Comment by SpaghettiCthulu
6 days ago
> is an MMO “functional/playable” if you just release a localhost server? Are we forcing indie shops to pay for servers indefinitely now?
The man behind Stop Killing Games has made it perfectly clear that they do not want to force game developers to continue operating servers. Rather, as you suggest, releasing server binaries would be acceptable. Although a mere "localhost" server would likely not be sufficient, because (if I interpret your suggestion correctly) it takes away the multiplayer funtionality of the game. I think it would be reasonable to require developers to release online multiplayer capable server binaries.
> I think it would be reasonable to require developers to release online multiplayer capable server binaries.
Not a game dev but would there be concerns about forcing devs to ship binaries for a codebase that was previously purely SaaS and proprietary, and likely containing logic that is a reusable for future games? The edge cases here seem a little gnarly. (Maybe it’s not a big deal in the grand scheme of things, how much competitive advantage comes from the MMO server code? I gather it can be tricky to do some things well like AoC pushing high player counts.)
The game itself also contains code that might be reusable for a future project. Among other things, the game engine itself. They have no problem shipping that to people though? Why is server code any different?
Perhaps mandatory Docker container packaging for EOL multiplayer games?