to know.

  • That’s absurd. I can still pop in my Tony Hawk’s Pro Skater CD from decades ago and listen to the original soundtrack. TTL licensing should be illegal.

    • Yea, nobody seems to be addressing this: Content never expiring was the default for many years, when games shipped on physical media. Industry defenders are acting like this is impossible, where it routinely happened for a long time.

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  • That would be frustrating to code for.

    Before anyone says that its as simple as a switch statement, it’s not, its date enumeration and a switch statement, and an alternative codepath for testing and more assets: on every hot path, when you already only get 8ms for your frame is an annoying cost.

    The expiration date properly visible is not a terrible idea though; or at least a “this edition is valid for x years” after which, updates that fix issues may remove content. Hrm.

    • I guess that only leaves the third option: don’t license music or other assets that way. It’s really not that hard. Instead of writing a contract that promises that you won't distribute the music with your game for more than X years, write one that promises you’ll only sell the music with your game for X years, but that you might still distribute it to anyone who made their purchase before the cutoff.

      You see? It’s not that hard. You can license music and still make a game that doesn’t die after a few years. If EU law changes to make that a _requirement_, then you simply stop signing any licensing deal that would break the requirement.