Argue with Americans about how it's a sin against the God of Capital to stop a corpo from raping you

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FieldPiece

R-410A bong hits
kiwifarms.net
Joined
Mar 23, 2024
Both sides of this seem to be retarded from what I can see. On one side you have a retarded smug furfaggot with an overinflated ego and a fake voice. On the other you have some homo who makes machinimas thinking he's gonna "save gaming" by having the government mandate they allow private servers or something?

The only logical conclusion? People who play MMOs are faggots.

Edit: love the hats, cans, and puzzles pieces. Thanks for letting me know you're retarded. I'm sure your idiotic "protest" or "initiative" or "petition" or whatever will surely achieve your goal. I'm sure protesting and representative government won't let you down. The civil rights act has clearly lead to purely judging people off their character.

Protip: if you just protest and whine your goal is invalid. If you are unwilling to kill for your cause your goal is invalid. If you are eager to kill your goal is invalid and you are a psycho and probably sub 80 IQ. Either kill the people directly offending you or shut the fuck up FAGGOT. The world is tired of whining.

Either go kill gaming company CEOs or shut the fuck up. No protest has ever achieved what they wanted without insider backing, EVER. The CRA riots "protests" were done knowing LBJ would go along with it and at the behest of him.

TL;DR: IF YOU PROTEST YOU ARE A FAGGOT JUST KILL YOUR ENEMY INSTEAD OF BEING A THEATER KID FAGGOT.
 
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Just made a bot to sign with all 250,000 Jewish names on the Red Cross holocaust death list
#EatShitNigger
The fucks wrong with you you fucking retard? That wont do anything productive at all. You are the fucking shit eating nigger. Hell, you are a tranny nigger in my eyes.

actually, let me amend my statement: go 41% yourself

More people shitting on jason "thor" maldavius figtree. Video by fritanga

alex as well
 
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I think the immediate contradiction in the petition is the fact that they want games to remain "in a playable state" when the games are being shut down. If a game is "shut down", it's not a in playable state anymore. If a game requires studio support to be playable (i.e.., an online multiplayer game) and the studio doesn't want to support the game anymore, you cannot force them to make the game playable. You might be able to claim a refund for money spent on micro-transactions but that's about it. It's called free enterprise not forced enterprise. I said that in the Jason Hall thread and was instantly banned. Fortunately I found this thread. I actually wrote an entire essay since I was banned last week explaining the many issues I see with this petition and modern gaming.

I. Tensions between the petition and multiplayer online games

The most successful games today are online multiplayer games. If the player base decreases below a certain level and it’s not profitable to keep the servers up, the game is going to be shut down. There is just no way around it.

When I brought that up, in the Jason Hall thread, I was instantly banned, along with many others. One person who responded to me pointed out that, sometimes, studios will shut down a game even though there is still a fairly large player base and that’s not fair. Here, we are talking about purely strategical decisions to shut down a game to create a “fear of missing out” and yes, that is shitty marketing. Obviously if you paid 70 dollars (or 60 euros) for a game and the company deactivate it remotely within 6 months of your purchase because they are Ubisoft, then honestly, you should get a refund (and never buy their games again). I’m not a libertarian, that’s just dishonest. But frankly, that’s not what we are talking about. Because the games that are being put online and then removed in this fashion are not usually games that you paid to own. And this is where the core of the argument collapses for me.

It’s not that “you own nothing”, it’s that you did not pay for the game. Most modern video games operate under a free-to-play model that depends entirely on (1) active player base and (2) in-game purchases (which are optional) NOT upfront sale. So you can’t apply the logic you applied 20 years ago to your purchase of a video game because you’re not buying the game in the first place and if you’re paying a fixed charge, it’s probably on a monthly subscription basis. Read the terms, this is not the same as purchasing a physical copy of a finite tangible product and you don’t have a right to it staying online forever. In fact, I would argue that you don’t want that (but you don’t know it). Whether it’s Fortnite, PUBG, or Apex Legends these games are an ongoing experience that require constant maintenance which comes with a cost. For these games the publishers don’t charge for access to the base game but rely on players buying cosmetic items, season passes, and other shit that personally I don’t buy because I’m very big brain and I get to play games for free (not Fortnite though).

