Comment by georgeecollins

10 hours ago

It seems like the fair solution to this problem is to open source server code if you are going to cease support for an online game. That way the community has the opportunity to run their own servers if they want to.

I also really support giving 60 day notice if an online game is going to shut down. Places I have worked have had policies like that for games they are sun setting and I think the best game publishers think a lot about how to do that operation. It's not simple, because if people think a game is going away their behavior changes. And nothing sucks like buying online content for a game right before it shuts down. No matter what you do people will tell you they didn't know the game was shutting down. And if you give away content that you previously sold that also sometimes angers the community.

The problem is when companies know a game isn't working they tend to want to shut it down right away because the money they spend keeping it up is never coming back. And maybe the company is going to die too. So I do support a law for a 60 day notice.

> open source server code if you are going to cease support

When I was a senior exec at a big public tech company, there was a product we decided to discontinue and we thought would be nice to just open source. Somehow I ended up in charge of managing that process and was shocked at how complex, time-consuming and expensive it was in a multi-billion dollar, publicly-traded corp vs some code my friends and I wrote.

Legal had to verify that there was no licensed library code used and that we had clear, valid copyright to everything there. The project had been written over several years, merged with a project we'd acquired with a startup, some key people weren't around any more, the source control had transitioned across multiple platforms, etc. And even once we nailed all that down sufficiently, we didn't get an "all clear" from legal, we just got a formal legal opinion that any liability was probably under $1M. And then we had to convince an SVP to endorse that assumption of $1M potential liability and make a business case for approval to the CEO.

For a public company, the default assumption for any online game would be "the server side code WILL be open sourced" (under threat of prosecution). That means legal would mandate "No commercially licensed libraries can be used, any open source libraries will have to be vetted to ensure the license is compatible and everything else will need to pass IP and compliance audit." That will certainly have an impact on development time frames and economics.

  • That’s exactly the benefit of a law - it’s a forcing measure to require businesses to invest in processes to understand open sourcing, and to go forward when otherwise no one would make a business case for approval.

    • And makes it more expensive. There is the seen benefit and then the unseen cost. Every game released will have to account for the possibility of it, and will create issues for people who really didn't want those issues. After awhile people will forget there are associated issues and costs, but they will still be there.

      30 replies →

  • Of course, it would also create a demand for open-source game server libraries, which would surely appear after a while and make the whole process much easier.

    So while I believe you about all those difficulties existing today, it's plausible that they would mostly fade away over time. I think temporary growing pains would be an acceptable price for the significant long-term public benefit.

  • I’m curious if you think the law would cause companies to keep better track of these things as development happens. If there was tracking for all the shared libraries from the get go, I’m guessing it would have been an easier transition?

  • The final phase of Symbian OS was becoming the open-source Symbian Foundation. This required the existing codebase, hundreds of thousands of files, to be categorised properly (mostly homegrown, some acquired, some licensed) and where necessary restructured so that each directory only had one kind. Painful, exacting, tedious archaeology which all-but-froze development for weeks. Like a long-deferred merge, the cost to pay for belatedly resolving a mess of licenses is daunting.

  • Nah, you just open source it in a broken state without anything that had separate licensing, so nobody is happy and the law is followed.

  • Better to just publish the protocols/APIs and let the community roll their own

    • Often, especially on competitive games, the server is basically a full client, but just without graphics. The server will often run physics simulations etc, so that it can validate that nobody is cheating.

      Sure, in some cases you can roll your own server, but often it's impossible.

  • To be fair, it was in a time and age where BOM was not that common. I am assuming nowadays, with BOMs being in place, the process should be much easier.

  • If the bill is properly worded open sourcing the code shouldn't imply that all 3rd party libraries also have to be open sourced.

    • > shouldn't imply that all 3rd party libraries also have to be open sourced.

      That's a very reasonable way to address the issue of 3rd party licensed IP. I expect something like that will get incorporated into the legislation. In fact, I'm confident it will because well-funded lobbyists will ensure that common sense concern and its very reasonable solution are heard.

      Then Electronic Arts and Microsoft will sell their existing server code to newly formed companies (which they happen to own). Then their captive game studios will start releasing new versions where the publicly released "server source code" is five pages of #IfDefs followed by a call to "Start_Totally_3rd_Party_GameServer" in the new library that's not required to be included in the mandated release.

      For extra credit, the newly formed 3rd party entity will be incorporated and domiciled in Ireland, Malta or whatever country is currently most tax and currency exchange advantaged. Then the license fees their captive studios have to pay to use the 3rd party library get offshored and tax sheltered - while being large enough amounts to prove this definitely isn't a sham transaction!

      To be clear, I don't approve of this myself. In fact, I hate it. But I worked at a high level in a top ten publicly traded tech giant long enough to see how the armies of soul-eating MBAs, lawyers, consultants and lobbyists can subvert anything. Fortunately, only half my soul was eaten and some of it has regrown.

  • Is your argument that companies would be forced to obey the laws if they are mandated to open source discontinued games? And it's a... bad thing?

