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The goal is a good one, but it's too specific. It should not be allowed for a developer or device manufacturer to kill or nerf any product remotely, once it was bought and paid for. This problem is sneaking into other non-game software, and even physical devices! If you buy a thing you shouldn't need to tether that thing to the manufacturer, and it shouldn't be possible to make it useless when they decide to turn down a server.

As a developer or manufacturer, if your software or device absolutely requires a server that costs money to maintain, then your business plan should take that into account: You should be charging customers monthly to keep that service running. You shouldn't promise a one-time payment, take the customer's money and then yank the service away on a whim.

Nobody is asking for free labor to keep services running. I'm asking that you 1. only tether your product to a server if you absolutely need to, and 2. charge for that kind of product monthly so that you can leave it running while you still have customers. That doesn't seem like too much to ask.

Companies are hypocrites about this. On the one hand they say “we need to shut this down because we’re losing money on it.” On the other hand, asking them to release aspects of the game to self-host the infrastructure: “but that’s our IP and it’s valuable to us.” You shouldn’t be able to have it both ways. Sitting pretty on unprofitable IP in the hopes that it might someday make you money again is a net loss to society.
It's hardly a whim if a game runs 15 years, they announce "our active playerbase is 60 people" and the game shuts down.

I think we need to stop treating it as a dichotomy.

There's an understanding it won't last forever, when you buy a multiplayer game, ans making devs make offline versions in the cases where its trivial is going to bite indie game studios.

Gamers have repeatedly shown they dont like subs. Its hard to model "we want to charge you 40 cents per month, escalating with inflation" but thats what youre asking for

All this could be instantly fixed by repealing the DMCA's anti-reverse engineering provisions. Simply allow people to solve the problem, and the problem will literally take care of itself. Adversarial interoperability should be enshrined into law. If they won't support the thing, then we will. They just have to stop getting in our way.

It's also necessary to heavily punish any company that tries to leverage the legal system's expenses to financially ruin adversaries, especially individuals, by burdening them with the legal costs of defending themselves for the crime of exercising their rights.

Maybe it’s better to start in a smaller, more focused and less controversial topic to set some precedents before trying to boil the ocean.
“Ah, but you didn’t buy a thing, you bought a license to temporarily use a thing in ways we deemed acceptable!” -publishers somewhere
Yeah, it's frankly ridiculous that "smart" devices need internet access. Why shouldn't my smart oven behave exactly like my Brother printer? There's no reason my oven needs access to the internet, it can do everything it needs to do on my local network. My phone should be able to connect directly to it via a scan of the local network subnet or using any number of service announcement technologies that already exist.

And it makes these devices worse. I should be able to control my oven using a simple REST api and home assistant. The fact that in order to interact with my oven with a home assistant I first have to reach out to my manufacture servers is just insane. It's an oven. It only has so many sensors and nobs to twist.

About the only grace I give these manufacturers is the fact that google and apple both make it an annoying pain to maintain applications in their app store. A manufacturer can't simply drop "oven app" once and expect it to be available on the store forever. But that too should be solved with the same regulation that says "Ovens, refrigerators, washing machines, thermostats, and doorbells must not connect to the internet". We can teach the world about VPNs if they want remotely access their devices.

  It should not be allowed for a developer or device manufacturer to kill or nerf any product remotely, once it was bought and paid for.
This is silly. No developer should be obligated to support an online game forever.

Imagine a highly complex online game that requires a few people and tens of thousands a month in cloud costs to keep it running. Now imagine that this game is 25 years old and only has 100 players total left. Are you saying that this developer must maintain the exact same quality of online play for 100 people?

Tell gamers how many months, for the advertised price, they will receive a guaranteed level of service and features for.

Then let gamers decide.

Example: If I'm reminded, at purchase time, that this $70 game will work online for 24 months and single-player offline for 36 months, then I can make an informed decision before I buy. Studios would be forced to bring their business plan into visibility and be held to a level of service, and then gamers can't complain when a game is "switched off" according to plan.

This is already implied, just not explicit and quantified in advance.

Personally, I wouldn't buy a game that had early expiry of online already contemplated. And offline play should be rich and complete indefinitely. But I still live in the glorious console cartridge era in my head and in my emulators.

> Tell gamers how many months, for the advertised price, they will receive a guaranteed level of service and features for.

Companies would just default to saying "we reserve the right to shut off online connectivity at any time."

That's fine if "gamers" are my age, but 3 years for a 12 year old is an eternity. This isn't a thing which can be handled like the cookie consent popups.
Part of this is simply fixed by a tweak to copyright that if the IP isn't available for sale at a reasonable price the copyright no longer applies. Games, books, movies, music, etc.
I think this is an important point.