Before Epic Games developed Fortnite, they put out a game called Paragon in 2016. The game was popular and had a big player base but in 2018 it was shut down by Epic Games. And the reason for it was simply that they were re-allocating resources towards the development of Fortnite. Fortnite was 100 times more successful than Paragon and if they had not shot down that earlier game, Fortnite would have never been released. On the other hand, Fortnite could have been a massive failure, and the studio could have closed as a result. But that risk taking attitude is a defining characteristic of the American spirit of free enterprise and yes, they do it for money. But hold on… after Paragon was shut down, the assets for Paragon were released by Epic to be used freely in their Unreal Engine, so people could use those assets to do their own videogames. As of today, you can try and still play Paragon which is being developed and maintained by a Korean studio called SoulEve. My point is that it can be done, or not, but it’s not something you should force a company to do. I have heard that it’s hard to find matches in Korean Paragon because of the low player count, so you will probably be left queuing forever. That’s pretty much the dynamic. Do you want to be playing the same game forever and ever? I don’t personally care, because I have been playing the same game since 2018 but most people want new games and innovation.

Technological progress has always come with a degree of natural loss and obsolescence. When television formats evolved and display technology changed, old consoles became impossible to use without additional adapters or workarounds. That affected even the PS3 but we didn’t rise as a gamer class and demanded refunds from Nintendo or Sony. Instead, we sought solutions through emulation, or using retro hardware. And I absolutely think that these should be encouraged and not fought against by the publishers but that’s a different idea from the petition. Online games are no different: they are built for a specific technical ecosystem that inevitably moves forward. Expecting publishers to keep every server, license, and feature alive forever ignores this simple fact, that innovation and renewal always bring some level of closure for what came before. And for all the doomers saying “gaming sucks now!” you’re wrong. It’s not perfect but you get to play incredible games that you wouldn’t even have dreamed of as a kid, and I think you look at the past with rose tainted glasses.

II. Issues with playing online games that studios don't want to support anymore without assuming control

The petition (unless I misunderstood it) says that they want the right to play the game but none of the obligations attached to it. How are they going to run massive servers without monetization? How are they going to deal with licensing and IP within the game? How are they going to deal with personal data of the players? The wording of the petition seems to brush this aside. You can’t just leave all these issues to the studio and run their game. Like many people who read the petition, I concluded that it wanted to achieve was a form of compulsory open-sourcing under a GPL license and even though that's not apparently the goal, it is indirectly what the petition aims to do because as someone pointed out above, I don't know how you are planning to access a game that a studio don't want to support anymore, if it's an online game? If they don't want to run the servers, you will have to take them over - is there something here I'm missing? In any case, it's useful to use to look at GPL license for how you can enforce this against a studio.

Let’s take the example of Doom. Doom today belongs to Bethesda – indirectly Microsoft (as parent company). The game was created in 1993 by id Software. The source code for the game was released in 1997 but the assets for the game are still copyrighted. So you can make your own Doom game as a fan project (as people on this website would know), but you cannot use their assets in your game (textures, monster designs or music). In practice, they don’t really sue fans but if you were to make your own version of the game using their copyrighted assets, and you distributed that, they’d probably send you a takedown notice. So why did id Software, the original developer of Doom, release the source code? We need to look into this in order to understand why, creating a legal obligation to do this in every case, is not the best answer.

In the 1990s, id Software (especially John Carmack, their lead programmer) believed strongly in open tech. Carmack’s view was that the real value was in the assets and the brand — the artwork, level design, music, i.e., the Doom name. By releasing the source code, they fostered a huge modding and developer community which kept Doom relevant for decades. But beyond this, the real reason was that it was good for the company, and good for business, to release the code. In truth, by 1997, their engine was obsolete. When they released the Doom engine code, id Software had already moved on to the Quake and Quake II engines which were much more advanced. The Doom engine was no longer a competitive advantage for them. Releasing it cost them nothing strategically, but built goodwill and kept the community alive. It provided countless other benefits, free publicity for the game and the successors, building good-will with the fans, helped move the tech forward, and improved the popularity of FPS games. As an aside, when you release the source code under the GPL license, it means that anybody that uses that source code to make their own version needs to keep the software open source as well. So it creates a virtuous circle that exists outside of traditional IP laws. I think that’s great. It's a great strategy. You can’t force companies to do that…