    • Not OP, but it's more the warning not to underestimate the cost required for compliance, and apprehension of this cost may deter their creation.

    • Huh? The point is that game developers would never be able to use commercial libraries again. Thus making all development significantly more expensive.

  • > open source server code if you are going to cease support

    > Legal had to verify that there was no licensed library code used and that we had clear, valid copyright to everything there.

    I can tell you the other side of that equation. There's no poison pill -short of outright fraud- that will kill an acquisition of a software company, than open source code embedded deep in the product.

    I've been in both sides of the table of M&A activity, and in the due dilligence, smart acquirers will always look at the code and libraries in use. If there's anything that even has the hint of open source, that is heavily scrutinized: what is open source by default can't be owned by anyone and if it cannot be owned, it doesn't have IP value.

    Most deals that ran into this issue would stop dead in their tracks, and it would take a while to spin back up, that is if the deal went thru at all

    • I don't follow. What IP value is there in game server code? I would wager usually none. And I would imagine the amount of games made without open source software somewhere in the stack could be counted on one hand.

      Open source is a pretty broad umbrella. I doubt a company would say Slay The Spire 2 was poisoned by Godot and that there's no IP value.

      2 replies →

It doesn't need to be open source, you only need to provide server binaries to download. This was the standard until circa 2010. People were able to host dedicated servers themselves.

  • That would be an improvement over nothing, but closed-source means that the game is still going to die as soon as someone finds a security vulnerability (or even just a gameplay glitch) that can't be feasibly patched.

    Imagine an MMO where special text in the chat causes viewers' clients to crash, or a glitch exists to duplicate items or money, or where anybody can crash the server to run arbitrary commands.

    • I play SubSpace (a MMO spaceship game released in the 90s) to this day. It was shut down soon after release.

      The original server binaries were left on the original CDROM by a programmer.

      Then PriitK, a creator of Kazaa and then Skype and Joost!, went on to re-create the client due to cheating/hacking, naming it Continuum.

      Years later the server is reimplemented as A Small Subspace Server (ASSS), making it a complete fan remake of the original game (sans graphics). This is also when we finally got server side mods, everything before that was client only or a hack.

      We even got on Stream Greenlight.

      https://store.steampowered.com/app/352700/Subspace_Continuum...

      2 replies →

    • That implies the community that builds around it would not reverse engineer and remake the binaries. Which many already do (to be fair), it just so happens that it's way, way harder when the servers are entirely gone already for a game and you have no way to capture server/client traffic for example. Even if the binaries are flawed, just having those in there and being able to spin up a server to see the packet flow already greatly helps in preservation, much more if you have the binary itself and can also peek at server logic for certain things like conflict resolution, instead of having to guess post-game-shutdown!

    • So then you just only play it with trusted friends. It's still better than the current situation

  • I want to host a closed search server that's not being updated on today's internet. It might be good enough for home use, but definitely not if I want my friends to connect.

  • Although I get the idea of providing server binaries but if one has to absolutely do it, then provide great modding efforts behind it.

    But I have found that the greatest modding efforts/community can be generated by open source. Balatro for example is easily modified in the sense that although it might not be open source but iirc its lua files are visible.

    There are other games as well which have something similar imo although that being said its possible to create modding efforts without open source in general too with say something like for example old versions of counter strike.

    Personally I would prefer open source though if its possible but I understand that some game studious might be worried about it but I don't quite understand it if they are shutting down the game anyway though. I think that @mjr00's comments are nice about third party library etc. which cause issues in open sourcing so its good to have a discussion about that too (imo)

> That way the community has the opportunity to run their own servers if they want to.

That might be fine for very small titles - where the "game server" is a relatively simple binary that can be run anywhere. Larger titles depend on a huge amount of infrastructure, for authentication, progression, matchmaking, etc... It's not feasible to open-source all of that, especially given that it may well still be in use for more recent titles.

  • > It's not feasible to open-source all of that, especially given that it may well still be in use for more recent titles

    If they're still running their authentication server (for example), then they wouldn't need to release that service.

    Patching the game to no longer contact the authentication server would also be acceptable, for services that aren't a core part of the game. It's pretty likely the game already allows this for development/debugging.

    If they've accepted money from people to buy the game, and don't want to keep the authentication service running, and don't want to patch the game to no longer require the authentication service, and don't want to refund people, and don't want to release the authentication service so others can run it - I think it's fair for a regulation to force one of those.

    • So do games just have to have a perpetual endowment to fund any shared component costs? This seems like a logical conclusion. You wouldn't get scalability from reuse (e.g. reusing an auth library).

      Or what's likely cheaper is budgeting for that patch in the game.

      You may bemoan "oh they just don't want to release the auth service", but it functionally shuffles the cost math.

      I'd personally rather the 5% cheaper games than trying to play a multiplayer only game 20 years later wtih 6 people on the server.

> It seems like the fair solution to this problem is to open source server code if you are going to cease support for an online game. That way the community has the opportunity to run their own servers if they want to.