The point of copyright is to increase the amount of creative works available to people by making the production financially viable. If companies aren't making the works available, or taking released works and making them unavailable, copyright has failed.

Even the "Copyright Alliance" acknowledges this: https://copyrightalliance.org/education/copyright-law-explai...

> While the copyright law is intended to serve the purpose of enriching the general public through access to creative work, it is important to understand that the copyright law imposes no obligation upon creators to make their copyrighted works available. As a result, an unpublished work that is never distributed to the public receives the same copyright protection that a published work would receive.

Just don't design the game so that, when the business model stops working, every paid copy becomes a brick
i remember when multiplayer games could be connected to a user operated server.

the basic function of a multiplayer server is to keep the players game state synched, large numbers of players, and very fast gameplay vs connection rate and jitter is fly in ointment.

My lateral solution: don’t let the companies use the words “purchase” or “buy”, force them to use the words “rent” or “license”.

You can only use the words “purchase” or “buy” if you can install / move the files to a device that is completely airgapped from the internet and continue to use the product indefinitely. Extend it to movies and music as well.

Use established language to enable consumers to make an informed decision.

This is a good step, but it's not enough on its own. The core issue with game licenses is that they can be terminated at any time for any reason. There needs to at least be a well-defined timespan for the license. But of course that'd be seen as an "expiration date" and no publisher wants to put that on their game.
I like where you're going and obv industry will just have you buy a license
I've been saying this about Amazon with ebooks, and DRM'd goods in general for years.
The article is a bit misleading-- it doesnt make it clear that par of the problem is even single player games stop working when access to a server is lost
Exactly! And most people who comment on this topic seem genuinely oblivious to it. Which tells me they don't play videogames and don't know the current state of the industry.
Related on U.S. developments:

The California state assembly has passed the 'Protect Our Games Act'

https://news.ycombinator.com/item?id=48328365

I’m a devils advocate on this argument.

Yes, a big company can take it away, but I think they have to leave it online long enough to get your money’s worth.

So if I have a game for a year I paid $70 for, that’s fair, if it goes away, I hope I had a few hours of fun with it.

>So if I have a game for a year I paid $70 for, that’s fair, if it goes away, I hope I had a few hours of fun with it.

This example is humorously short and this is why there is backlash to game companies shutting down games. What about the people who bought it towards the end? They just get nothing? All that time and money spent just gets thrown in the trash because they don't want a cloud bill? They either need to opensource the games and servers or keep supporting them for a decade or longer.

So who gets to be the arbiter of how much time $70 is worth?

You?

The companies making the games?

Why should they get to destroy games—gone, forever, with no chance of retrieval or resurrection—that hundreds of people put their time and love into, and millions of people want to play, just because they think it'll make this quarter's stock price numbers look better?

Copyright was created to protect the rights of the creator for a limited time to promote the useful arts. Creations are supposed to become part of the public domain once the creator is no longer getting use out of them. Game companies want to break that bargain, scorched-earth style, and ensure that no one can ever use the things that they create to make anything new.

Not everything is economic value. For gamers, an online game can be a community hub, part of their identity, a hobby. It’s not about whether they got their money’s worth, it’s about destroying a virtual “place” they’re emotionally and socially invested, and the specific skill they posses when they’re there.
Counterpoint: UK law gives you six years to sue if goods are faulty or otherwise not as advertised, why should software be any different?
Certainly we'll just move the fig leaf so the free online component of games are now part of a subscription.

Ideally a free subscription through packed in keys and such but we'll probably end up being nickel and dimed even further.

Every developer on videogames has some kind of offline mode already implemented, because its necessary to be able to playtest the game builds on the developer machines. Any argument against SKG is lobbyst nonsense. With the very specific exception of stuff like MMOs. We are seeing cases of pirates being able to play those "turned off games" through cracks and private servers, so there is absolutely 0 reason why the publisher cant already do it.
Good cause, but society has rapidly moved passed them just switching off games after people bought them. Now the hardware production companies for gaming are winding down and not producing gaming computer parts because megacorp datacenter parts have a much higher margin. The future of gaming will unfortunately be renting from the cloud; a context in which these "stop killing games" arguments will have much less leverage.
Then I will simply stop purchasing games and continue to play old ones that I can run on my computer as I please, online server or just do something better with my time.

The whole thing seems absurd when you remember that no one needs video games. This doesn’t need to be legislated. Let them kill video games and then stop buying their video games if they’re just going to kill it off. Why are people still buying games that cash be killed off?

If enough people are still buying these games then clearly the game being killed off is not an important factor. If it was, they wouldn’t buy them.

What does need to be legislated is how these games and services are marketed: it must be made clear latest date the service is guaranteed to be up.