A government cannot judge when software is truly obsolete or when its release would do more harm than good. Id Software knew the Doom engine was outdated when they released it, but for many companies, an older version of a tool can still have significant commercial value as a licensing asset, training tool, or foundation for upgrades. For example, if a company like Epic Games or Unity were forced to open-source their current or even slightly older engines, it could destroy their business model overnight. Open-sourcing takes time and effort. When id released the Doom engine source, they did it in a way that the community could realistically use: they cleaned up the code, documented it, chose a license, and supported a community of developers who built ports and mods. If companies were forced to open-source proprietary code on demand, they might just dump messy, undocumented code with security flaws or third-party dependencies they don’t have the right to share. In Doom’s case, the source code was just the technical part — the game’s real staying power came from its design, music, levels, and name recognition. If a law forced companies to open-source not only code but also assets, trademarks, or related IP, it could destroy them.

Some people have suggested that video games should be treated like books in a public library, with companies required to open up their old code for everyone to access. It’s a well-meaning idea, but in practice it’s about preservation and archiving, i.e., not something you can mandate. A game’s source code is a studio’s core creative work and competitive edge, often reused and reworked for years. Forcing it into the public domain would strip away that value. Think of it like expensive law textbooks: they’re not freely available at any library — they’re part of a costly, specialized ecosystem. In the same way, studios should choose when and how to share their code, just as id Software did, so that open source stays a benefit to them. If they don’t benefit, the market will dry up and you won’t get games like you do. You’ll be playing Tetris until the wall comes down.

III. Overregulation kills games and corrodes the life’s essence

Look at this guys, this so rigged.
1751537611418.webp
This is the comparative market size of US vs EU companies that are less than 50 years old with $10B market cap (I know you’re not stupid it says in the picture).

This is with China and South Africa. SOUTH AFRICA is doing almost better than us.1751537647619.webp

And you want me, a europoor to beg the Commission for MORE EU REGULATION. The thing that has caused the above? Because you want to keep playing your old games… How do I say this?

In 2018, Emmanuel Macron (the President of the French) pointed out: “The US has GAFA (Google, Apple, Facebook, Amazon), China has BATX (Baidu, Alibaba, Tencent, Xiaomi), and Europe has GDPR.” We have consumer protection laws and we produce nothing. And the problem is that he genuinely meant this as a praise. This is the core problem here: while the US and China have Microsoft, Epics, and Tencent, Europe focuses on rules instead of innovation.

So yes, we have the best healthcare programs and the best consumer protection laws and the best worker protection laws in the world but we are dead, as a continent and as a people, our greatness has long faded. Over-regulation, rigid labor laws, high compliance costs, and restrictive IP rules choke the experimentation needed to build the next generation of great games, or anything else for that matter. Don’t be blind to this because you want something, but you won’t get it for free – the state is a leviathan and before you know it, everything you have will be gone and that’s much worse that your video game going offline.

The mindset that wants to regulate away the natural life cycle of digital games is the same mindset that holds Europe back. When regulation is kept to a minimum, some games fail or evolve so that others games can appear. Protecting fair play for consumers does not mean freezing innovation in place. If we want Europe to be more than a place where spaghettis are made we must let developers experiment, pivot, and sometimes shut things down. Think of loot boxes or pay-to-win. Everyone was upset about those and people like Jim Sterling wanted more regulations and laws to crack down on these and create a fair playing field for gamers and it didn’t happen, and it got better by itself. The game I’m playing has been online for years and it’s free and you can’t pay to win. There is a currency in the game, and loot boxes I’m sure still somewhere in the tabs, but it’s really not bothering anyone.

This kind of initiative is going to benefit no one. Stop thinking like a consoomer for a minute and think from your perspective as Americans. You have 1/3 of your consumer base in Europe. We don’t produce anything because we are overtaxed and over-regulated, we buy your shit. If 1/3 of your consumer base starts saying, we won’t buy your shit unless you do X or Y and this X or Y prevents you from doing business, you’re going to be screwed on a level that you cannot anticipate. For Europeans, it’s even worse, you’re asking us to increase the regulatory burden to improve your video game experience in the US. It really annoys me that there is not a single person that sees this the way I do and that I get banned for saying this.
 
