> Wouldn’t it only require action from you if you were trying to kill multiplayer in the first place?
It's a question of when, not if - you're not going to pay to keep the servers online forever. What are the legal consequences of not releasing a functioning server if for some reason you can't? If they're bad enough then plenty of people will not be interested in taking that risk by making such games.
> What are the legal consequences of not releasing a functioning server if for some reason you can't?
How about "the government forces you to release the code"? That's seems fair.
Unless you hid your source code in USB drives under your bed, the government can probably just force GitHub (or similar )to release it. I bet they've got it backed up.
The government will release it with all the copyrighted code and assets that's owned by a bunch of third-parties?
Ex. if I license my artwork, music, characters, code library, etc. to a game developer and they don't create a legally releasable version of their server, then the government will forcibly break our licensing agreement and I just get screwed?
So you're assuming game devs write every line of code in their server infrastructure. First, could be using a third party library you have license to use on a limited number of machines that make up your backend servers. Second you could be paying for third party API access to something like snowflake.
You either have to rip out the code (which may or may not break the server, but still requires developer time to do) or write replacement code which likely takes even more dev time to do or you would have done it instead of paying for the library/access to the service.
Of the 7 AAA games I’ve been part of making, not a single one used HTTP (well, not as a primary driver of anything), HTML, CSS or anything that could be construed as a “web technology” so, what are you talking about please?
What I'm saying is you have programs running on user machines, and programs running on your machines. There's an interface between those two over a network. There's a problem that consumers face today where they pay to play games that are not functional without data flowing over that interface.
There's a claim that implementing the backend side of that interface is so complex and impossible or too difficult/time consuming/etc to design in a way without 3rd party dependencies.
I'm asking: what are those 3rd party libraries doing? And why can't you design server APIs and client code in a way to provide a different backend if consumers need to do it themselves when you stop supporting the game?
I'm not interested in hypotheticals. In AAA games that you have worked on, concretely what 3rd party code did your servers rely on that would prevent you from distributing either the server itself or sufficient description of the servers' behavior to allow a reimplementation?
And even if we're talking hypotheticals: stupid example. I haven't worked on a backend where the actual server infrastructure wasn't open source, trivial to open source because it was first party, or irrelevant because the only thing that matters would be the API and protocols, which again, trivial to make open.
I'm actively trying to remove my own ignorance of the domain which is why I posed the question! You're not breaking confidentiality by saying "I need X to solve Y problem which is offered by Z and we can't expose even the application layer interfaces." Right now it sounds like you don't have an answer, or even understand the question.
Getting all defensive and not answering it doesn't really help your industry's case here.
Web servers, message brokers, physics engines, anti cheat, fraud detection, flood mitigation, ranking systems, chat moderation, match making systems. There are thousands of possible components which may have been licensed in any given game server system. In some cases the entire game engine runs on the server.
I guess what surprises me here is how much of this is 3p code that couldn't possibly be distributed. Like why would you not be using an open source web server, or widely available message broker? Things like chat moderation/match making/anti cheat/etc seem like add on services that would be implemented per game (well, maybe not match making) and aren't relevant to the problem that the "stop killing games" people are trying to solve.
Frankly it's none of your business why, and it's completely irrelevant. The fact is that this 3p code exists and this law needs to account for it or it's unworkable.
This is kind of needless aggression that doesn't help non domain experts understand.
I've worked on a lot of complicated and deeply optimized networked applications. They're almost all closed source. I know exactly how I would design a system to support these kinds of initiatives. What I'm curious about is why that's impossible for game developers, because either I'm missing something, or game developers are just bad at software design.
The "server" being the computer program not running on a user device. The intent of the initiative is to allow people to substitute or replace that program to allow the game to continue to function even if the original publisher/developer disables access to it.
It's pretty obvious to me as a gamer and engineer what the intent and design constraints are here, so I'm just wondering what makes this seem impossible?
And how do they force release of all the proprietary dependencies? Overriding contract law is a hell of a lift, and a terrible precedent.
The whole "Stop Killing Games" movement is deeply misguided, and most of the people supporting it have absolutely no clue about how software or anything computer related actually works.
That doesn't sound that unlikely to me personally, not everybody has the best tech habits and some life events can result in losing access to both very quickly. It doesn't have to happen often for it to still be a common event in support cases.
The point is that at a minimum you're supposed to bubble the `unsafe` up if the API does not guarantee safety is maintained for all cases (and documents the invariants that have to be kept by the caller), otherwise the system breaks down.
