“Although Sweet Bandits had to close their doors, we don’t believe Deceive Inc. should quietly disappear because the services behind it aren’t sustainable forever,” the unsigned post reads. "We’re actively rebuilding Deceive Inc.’s backend to be sustainable indefinitely and support community-hosted dedicated servers.

Good guy devs and count me in for self-hosting a dedicated server.

  • teawrecks@sopuli.xyz
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    1 hour ago

    They can have a ladder and matchmaking while still providing a server browser that goes to self-hosted servers

    True, but I explained that for a small team who has to choose where the spend their resources, supporting both can be prohibitively costly

    these are things that you set up with the assumption that your game is going to have a massive population

    False, I listed several features a game of any size might reasonably want.

    MMOs have been self-hosted for as long as pirates have been reverse-engineering the code

    That’s irrelevant to the discussion for multiple reasons, but the part that is relevant relates to the control over content, and an intended user experience. No one on a community MMO server is able to play alongside people on official servers, which is literally the point of an MMO. They can’t because there’s no control over the content; admins of those servers can (and do) hand out 100x the gold, XP, and top level gear, which is not the intended experience. Allowing the servers to exist is a completely separate legal matter (using a fully reverse engineered backend should not be a problem, but distributing copyrighted IP, much less charging money is a problem), but you can’t demand that a dev dedicate resources to support an unintended user experience.

    If they wait until the game is a failure and about to close shop, I have no guarantee that this update will be its fate.

    It would be as simple as saying, “if you can’t release a proper server binary, then you have to make your source available to license holders” (There may need to be an audit step when selling a game in a country to prove that they have the legal ability to open source their backend if it comes to that, but that is tenable.)

    I still end up with all the other negative side effects of an always-online game in the interim.

    Then make your own game. That’s an absurd demand. That’s like going to a theater or buying a bluray, and then demanding the director re-shoot various scenes on your behalf. They made the experience they made, they’re willing to sell you a license to experience what they made. No one is forcing you to buy it, and we should force them to ensure the license never expires and that experience can always be experienced.

    • ampersandrew@lemmy.world
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      2 minutes ago

      I think you’re conflating a few things of what I said here. I know what SKG is asking for, and I’m not suggesting they change it.

      What I personally want is a game that survives offline today, tomorrow, and indefinitely, for the reasons I’ve stated.

      And I think that regardless of whether or not anything changes legislatively, it’s such a losing bet to design your infrastructure for online matchmaking only, since most populations drop off extremely quickly, that you end up with costly retrofits like this in a best-case scenario after that point, so you may as well prepare for low population instead. This game, for instance, went from thousands of concurrent players to hundreds in just two months. It’s not an absurd demand to get a game built for offline play. They still make those. No one is forcing me to buy a game that isn’t built that way, but it’s really fucking hard to know which is which sometimes, even when doing research.