*absolute nonsense*
You wrote all this garbage only to get every aspect wrong. You, like Thor, are a contrarian for the sake of being one, despite not even understanding the fundamentals. This has nothing to do with free-to-play games, for one.

You realize that games from the 90's and early 00's never had this issue? It's almost as if developers and publishers are perfectly capable of doing what is asked.

I ask this of every anti-SKG cuck and none of them have been able to answer: do you think it's acceptable that your purchased copy of The Crew is now unable to be played it in any capacity? It's a simple yes or no question.
 
Wall of Text
Does milk last forever? No!
Does toilet paper get used up? Yes!
Does getting a haircut require ongoing human effort? Yes!

Does code last forever? Yes!
Does code get used up? No!
Does code require ongoing human effort? No!

Make a proper argument for why it is necessary to turn code into something that expires.

And make a rational suggestion for how anything could realistically work to force faggot developers to change their approach without relying on government violence.
 
I think the immediate contradiction in the petition is the fact that they want games to remain "in a playable state" when the games are being shut down. If a game is "shut down", it's not a in playable state anymore. If a game requires studio support to be playable (i.e.., an online multiplayer game) and the studio doesn't want to support the game anymore, you cannot force them to make the game playable. You might be able to claim a refund for money spent on micro-transactions but that's about it. It's called free enterprise not forced enterprise. I said that in the Jason Hall thread and was instantly banned. Fortunately I found this thread. I actually wrote an entire essay since I was banned last week explaining the many issues I see with this petition and modern gaming.
This isn't about forcing devs to make a new game, but to have them release the minimal amount of materials to allow users to emulate servers/play offline. If losing a 1/3 of your market for not doing any EOL then that's the free market, but economically there is no reason not to.

It’s not that “you own nothing”, it’s that you did not pay for the game. Most modern video games operate under a free-to-play model that depends entirely on (1) active player base and (2) in-game purchases (which are optional) NOT upfront sale. So you can’t apply the logic you applied 20 years ago to your purchase of a video game because you’re not buying the game in the first place and if you’re paying a fixed charge, it’s probably on a monthly subscription basis. Read the terms, this is not the same as purchasing a physical copy of a finite tangible product and you don’t have a right to it staying online forever. In fact, I would argue that you don’t want that (but you don’t know it). Whether it’s Fortnite, PUBG, or Apex Legends these games are an ongoing experience that require constant maintenance which comes with a cost. For these games the publishers don’t charge for access to the base game but rely on players buying cosmetic items, season passes, and other shit that personally I don’t buy because I’m very big brain and I get to play games for free (not Fortnite though).
This is bullshit semantics. If I paid one cent in a game, I have a stake in it, with some free games having people spend a lot more than any new game. Also if devs sell my data for extra revenue then that counts as well. Regardless pretty sure Ross said those don't count.
Do you want to be playing the same game forever and ever? I don’t personally care, because I have been playing the same game since 2018 but most people want new games and innovation.
I don't need a majority opinion to own stuff.

The rest of the post is more ignoring stuff Ross said.
 
I skimmed a lot of your post, but the short is: You can allow multiplayer games to stay playable by releasing the tools to host private servers for it. Then the community would handle it, at no ongoing cost for the publisher.

Yes sorry it's very long but thank you for reading and responding - means a lot especially after all the "shut up, you're gay" and "dumb" stickers I received in the other thread.

Mojang letting people run Minecraft servers is a good comparison. However, not every game is like Minecraft which was designed from the start with easy self-hosting in mind and for most it's not going to be "a small cost". Ganes like Fortnite, Apex Legends or Destiny are far more complex and tightly connected to a centralized backend. You can’t just zip all that up and hand out a ‘server.jar’ and plug and play.

For a big studio with multiple live games sharing similar backend technology, that’s a massive risk. Exposing private server code could create vulnerabilities for their active titles that generate revenue they need for their operating expenses. If it’s a single-player game with DRM, sure, give people an offline patch. But for multiplayer games that only work with centralized infrastructure, the whole point is they can’t run themselves.

It can work when publishers choose to support private servers — see old MMOs that release legacy servers or fan projects that get legal blessings (like my example with Doom, in part II, paragraphs 3 and 4) but forcing every studio to package up secure, documented server code for every multiplayer title is not realistic imo.

