There are tons of closed source games that have zero online component to them.
I don't see how you can actually argue that this is a good thing, especially when they say:
> The freedom to redistribute copies so you can help others.
That... basically kills the entire gaming industry.
Am I missing something serious here or is this really trying to advocate for that.
If I buy a product for $N one-time charge, I expect that product to work basically forever, until it physically breaks or wears out. I have woodworking tools over 50 years old. I would never expect Craftsman to sneak into my garage one day and destroy them because "they're old and unsupported and I should just buy new ones." I don't expect Toyota to repossess my car because it's hard to supply parts for old cars and they really just need me to buy another one.
So why is it OK for a software developer to just arbitrarily decide to flip a switch and remove my ability to use a product I paid for?
EDIT: I realize I am arguing for subscription pricing for software, which I am generally against. But for a game that requires a server operating in order to function, perhaps subscription pricing is more appropriate at least for that kind of game. It's still not appropriate for games or tools that run natively and don't have a significant reason for their logic to reside in a server.
That being said, I agree with the premise. Most of those cultural preservation issues wouldn't be a problem if users had control over their computing.
The problems caused by game servers going offline aren't necessarily specific to games, and the cultural preservation aspect can be applied to other programs as well. This essay explain what those problems are in a very accessible manner: https://www.gnu.org/philosophy/who-does-that-server-really-s...
He explained to me that every media artifact of cultural significance would be stored there in three (I believe) copies for future generations to enjoy, or researchers, or historians.
I was given a tour by an archivist there and this became a core memory of mine.
I was always at unease growing up, wondering what would happen to video games when they no longer became popular. Would I be able to enjoy them when I got older? Would my children ever be able to play the games that shaped my teenage years?
The discussion around the matter of Stop Killing Games always devolves to one around free labour or around infringing the rights of the creator, but at some point, when a game, or a film, or a book is no longer monetised, makers of cultural works should be obliged to archive and ensure that our shared cultural heritage and identity is preserved for the future.
Film makers, authors, printers, ad agencies, music producers, and many others are already obliged to do this in many countries.
Why should video game producers be exempt?
It's just better for all of us, and our children, if these works of art are preserved, and that at an insignificant effort and cost, compared to the cost of developing it.
But then who's allowed to run servers? Can I modify the servers and mod them and republish my changes? Does killing the game also need to cancel any copyright on any server-side assets?
But then we need to get into licensing. What if Fortnite goes offline and they publish their server assets? Does that give me the right to use Naruto and Family Guy avatars on my homebrew server?
Freedom 1 is also important for understanding the rules of the game in case it is not documented very well; changing which server it connects to is not the only issue (and a well-designed FOSS program would have an option to configure which server it connects to without needing to recompile it).
(In some cases, other people figure out the rules of the game independently and might write independent FOSS implementations (in one case, I have done this for a single-player game; other people have also done for other games). In this case, it may be less of a problem (if the FOSS implementation is actually correct and complete (and might even have less bugs than the original and/or other improvements)), and both official and unofficial implementations can continue to be used.)
Let's think about it. Free software just applies to the source code. Artwork, logos, even trademarked names are not Free. Support, services, and documentation can also be non Free. This is the Red Hat business model and they make a ton of money.
Right now several very popular games are free or almost free to install and play. The game studios make money off of in game purchases. There's no reason that couldn't continue.
Games could be Free but connecting to the server for multiplayer would of course cost money.
What about anti cheating? I think motivated software engineers working together around the world could come up with solutions to this. Or (and?), good social engineers could come up with incentives/punishments that heavily encourage fair play. I worry about this one the least. Here's one idea that my son just made me aware of this morning. Some game he was playing allowed him FPV of his teammates after he was eliminated from the round. He saw his teammate could see through walls. This angered my son and he called the teammate out. The cheating was defeated.
Valve could have made `steam.dll` optional for really old games but DRM is DRM and it's here to stay.
Can't see how an independent developer would ever be able to do this. We need more independent things not less... this would be my concern.
Better legislation would be to force developers to at least allow people to run their own servers.
[1] This is still way more than the industry would want.
If the are successful we will see quite a bit more open source.
If you're a gamer whose game became unplayable from cheaters running hacked clients because the game's developer decided to share their source code online, you're entirely justified in your outrage.
The inherent injustice of developers being able to eat? The entire reason we're in this mess of a field is because of this ideological purity crusade. We could have a world where independent developers make a modest living producing good software that people pay a reasonable amouunt for, but because everyone expects everything for free, the majority of developers are forced into working for soulless corporations, who make the money that pays their salaries with the most predatory software imaginable, spamming ads, tracking, and microtransactions all over "free" software.
You also always have control over the programs that run on your own computer. Reverse engineer it if you care; the tools have always been there. The article mentions DRM, which is almost always bypassed, and private servers, which people do host -- so where's the lack of control, exactly? You just feel entitled to be given everything on a silver platter, you can't even be bothered to put effort into taking free stuff. Give me a break.
To be clear, I am fully in support of Stop Killing Games. Especially given the annoying copyright regime around hosting private servers, legislation to mandate some kind of fallback for termination is helpful. But trying to pin this cause to this horrible movement that has done 100x more harm than good? No thanks.
If customers and care about open source and free software games, they will support them. There is no need to dictate the funding model people want to use for art or software products. This is an industry with an unbelievable amount of competition.
We need to get to a place where all consumer-focused apps and games include full source code, including any server necessary to play multiplayer or store cloud files.
In this I see Stop Killing Games as a half-measure that the industry supports to avoid us waking up and realizing what we should have.
They make you buy new or else the manufacturers fear going out of business. It's just sad that this has extended to practically everything.
Submissions on HN with interesting titles keep ending up being revealed as AI slop halfway down towards them making their point.
Authors: you don't need this. Don't disrespect your reader's time with LLM slophancement.
To elaborate, if I make a creative experience, that requires a server, and sell it to you for $70, and you play it for a year, that's your $70 of value right there. That's the moral argument.
Every single games company faced with this issue is now going to change the terms of service to note that the $70 "includes free two year subscription, paid up front!", and if the lawyers get pissy about that they'll sell two versions: one that is $0, but doesnt work until you sign up for the $70 per month subscription. That's the legal argument.
What this comes down to is "I have the right to decide what my $70 actually paid for". No you don't. What you paid for is what you paid for. Now piss off.
[1] https://tenor.com/view/oh-fuck-off-alice-kristen-bell-the-pe...