wsve
Joined 3 years ago
Joined 3 years ago
There's no joy to be derived from a completed crossword puzzle if you weren't the one solving it...
Yes, exactly. Video game distributors should be forced to choose a pricing model: "Sell", or "Rent". No more "License, until we or the DRM service decides to revoke access for any reason/we go out of business/the DRM service goes out of business".
California AB 2426 is a very deliberate and well considered bill, because it does exactly what it was designed to do: feign consumer protections, while leaving easy loopholes for those companies the bill protects. Those legislators who signed it did not have consumer protections in mind. Gavin Newsom is not interested in rocking the boat of corporate power, and neither are the lobbyists who pushed for that bill.
Don't blame "regulations". Blame, and vote out, the authors and signers, because they clearly do not have your interests in mind.
On the other hand, "buying a game" is given the guise of ownership, despite true ownership still being retained by the seller, obscured by the fact you're making a one-time payment. It'd be reasonable if the terminology used was "rent" or "subscribe" to a game with a periodic payment, but that's not what's advertised.
It is deceiving, unnecessary, and anti-consumer.
There's no reason to move to an open source client, since Minecraft is already more open that the vast majority of games, and has shown no signs of closing that access in the future.
None of those things are required to be supported by this law. It's the minimum viable product to enable multiplayer play.
- Ditch the matchmaking, players can build their own communities and use server lists for discovery - Ditch the anti-cheat if you can't distribute it, it's not necessary for online play - Ditch the metrics, of course - Let the player download their inventory save file or something, idc
Like I said in my OP comment, the problem with saying "this regulation will push devs to subscription-based game models" is that it does not explain why that would happen. It just assumes it would.
This argument to me is like saying "forcing people to wear seatbelts will push them to take the bus instead". Why would this be such a problem that people ditch their whole mode of transit? I see it that way because I can't think of a single case where designing your game server architecture with decommissioning and redistributing to your users in mind would be difficult or costly at all, and I have seen no convincing explanations
Running a single dedicated server on a home computer to play with whatever community you've curated requires none of these. Any sane game server architecture would already be essentially a single executable since you want performance and synchronicity within a single "match" or "world".
You say most games won't be able to release server software. Can you provide an example of a game which could not possibly be disentangled from its cloud architecture? I'm having trouble thinking of any
It's like saying "If your goal is reaching the top of Everest, you should be ecstatic they built a train line that brings you right up to the peak!"