I agree that it's good to push for studios to think ahead and support modding and private servers if they want to. But turning that into a legal requirement for every online game ignores how these games work in the first place.
 
You wrote all this garbage only to get every aspect wrong. You, like Thor, are a contrarian for the sake of being one, despite not even understanding the fundamentals. This has nothing to do with free-to-play games, for one.

You realize that games from the 90's and early 00's never had this issue? It's almost as if developers and publishers are perfectly capable of doing what is asked.

I ask this of every anti-SKG cuck and none of them have been able to answer: do you think it's acceptable that your purchased copy of The Crew is now unable to be played it in any capacity? It's a simple yes or no question.
you’re misunderstanding my entire point. I’m not ‘anti-SKG’, I’m trying to nuance how and when this can work.

You brought up games in the 90s and early 2000s. That’s exactly my point. Back then, most games didn’t depend on a live online service just to function. You bought a disk, installed it, played it. Maybe you needed dial-up for a patch, that’s it. If the company folded, you still had the game.

Modern online games aren’t built like that — they’re built around central servers, real-time data, constant updates, live economies, all sorts of dependencies. If you kill the servers, there is no game. That’s different from old single-player software that could just be archived.

The Crew : I agree with you. I a studio sells you a game that you paid full price for, then brick it entirely when the servers go down, that's wrong. That’s not the same as shutting down Fortnite one day. If you paid for a single-player experience or permanent license, you should get an offline mode when the servers die or a full refund. That's what I said myself in my argument. That’s different from forcing every online-only game to stay alive forever or open-source its live backend tech.

So don’t lump every case together. The idea that you can just ‘make private servers mandatory for every game’ ignores the reality of how these systems work today. If you want to push for laws that say: ‘No DRM bricking for purchased single-player games’ that would be more understandable than forcing live-service games to stay alive forever. If that's what the petition was saying I would not have written all this shit.
 
Does milk last forever? No!
Does toilet paper get used up? Yes!
Does getting a haircut require ongoing human effort? Yes!

Does code last forever? Yes!
Does code get used up? No!
Does code require ongoing human effort? No!

Make a proper argument for why it is necessary to turn code into something that expires.

And make a rational suggestion for how anything could realistically work to force faggot developers to change their approach without relying on government violence.
Code itself can ‘last forever’ in theory — it’s just text on a server or in a repo. But code alone is not a game. An online game is more than static code: it’s a whole live system: servers, databases, real-time matchmaking, anti-cheat, payment processing, live event pipelines, player data storage, and third-party licensed content. All of that is not just ‘code sitting on a hard drive forever’.

Remote deactivation for marketing reason is not what I'm getting at - I agree that this is wrong, especially for single player games that don't require connection to servers. If you bought a game that got bricked because Ubisoft then apply for a refund or better even, don't buy Ubishit games.
 
Yes sorry it's very long but thank you for reading and responding - means a lot especially after all the "shut up, you're gay" and "dumb" stickers I received in the other thread.

Mojang letting people run Minecraft servers is a good comparison. However, not every game is like Minecraft which was designed from the start with easy self-hosting in mind and for most it's not going to be "a small cost". Ganes like Fortnite, Apex Legends or Destiny are far more complex and tightly connected to a centralized backend. You can’t just zip all that up and hand out a ‘server.jar’ and plug and play.

For a big studio with multiple live games sharing similar backend technology, that’s a massive risk. Exposing private server code could create vulnerabilities for their active titles that generate revenue they need for their operating expenses. If it’s a single-player game with DRM, sure, give people an offline patch. But for multiplayer games that only work with centralized infrastructure, the whole point is they can’t run themselves.

It can work when publishers choose to support private servers — see old MMOs that release legacy servers or fan projects that get legal blessings (like my example with Doom, in part II, paragraphs 3 and 4) but forcing every studio to package up secure, documented server code for every multiplayer title is not realistic imo.

I agree that it's good to push for studios to think ahead and support modding and private servers if they want to. But turning that into a legal requirement for every online game ignores how these games work in the first place.
Once the legislation is in place, it will be trivial for developers to implement this policy when designing games from the ground up. This was already the case for several decades. This cope about muh advanced servers that require space age hardware and endless maintenance costs is bullshit. If your game is so poorly built that it has a finite lifespan then it doesn't deserve to go to market in the first place.