It's nice in theory, but in practice many (most?) games are using middleware they don't have the rights to redistribute as open source. IIRC when the source code for Doom, the first major commercial game that went open source, originally came out, it had all of the sound code removed because it was dependent on a third party library. Not that you're going to have sound code in a server, but you may be using third party libraries for networking, replays, anti-cheat, etc.

  • If bills like this pass there'd be financial pressure for middleware providers to either license under terms that allow distribution at the game's end-of-life, or allow their middleware to be easily severed while still leaving the game playable - else they'd lose out on all customers selling games in California/EU/etc.

    Which is also a nice side effect to reduce intellectual property barriers for developers that do already want to distribute their server or source code.

  • This has an easy solution. If the middleware cannot be used in a new regulatory environment then it will either die or adapt.

    • Sometimes the easy solution isn't easy for all sides or even realistic. "Fuck the publishers" is easy but not going to get a lot of publisher buy in.

      We all agree there is a foolproof method to fixing all bugs - delete all the code.

      We also all probably agree that isn't the optimal balance.

      2 replies →

Game engines/code aren't all open source. The game developer might not have the legal rights to release the source.

Also, does this stop at games? Why not any online service ever? Why not any program at all?

  • Gaming might be unique in the sense that it's the only industry where 1) consumers make a one-time purchase of a product, but then 2) the manufacturer remains responsible for the online component.. forever? I can't think of any other examples in real life where this happens across an industry (maybe a few niche products).

    Maybe this is the reason MS has been pushing Game Pass so hard, to get rid of the "purchase" part entirely.

    • Well I don't want the company I bought the game from to be completely in charge of the online component. If it helps them make more money then good for them but they need a winddown plan.

    • Any company that willfully chains a device to their cloud platform in such a way should get the same treatment, whether the cloud offering is free as in beer or paid. It's happening a lot more than you might think.

    • > I can't think of any other examples in real life where this happens across an industry

      Vehicles? Maybe not necessarily forever, but I'd expect the large car manufacturers to all still have some level of support for a 20-year-old car...

      3 replies →

    • It's more like it's the only software industry that still has a relevant amount of non-subscription based one time sales. I guess this will be the end of that.

    • Am I the only one who remembers that multiplayer was just peer to peer? Like we had multiplayer before every studio decided they wanted to host their own servers, it was just what the guy with broadband in the neighborhood ran or something my ISP provided.

      The issue is nobody gets that option if the ability to run a server is made unavailable to the public.

  • > The game developer might not have the legal rights to release the source.

    Then the game developer/publisher should choose to use another technology or be ready to replace that piece when game reaches EOL. If no game developer can use that technology, the vendor will end up loosing a lot of sales. They can then decide if more permissive license would make sense.

  • An online service requires the continual investment in the costs required to run the service and comes with the expectation that the service happening on someone else's computer could cease to exist the second you stop paying or at the end of the current contract cycle.

    A game although specified as a license is treated and described as a purchase that is expected to work forever on the end users device so long as it fits the specs.

    • I wonder where the 'extents' of the game product/service you buy can be defined. I could foresee a game client/server/toolkit like Bioware's Neverwinter Nights being released but as a barebones legally compliant framework that lets you play. Then on the other side of the line they have an optional online service that provides a scenario to play in (running the same server the public has), if that service goes away the game still works, just as buying a load of D&D kits doesn't give you a DM to run games in perpetuity. As another example, there's a lot of servers for games like Counter-strike where the experience and how it runs the gameplay is modded server-side only.

      1 reply →

I think this is a more desirable solution for customers than a refund anyway--if I like a game, I don't want my $60 back in exchange for never being able to play it again. I just want to keep playing it.

Many developers with good will actually tried that and gave up due to lots of problems. This is not just bad ROI but also a legal minefield. Engineers usually cannot argue against this kind of risks. Enforcing this will unlikely work in higher courts. Though something like open sourcing protocols for server reimplementation may have some chances.

While I see problems in the law but the spirit is reasonable. We need to push toward this direction. At least there should be difficult economical trade-off for publishers when they decide to shut down the game. Nowadays, some random executive just takes look into some excel, see some games have declining revenue and decides to "simplify the business" without much thoughts. This has to stop.

Based on comments below the solution is to make the API public and publish the architecture design, along with the binaries.

This way the company can avoid spending too much money on open sourcing the code, and the community can just rewrite the server while keeping the original binaries running.

Guarantee X years of server time from launch. If you shut down early, pro rated refund and open source server code. After the launch window, close server with no penalty if desired, but just still open source code. Or keep server open if it's profitable. Or some other option.

The specifics can be hammered out, but something middle ground seems sensible.

> It seems like the fair solution to this problem is to open source server code if you are going to cease support for an online game. That way the community has the opportunity to run their own servers if they want to.

Said this in another comment: In case a company or new management wants to renew an IP, maybe there should be a waiting period like 1-5 years before they are legally required to release/open-source the server code.

Or how about this: what if, in order to launch a new online-only game in the first place, companies have to submit a copy of the source code as it is on launch day, to the courts or wherever. Then the courts could release it if the game hasn't been active for N years...