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Cake day: September 20th, 2024

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  • Yeah this is just a defence of deep-rooted anti-consumer practices thats generalizing the issue.

    There are multiple types of online-dependent games, so i will do the world a favor and categorize them here, along with viable solutions to prevent their current inevitable unplayability(sticking to PC games for simplicity):


    1. Single player games (no continuous server dependence, but launching the game has online-only DRM).

    -The dev baked in this online requirement solely to prevent piracy. There is no necessary data being exchanged with a server in order for the game to continuously operate, other than the anti-piracy measures. This means that all a developer needs to do is patch the launcher/game files to not require the online connection, and the game will work fine. Some examples of this anti-piracy software are Denuvo, or Games for Windows Live. In the case of GFWL, anyone who owned a game that required that software to play, can no longer do so as the service has shut down. When denuvo shuts down their servers, those games will be unplayable also.

    The solution so far has been to pirate. The community has made their own patches, simple or not, to continue to play games without unnecessary server dependence. This effort should be on the developers.

    -Examples -DRM: —GTA V -rockstar game launcher —Diablo 2 Resurrected -Blizzard launcher —Resident Evil 4 Remake -Denuvo —Gears of War(2009 PC) -GFWL (now unplayable without modifying software) —Chronicles of Riddick, AoDA -TAGES (now unplayable without modifying software)

    1. Multiplayer games with dedicated servers.

    -Most of these games have no option to host a local server, and playing matches alone, split screen or with a friend on your network requires connection to an online server. This has been an intentional design choice for the passed decade or so. Multiplayer games used to come with local or private server hosting baked in, which required no dev-hosted online server connection to continue playing indefinitely.

    The solution is more locally/privately host-able servers for multiplayer games. This needs to become the norm again, and has to be implemented as a choice by developers. These games dont need to be redesigned from the ground up for this to work usually either

    -Examples -server type: —Halo CE -private/lan servers 👍 —Halo MCC -Dedicated servers, lan requires online connection 👎 —Battlefield 3,4,1,5,2042 -dedicated servers, bf3 was just sunset 👎 —Battlefield 2/1942/Vietnam -Lan AND bots in servers offline 👍 —Call of Duty’s -up until MW2019 they all had robust offline modes that allowed offline lan play, many had bots and zombies modes too 👍 but MW2019 and after have such egregious Blizzard DRM and the game content is an absolute mess, even pirates have a hard time cracking them 👎 —Quake 1-3, CS 1.6/Source, Unreal Tournaments - the quintessential multiplayer format with private lan servers, these came out in the golden era of multiplayer games 👍

    1. Server dependent games. (Service games usually)

    -This category clumps in MMO, Service, PvP and PvE games together. Data must be passed between players and servers in order for the game to operate properly. Again, this is merely a design choice and not the only way that game could ever be developed in many scenarios, but there are games whose data/processing cannot be hosted locally because of their complexity, such as some MMO’s. This server dependence is prevalent in Service games today because the servers tell the account/game what items they have purchased with real money, all of that is tracked and regulated by the developers in order to, you guessed it, continue to make more money.

    There are 2 solutions here… Either design the game so it can also be played without server dependence from the beginning(which in many cases is entirely feasable, but devs prefer you to be always connected to their store to be able to buy more microtransactions)… Or when the game is not financially viable to justify server upkeep, a version of the game or server is released to the public. Yes yes devs dont want to give out their source code and this option requires the most development time, but it prevents people who paid for/into a game from loosing access to it forever.

    -Examples -Fixes: —Shatterline -singleplayer version released on steam after online service was sunset 👍 (not free) —Spellbreak -devs released files so players could run their own server once their servers were closed 👍 (free) —World of Warcraft -they would have to do the same as spellbreak, if this game ever shuts down —Anthem -sunset happening in a month or so, no plan to make playable offline/without EA servers, needs dev time👎 —Battleborn -servers taken offline after 4.5 years and i have missed it ever since, needed dev time to work offline 👎 —The Crew -sparked the Stop Killing Games movement with its end, Ubisoft has no plans for an offline patch 👎 (although they do with The Crew 2 👍)

    It is important to remember that most(almost all) PC games today bought via Steam, Epic, Microsoft, Ubisoft, Rockstar or EA stores all require an online account to be able to play the games youve bought there, whether or not the games are then playable offline after purchase. Those games are dependent on those online stores in order to access those games if you alter your hardware or software and need to redownload those games, you will need to go through those launcher’s DRM. Some of those launchers won’t let games launch offline ever, as i mentioned in section 1.

