As the title suggests, over the last couple of days there’s been an influx of doomer comments over the SKG petition. While it’s fine to disagree, I’m finding it suspicious that there weren’t comments like this posted a week or 2 ago

  • abbotsbury@lemmy.world
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    13 hours ago

    No, there was definitely some criticism before. Prior to this month, it wouldn’t be unusual to hear people complain about how it would destroy the live service market and was therefore Bad Actually for games and game preservation

    The topic getting much more mainstream just brought all those people with.

    • Zwrt@lemmy.sdf.org
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      10 hours ago

      The implication that “games as a service” is somehow a positive for game preservation is its own kind of illiteracy.

      • abbotsbury@lemmy.world
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        10 hours ago

        It makes sense if you are completely consumer-brained and only see it as “companies will make less (live service) games if they are forced to support them/let them be community supported”

          • abbotsbury@lemmy.world
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            9 hours ago

            No, remember, it only makes sense if you are consumer-brained

            Less live service games = less consooming. Some people literally don’t care about things that are in their best interest, they will happily pay $120 for a game that has pay2win microtransactions and requires a monthly subscription and will also shutdown after 18 months, as long as there is a new one to buy after it.

    • mojofrododojo@lemmy.world
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      9 hours ago

      so far the only legit critique I’ve seen is the uncertainty of what this will mean to indie devs - will they be forced to sign with publishers who can assist with compliance etc., what will compliance actually look like to small shops, etc.

      I will say this: the vast majority of game devs feel the same way and want to be able to play the games we paid for as well. there’s just a bit of fear of the unknown for small devs.

    • rumba@lemmy.zip
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      11 hours ago

      There are a handful of concerns from insiders are that somewhat valid, more or less things to be careful about when trying to sort out how to make this fair and reasonable to both sides.

      You can ponder how long from shutdown of an online server until the companies IP is no longer worth anything because they have to give up keys to playing it without subs. Same goes for anti-piracy. If A goes under and is bought up by B, how long is that timer before the assets aren’t worth anything anymore.

      But all those concepts get thrown the hell out the window when CEOS stick their fingers in their ears and start stamping their feet and shouting “nothing is written in stone” “at some point the service may be discontinued” “Nothing is eternal” when in fact all those problems can be solved. Fucking tone-deaf asshats. Costs you money, sorry nothing is eternal. Costs them money, ohhh noooo can’t do that it might cost money.

      When you launch a title with online requirements, you have to escrow or insure the servers for X months and escrow code. When you sell or fold, you then have X months to work out a new buyer or maintainer. At the end of X months. you either keep the game online through other means (sales) or provide server binaries, serverless binaries, or details/code to keep the game running indefinitely.