You brought up games in the 90s and early 2000s. That’s exactly my point. Back then, most games didn’t depend on a live online service just to function. You bought a disk, installed it, played it. Maybe you needed dial-up for a patch, that’s it. If the company folded, you still had the game.

Modern online games aren’t built like that — they’re built around central servers, real-time data, constant updates, live economies, all sorts of dependencies. If you kill the servers, there is no game. That’s different from old single-player software that could just be archived.
Modern games implement central servers as convenience to the developers only, it's a scam. 90% of them could be made perfectly fine with no back-end bullshit. Look at Hitman, filled with online DRM for a single player game, completely useless to the end user. Or for a multiplayer example; Lawbreakers, it's a Quake FPS with no business needing central servers.

With The Crew, the game is functionally exactly the same as Forza Horizon, yet only one can be played offline. It's a giant scam, or otherwise known as forced obsolescence.
 
servers, databases, real-time matchmaking, anti-cheat, payment processing, live event pipelines, player data storage, and third-party licensed content. All of that is not just ‘code sitting on a hard drive forever’.
So you think it's a rational argument that because AWS exists, code should be made to expire?

Do you think games are such magical, hyper-complex systems that it's literally impossible to make any kind of game with an end-of-life plan?
Do you think AWS is some super unique, mega special, ultra-high-tech thing that could never possibly be replaced for a video game?
Do you think it is literally impossible for AWS to renegotiate contracts to take an end-of-life plan into account?
You have to believe all three of these to think it's too hard to make games last forever, which would make you a complete retard.
the reality of how these systems work today
>But guys think of the Toymakers they have everything set up to use the lead infused Chinese plastic.
You are being retarded.
Nobody cares that devs deliberately design games so shitty that they can't have an EOL plan.
 
This isn't about forcing devs to make a new game, but to have them release the minimal amount of materials to allow users to emulate servers/play offline. If losing a 1/3 of your market for not doing any EOL then that's the free market, but economically there is no reason not to.
Yeah but it's about "the minimal amount of materials" and that's something that keeps coming. It's the fact that everybody just brush this off as a small expense and you have absolutely no idea. You're about to make a push for creating a lgeal rule that will apply to almost every game (as far as the petition is currently drafted and the wording is purposely incredibly broad). And even if the cost was small, some devs genuinely do not want clones or splinter communities using their IP without oversight and that’s their right under current copyright law. I absolutely think copyright law is gay but that's a different debate. We are not debating whether IP laws should be abolised.

This is bullshit semantics. If I paid one cent in a game, I have a stake in it, with some free games having people spend a lot more than any new game. Also if devs sell my data for extra revenue then that counts as well. Regardless pretty sure Ross said those don't count.
it’s not semantics — it’s about the model. If you put any money in, you obviously have some stake. But if you didn’t buy the game outright — you didn’t buy a perpetual license for the full thing. You paid for access under terms that explicitly say it can be shut down. That’s the deal.

The old logic of ‘I paid for a cartridge, so I own the whole thing forever’ doesn’t map 1:1 onto live-service games with optional microtransactions. If you bought skins in Fortnite, you bought skins, not an eternal Fortnite server. It sucks, but that’s the trade-off in a F2P model. The real answer is to stop normalizing that model for everything, and stop pre-ordering skinner box games
 
And even if the cost was small, some devs genuinely do not want clones or splinter communities using their IP without oversight and that’s their right under current copyright law
No it's not. Me changing the writing in a book I own to make it so it reads like the author calls for the extermination of all Jews is not the business of the publisher and he has no right to my copy of the book.
ZERO rights to the copy of my book. He can cope and seethe about it all he wants, he doesn't get to dictate what I do with my copy of the book.
And I don't care that Nintendo and Disney are psychotic freaks that use lawfare and lobbying to try and enforce stuff along these lines.
The CEOs of these companies should have to face capital punishment for doing that.
 