> Assuming the port is actually 1:1 without any behavioral changes
It's not, that's clear from this kind of bug popping up. Functionally this bug exists because `PathString` was converted into a "safe" Rust API but still works the same internally as the original Zig code did (via using `unsafe`), that introduces UB that wasn't there in the Zig code.
If it was attempting to be a 1:1 with no behavior changes (like c2Rust attempts to do) then this would not have been turned into a "safe" Rust API like this.
> Obviously they're going to need to liquidate a lot of this stuff.
If you read online employees have talked about how they donated it or threw it all out, presumably there is very little of that stuff left at this point (and probably nothing left of any real value).
Yeah this is the funny part to me - if you thought EBay was an amazing business then you could have just bought that stock months or years ago. Maybe the combined company will really be worth more than both companies individually, but for the most part this is just GameStop deciding how you should have invested your money months ago.
Well let's be clear, the "trade-in anything" day was a fancy discount day. They gave everybody $5 for whatever they brought in, online you can read from employees that they just donated or threw it all away, no attempt to actually keep any of it to sell.
That said IMO the biggest difference in the two situations you're describing is that EBay is not in the business of buying the items to then sell later, they just facilitate transactions between two parties and some of the logistics (depending on the seller). They're similar as far as dealing with "used goods" but the actual design of the business and risk being taken on is very different.
EBay also not really lacking what you're describing - there are fufillment centers that can be used for EBay listings, there's the EBay "Authenticity Guarantee" program for cards, they already own TCGplayer which does all of this for trading cards way better than GameStop does, etc.
Perhaps somehow these things could be improved by GameStop but I can't imagine it being significantly better than it currently is.
I can't tell you where the nearest GameStop is because afaik they don't have any locations in my country. Can find half a dozen convenience stores that will handle eBay (or Amazon) goods for me within walking distance.
No, why does it matter? I also don't know where my local GameStop is since the few by me closed a couple years ago :P
Plenty of stuff on EBay offers me 2 day shipping clearly via fulfillment centers, as far as I'm concerned that's all that matters. Do you think the addition of GameStop stores would mean EBay can offer faster shipping than that on a significant number of items?
You asked what could be improved with Gamestop. Public knowledge of Gamestop locations is a boon if people don't know where your existing fulfillment centers are.
Sellers what? You generally don't just drop stuff off at a fulfillment center, when you get to that size you're dealing with large amounts of inventory and you ship it to them.
If you're saying sellers could come into a GameStop to have their individual items packed and shipped out, I suppose, but:
1. They don't really have the space for much shipping volume at any of their stores.
2. You can walk into any USPS, UPS, FedEx, etc. store and do that already, you don't need an 'EBay' store. GameStop would presumably get the packages picked up by one of those carriers so it's not saving any shipping time or expense.
For buyers, in many cases there's already alternative drop-off locations similar to GameStop Ex. For UPS deliveries I can get them shipped to a bunch of different convenience stores near me. GameStop stores might be a nice addition to that list but it's not enabling something you couldn't do before, and I would think for most people they already have a closer location than a GameStop.
Well, look at what you can already do with their trading card program. You could just list cards yourself on eBay, of course. You could drop them off at a shipper to send them off. You could keep them at home while you're waiting for a sale, where I guess they're insured by your renter's/homeowner's insurance. And if you want them graded, you can send them off for that however you like, too.
Or, you can bring your cards into Gamestop, and they'll send them off to get them graded and/or buy them from you, at which point they become inventory for their lootbox. With eBay, you'd be able to do all of that, too, except you'd be selling directly to someone else through a consignment service - more pricing freedom.
And then you could start doing it with things other than cards.
Well I'd add to that - the real core feature is that the teacher and usually the textbook show you exactly how to use it, that's why it gets listed specifically as a course requirement.
That unfortunately is also why they can charge so much and people buy them anyway, because at best you'll be on your own to learn how to use anything else (and at worst you won't be allowed to use it at all for tests and such).
It all depends on the CPU architecture, if it supports something like out-of-order execution then both parts of the CPU could be in use at the same time to execute different instructions. Realistically any CPU with that level of complexity doesn't care about SUB vs XOR though.
It's a question of when, not if - you're not going to pay to keep the servers online forever. What are the legal consequences of not releasing a functioning server if for some reason you can't? If they're bad enough then plenty of people will not be interested in taking that risk by making such games.
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