while I respect the intent and sentiment behind this, I doubt it will ever gain enough traction, as there are many edge cases that make it simply unreasonable. most live service games are built from the ground up with the assumption of constant interaction with a publisher's game server. imagine a game like Apex Legends reaching end of service under this law - what constitutes a "reasonably working state" for this game? removing all network features makes the game effectively unplayable even if they allow you to start it and load into a map without connecting to their servers.
And why should I, or anyone, respect devs planning to screw me over?
They should have to pay you back the money you put into the game or create an end-of-life plan.
If the product I bought, with no clear indication of when it would expire, suddenly stops working solely due to the fault of the producer, I should get my money back.
The only reason it's a little bit of work right now for devs to hand over online capability to the players at the end of service is because it's planned this way.
If car manufacturers were to build cars in a way that they broke down after a month, should I not try to change that just because it was planned this way?
are they to implement LAN or client-side hosting to restore the game's network functionality? release a public server application to allow users to host their own games? implement a server browser or some kind of matchmaking protocol that works independently of the game's originally intended infrastructure? that's how developers used to do it - which is why games like Return to Castle Wolfenstein: Enemy Territory are still around despite their creators scattering to the winds and/or being eaten by the chinese - but that's not how they do it now.
And Microsoft claimed it was impossible to remove Internet Explorer from their operating system.
The whole thing that needs to be changed is how they do it now.
now, online games like this exist in a perpetually locked-down state with draconian account management to ostensibly fight cheaters, but more realistically to enable a microtransaction system to milk more money out of the game. reverting it to the older style requires additional development effort and funding that publishers have already widely signaled they're simply not willing to put forth. it's far more likely that a law like this would cause a bunch of loophole-seeking behavior, like publishers simply emptying out and closing down the studio in whatever way avoids the assumption of legal liability for the end-of-life development.
The cost of an end-of-life plan, when already considered during development, is practically zero.
This poses less financial risk than trying to skirt around the law and risk getting fined by bureaucrats.
it's true that a small handful of games, such as Wayfinder and Mega Man X Dive, have fully realized the separation of online services, but those were entirely at the grace of the developers, and they will forever be exceptions rather than examples.
You are basically repeating the same point that publishers force their devs to make it so that once support for a game ends, the game dies. That is how it is right now, and it would take a little bit of effort to separate some of these games from a centralized server. I don't care if this would cause Sony, EA, or Ubisoft to go bankrupt; I only care about games not getting killed.
However, multiplayer and mobile games are different beasts altogether, since their core gameplay usually revolves around online activities. To reiterate, multiplayer games range from simple games with short round-based matches on dedicated player-run servers, to complex persistent MMORPG/FPS/RTS/WHATEVER games with centralised company-run servers. Crafting a fair one-size-fits-all legislation regarding multiplayer games could prove difficult.
Players host their own private WoW servers.
This is about leaving the game in a reasonably working state, not providing endless support or the exact same experience as with a centralized server run by the devs.
Let’s take WoW as an example: unless you have a proper server, you can’t host thousands of players, and it’s not reasonable to expect Blizzard to make it possible to host thousands of players on a regular PC. However, a reasonably working state is if you can host it on your own PC for 20-50 people.
Name a single game where it’s impossible for the players to run it without the publisher’s continued support.
A server is just someone else's computer.