Once the legislation is in place, it will be trivial for developers to implement this policy when designing games from the ground up. This was already the case for several decades. This cope about muh advanced servers that require space age hardware and endless maintenance costs is bullshit. If your game is so poorly built that it has a finite lifespan then it doesn't deserve to go to market in the first place.
Not every game is a single chunk of code that runs the same way forever. A Doom .wad file or a Half-Life LAN server can last forever. But as soon as you have matchmaking it's not a self-contained ‘thing’ you can just dump on the internet. You need to keep the game alive. The cost is not just ‘space age hardware’, the cost is keeping a modern multiplayer game online. And just from principle, it's not something that you can force a company to do. You can't force the casino to stay open because you want to play and you bought some chips. People are free to walk away. The petition is not legislation.
Modern games implement central servers as convenience to the developers only, it's a scam. 90% of them could be made perfectly fine with no back-end bullshit. Look at Hitman, filled with online DRM for a single player game, completely useless to the end user. Or for a multiplayer example; Lawbreakers, it's a Quake FPS with no business needing central servers.

With The Crew, the game is functionally exactly the same as Forza Horizon, yet only one can be played offline. It's a giant scam, or otherwise known as forced obsolescence.
I partly agree.
sometimes always-online DRM is pure inconvenience and does screw the customer. Hitman’s ‘online single player’ mode is a textbook example: the game design doesn’t require it, but the publisher chose it to control player data, progression, and cheat prevention. That’s anti-consumer, no argument there. Same with forced server shutdowns for a basic multiplayer arena shooter that could run on LAN or private servers. Everyone agrees that’s bullshit.

Other games are legitimately complex: Destiny, GTA Online, Fortnite are not just “Quake with DRM”. They’re massive, persistent ecosystems with matchmaking, live events, player moderation, and legal compliance (like GDPR or child protection laws). You can’t just ‘turn that into LAN mode’ without huge rewrites or security issues. More importantly, these games are designed and put online because they make money for the studios. I don't know what kind of gamer anarcho-communist utopia you think you have in mind but studios don't want to release their product for free. There is an argument around this for very old game, maybe. But you can't go "the Paragon servers went down, release it to the gamer proletariat so that We can own the means of production".
 
Wish we didn't need internet drama and Ross getting black pilled for the poll to pass. But sadly this is the world we live in. Still hope Ross stops trying to manage the movement since grifting is seemingly the only thing that works.
I do too. Ross is the no drama type but he had to call out the faggot furry to get more people to talk about the campaign.
 
Do you think games are such magical, hyper-complex systems that it's literally impossible to make any kind of game with an end-of-life plan?
I'm not saying it's impossible. I'm saying it's a cost and it's up to the company to decide whether they want to do this. You can't force them just because muh I wanna play my video game forever. You're the biggest retard who is responding to me here. Everybody else is able to discuss this somehow calmly and you sit there seething at your computer and calling me retarded. Go suck on a pacifier.
>But guys think of the Toymakers they have everything set up to use the lead infused Chinese plastic.
4chan poster - opinion discarded

Go look at black penises on your image board
 
"Seat belts are a cost and it's up to the auto manufacturers to decide if they want to do this."
omg gamers....

Seat belts solve a clear safety hazard that harms people’s lives in the real world. They’re a basic, life-or-death consumer protection. That’s why governments mandate them.

A video game shutting down is not a life-or-death consumer safety issue


Forcing a company to run servers or open up source code forever is not the same as mandating seat belts, it’s more like forcing Ford to keep building parts for your 1970s Pinto until the end of time.
 
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Yeah but it's about "the minimal amount of materials" and that's something that keeps coming. It's the fact that everybody just brush this off as a small expense and you have absolutely no idea. You're about to make a push for creating a lgeal rule that will apply to almost every game (as far as the petition is currently drafted and the wording is purposely incredibly broad). And even if the cost was small, some devs genuinely do not want clones or splinter communities using their IP without oversight and that’s their right under current copyright law. I absolutely think copyright law is gay but that's a different debate. We are not debating whether IP laws should be abolised.
What IP? You just need to run the game on a local server. There's no need to expose anything more technologically. You already have stuff like World of Warcraft private servers, at least until Blizzard took legal actions against them.

it’s not semantics — it’s about the model. If you put any money in, you obviously have some stake. But if you didn’t buy the game outright — you didn’t buy a perpetual license for the full thing. You paid for access under terms that explicitly say it can be shut down. That’s the deal.
Then have the devs tell me exactly what is the end date when I buy anything in their digital shop, otherwise it's the user signing over an illegal contract where the developer can arbitrarily prevent me from accessing what I paid for at any date for any reason.
 
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