This is a phase and data center parts are usable for gaming. (Yes even with all the rasterizer and texture units chopped off, we'll have a wrapper that does that work in compute shaders)
> The future of gaming will unfortunately be renting from the cloud

That might be your future. But as long as there are computing platforms that users can run in their own home there will be games for them.

Nor do I think Nintendo will simply drop their hardware efforts to focus on cloud, and their customers have proven willing to pay higher prices for the types of gaming experience Nintendo will deliver.

Hardware scarcity and cloud incentives are real, but they're also part of the same broader trend: more dependency on centralized providers, less control for the buyer
fortunately, that's been already attempted and despite the best circumstances imaginable resulted in a much welcome failure.

>On September 29, 2022, Google announced that it would shut down Stadia, citing its lack of traction with users. The service was shut down on January 18, 2023, and Google refunded all purchases for hardware and games made through the Google and Stadia stores.

even more fortunately, further attempts will fail for the same reason - input lag.

we still got newer companies out of china like moore threads working on gaming gpus, they had to pause new production because of the whole ai shortage but it looks like they might restart. is it usable for any serious gaming right now? no. but its already fighting the nvidia/amd monopoly together with intel.

as long as there is a market the producers will come, even in a super capital intensive industry like this. and it looks like nvidia is partially going back on the whole data center push with rtx spark. its just one high end product but it shows they know a lot of people want local gaming and local inference.

Why California's New Save Our Games Bill Could Kill Indie Studios: https://arkvis.com/blog/2026-05-15_why-californias-new-save-...
Im a professional gamedev. There is pretty much no indie on earth who actually depends on cloud systems to work, because that stuff is expensive and indies dont have money. Thats a megacorp thing particularly from AAA publishers. Indies are either singleplayer (this is 0 problem) or they have local servers.

That article is paid for by the lobbysts and completely incorrect and wrong.

> Now it becomes way more expensive for small studios to come out with games that have online features.

Good riddance. Online features suck. Make your game multiplayer or make it singleplayer. Don't add pointless online features.

PS all you need to make sure it works is release the server once you stop supporting it yourself.

> They rely on a huge network of interconnected cloud micro services.

Give people the docker file.

> A single match might require separate proprietary systems for matchmaking, player inventories, anti cheat, metrics tracking, and database management. Many of those come with licenses that don't allow you to just give away the code for free.

That's more AAA stuff not indie.

This the lobbyist's FUD, and SKG are so up-front with the reasonable constraints that it makes it pretty obvious that this is a paid piece.

Edit: oh, it's yours. Spend 5 minutes understanding exactly what SKG have said they are not asking for.

Releasing source code for games (including server part) should help.
A lot of “yes, but…” in this comment section. Hard to tell if it’s HN playing contrarian as it usually loves to do, or just people so brainwashed they default to defending corporate interests.

Nothing makes me as hopeless for the future as reading people trying to one up the negativity about any initiative at all, and if no one did anything, they’d hit you with the snarky ‘go vote to make your voice heard instead of complaining’

It takes big balls to fight publishers and even more massive to fight the internet and the pseudo-intellectual snark of internet commenters. The entire SKG initiative has my support and perhaps it’s the only thing that might convince me that ordinary citizens actually have any say at all in directing legislation.

Yeah, I'm amazed that it's like that.

The "hacker" part now is completely lost on people. They just don't see the big picture, it isn't just about getting your money's worth. Some people spend their free time playing with other people they've only ever met online. Some people escape into a game after work. Relationships are built in these games, and when a game gets suddenly taken away with no recourse, it's a horrible feeling.

I can't find the best example, but this video is of a guy who plays these "dead" games and tries to find the people who are still playing, getting to know them.

https://www.youtube.com/watch?v=1FEW7gxci2Q

Some of these people are just lovely, taking the time to show him around, teaching him the ropes. They're just happy that someone is playing the game. This all exists because the developers are still supporting these games. Take a look at the section about Blockland in the video I linked!

I imagine the end result will be another layer of online subscription.
Am I the only one finding the dependency on those videos games to be concerning?
I still miss Stadia.
Here's an idea, though I wouldn't be surprised if it's not new: instead of forcing all game devs to ensure longevity, just make clear criteria for what constitutes that longevity, and developers that meet them (or promise to meet them when they shut down) can slap a nice bright logo onto their game. Something like the rating system, except it's a line that's only there for games that claim they are "yours forever". Steam would have a filter for it, and so on.

Then you can make the punishments/fines for breaking that promise draconian, since nobody has to opt in.

Most single-player games would have the logo out of the box, gamers would come to expect it for those, and take a good hard look at single player games that don't have it. With multiplayer games it would be more varied, but there would now be a very clear incentive to see if it might not be possible after all to do what is needed to get that label, especially if none of your competitors have it. And most importantly when planning new games, you'd double check every decision would disqualify the game for it.