    GOG and a few DRM free Steam games are some of the only ways to purchase games that have no online dependence once downloaded.

    The takeaway here is that many online-only requirements function at best as a means to preserve a distributor’s bottom line and at worst as a form of planned obsolescence that eventually takes away a good you paid for, leaving you with the option of buying the remake, sequel, or another game entirely(like the devs/publishers want).

    Here’s to hoping the EU is going to take consumer interests seriously and impose some new rules around game preservation on these money focused companies.



  • Disclosure: I have been sailing the seas for years, but…

    This logic does no justice to the objective financial harm being done to the creators/owners of valuable data/content/media.

    The original creator/owner is at a loss when data is copied. The intent of that data is to be copied for profit. Now that the data has been copied against the creator/owners will, they do not receive the profit from that copy.

    Yes yes the argument is made that the pirate would not have bought the copy anyways, but having free copies of the content available on the internet decreases the desire for people to obtain paid copies of the data. At the very least it gives people an option not to pay for the data, which is not what the creator wanted in creating it. They are entitled to fair compensation to their work.

    It is true that pirating is not directly theft, but it does definitely take away from the creator’s/distributor’s profit.







  • The comparison is more akin to how they have actually restored the mona lisa with chemical and color correction as a means to make it withstand the test of time. Thats essentially what has happened with the remastered version of this game.

    I understand that in other instances, remasters and remakes might as well be a different game, but if you have played crysis, this is barely the case.

    Im not saying its fine to lose access to original data. All im saying is in this particular case, there isnt much loss to be outraged about. The publishers havent un-alived the IP. We have just lost access to some historical data.

    I am all for preservation. I dont want to underplay the detriments of lost data. I just want to subjectively quantify this loss.




  • Theyre way behind the power curve with this one. GOG has had better multi-store integration for a while. I am surprised that steam is even lacking on this.

    Microsoft needs to make it so i never need to go into the steam app or the GOG app, and so i never want to, to play all my games. Thats the way to win and become number 1.

    Really if Play anywhere expands retroactively like 360 backwards compatibility did… They will have another great PR boom that brings users like myself back to their storefronts.

    I have to stop holding my breath for the xbox console library to gain cross compatibility though. Theres no way the Play anywhere program comes close to compensating for all of the classics locked to their consoles. If cross compatibility never happens i will feel slighted as a previous xbox user with a huge library of games.





  • Yeah my hopes arent high for full xbox/pc parity. Xbox Play anywhere would be their best investment youre correct.

    What they should do is start integrating games retroactively into the program like they did with 360 backwards compatibility.

    This would allow for almost no engineering debt and would increase value for people in the ecosystem just like they did before. Then users would be willing to more fluidly switch between Xbox and PC based hardware, regardless of game compatibility on either device.

    I would still kill to play my OG xbox and 360 games on a PC one day though.


  • This is essentially my understanding of the state of things too. The caveat is that compatibility/preservation are stated to be at the forefront of Xbox’s strategy, but implementation and parity with PC system features is a deeeeep rabbit hole of engineering issues they might not be willing to confront in the long haul.

    Yeah, time will tell. Hope for the best, plan for the worst.


  • k1ck455kc@sh.itjust.worksOPtoXbox@lemmy.worldThat Sarah Bond clip...
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    23 days ago

    Oh and as for the paid multiplayer experience… If microsoft recedes their subscription requirement for xbox games… They will be the heroes of gaming for years to come(even though they are the ones that started the trend in the first place lol)

    However I do not see this happening. 12 million gold/core subscribers at ~$5-10/month each. They cant justify giving up that income just for “good PR”


  • I agree they are aware of what their position should be in the current gaming space, but i also agree they are going to fumble hard on some fronts because their intentions are ultimately motivated by profit.

    Chasing immediate profits will distract from what their goal should be in order to succeed in the long run, which is optimizing user experience and value.

    The reason Steam/Valve is so successful is because user experience is clearly their #1 focus. Hopefully Microsoft sees that clearly now with SteamOS biting at their heels.