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This can happen today too, very easily even.But a lot of smaller studio works are gone forever.
thanks, 5 fucking pages of corporate cocksucking, jeesus.Apologies for the brief lock. You may have noticed that this thread is now several pages shorter. I've taken the liberty of moving the ongoing fight (from at least two threads) here:
There is a movement in some country that restores and remasters old films, digitalizes it and uploads it somewhere.I'm genuinely baffled there's no more private of government initiatives to digitalize the fuck out of everything and put it on the cloud, with separate, redundant server farms spread across multiple locations.
Can’t do it because I live in America but I hope you Euros win here so publishers stop pulling the plug on game servers when line slightly goes down also fuck Pirate Softwareweekend is up, time to ask more people to sign
You think those Browns care about their rights? No matter how cowardly and docile you think White people are, Browns are even worse.Are the Muslim invaders allowed to sign? I think they like Counter Strike.
To tl;dr:This can happen today too, very easily even.
Some BBC radio shows are only available today thanks to pirates archiving the content privately, source code of a shitload of Japanese games is basically gone because Japanese devs practiced deleting the data once the game shipped, the director's cut of Event Horizon with additional footage is lost to time because salt got to the master copy in the mine it was stored in.
Despite having 2000+ years of history and loss of countless works of art as a warning, we're no better than our ancestors at safeguarding our cultural output, despite how much easier it would be to do so.
I'm genuinely baffled there's no more private of government initiatives to digitalize the fuck out of everything and put it on the cloud, with separate, redundant server farms spread across multiple locations.
I know Google does a bit of that, and there's a few government initiatives going, but that's not nearly enough.
tl;dr: The choice for devs will be be comply by having an EoL model for online games to allow them to be playable after end of support, or completely exit the EU market. The EU market is big enough they will comply and once they have developed an EoL for a game, there is no reason not to provide that to all customers.Can’t do it because I live in America but I hope you Euros win here so publishers stop pulling the plug on game servers when line slightly goes down also fuck Pirate Software
I was tempted to make fake Arabic/sand people posters telling muzzies that if they want to stay in the EU and help with their asylum/immigration status they should sign the petition.Are the Muslim invaders allowed to sign? I think they like Counter Strike.
Not to mention he's ignoring the fact that EVEN IT WAS MID there is legitimately content you CANNOT play at all in Destiny 2 anymore.An other corpo bootlicker who can't grasp the essence of the SKG
View attachment 7604434
Building better games regurgitates piratsoftware points basically in his live and an edited video before that...
I'd love to see the lolbergs reactions to this, who were likeFull article here if you want to read it.
The video game industry’s response to the “Stop Killing Games” petition is riddled with falsehoods to protect anti-consumer practices. Here’s why their claims fail:European petition: Stop Killing Games
Why providing continued support do not work for all games
Introduction
The video games industry is committed to consistently providing players with high-quality interactive gaming experiences and recognises the passion and community that grows around its games.
The decision to discontinue a video game’s online services is multi-faceted and is never taken lightly and must always be a matter of choice. When it does happen, the industry ensures that players are given fair notice of the prospective changes in compliance with local consumer protection laws.
This document explains the reasons why a video game company may decide to discontinue the functionalities supporting the online video game, and why this may lead to the video game may no longer be playable.
Online video games are interactive entertainment
Unlike a book, or a film, an online video game is not a static work. Online video games are interactive entertainment, that combine numerous elements of artistic and intellectual creation with software programming and server infrastructure.
Online video games evolve over time after their initial release, providing consumers with regular new content, experiences, patches, and updates. This is highly valued by players and is required to compete in the market. It involves significant, ongoing development expenditure over years, sometimes decades.
Video games companies put significant investment into creating and developing the best interactive entertainment and experience for their passionate player bases.
The right to decide how, when, and for how long to make an online video game services available to players is vital in justifying this cost and fostering continued technical innovation. As rightsholders and economic entities, video games companies must remain free to decide when an online game is no longer commercially viable and to end continued server support for that game. Imposing a legal obligation to continue server support indefinitely, or to develop online video games in a specific technical manner that will allow permanent use, will raise the costs and risks of developing such games. It will have a chilling effect on game design, and act as a disincentive to making such games available in Europe. It is far from a trivial modification or a simple addition to the game development phase. It would ignore material reputational, safety, and security concerns.
While there are video games companies that have elected to enable their online games to live beyond that is being proposed their commercial viability, this is and must always be a matter of choice as it will depend on what is reasonable and appropriate for the specific game, games company, and audience.
All video games, whether digital or physical copies, are licensed. As is the case with virtually all digital works when consumers purchase online games, regardless of the country of sale, what they acquire is a personal license to access and play the copy of the game they have purchased in accordance with the game’s terms of service. The consumer does not acquire ownership of that video game. These clear intellectual property rights underpin the entire market and enable the strong investment that the industry has seen for decades. There is no legal uncertainty about the status quo of video games.
Why an obligation on video game companies to provide only a limited type of end-of-life plan is disproportionate
It is not clear what the initiators of the stop killing games petition seek to achieve as a legal change. It appears to be a combination of a requirement to provide online services for as long as a consumer wants them, regardless of price paid, and/or a requirement to provide a very specific form of end-of-life plan where the game is altered to enable private servers to operate. We do not believe these are proportionate demands.
Online video games are complex operations. They offer interactive features that are supported by multiple servers enabling functionality of ever-increasing complexity. This is integral to the modern gameplay experience that players expect. As consumer expectations for more engaging and evolving content increases, these online features are increasingly becoming intertwined in the overall gameplay experience as opposed to being limited to a dedicated online mode within the game. In many video games, this interconnected dependency makes it difficult to cleanly segregate online features from offline functionality. Here are the ways in which players and companies would be affected:
Player Safety:
Reduced or No Player Protection: Requiring games to run on private servers would result in the inability for games companies to continue to protect players from illegal or harmful content or conduct, as their moderation and player safety teams would no longer be involved. In particular cheating could become rampant without proper enforcement. Reporting systems designed to allow players to flag problematic content and behaviour to games companies would no longer operate as intended or would have to be disabled entirely. The absence of effective moderation systems would create a less safe environment for consumers and may foster the proliferation of undesirable content while simultaneously frustrating the ability for EU Digital Services Coordinators to act against such content. This not only presents a safety risk for consumers but could also lead to brand reputation issues for the video games company
Increased Security Risks: Releasing game code or server binaries to facilitate the creation of private servers operated by players could expose games companies and consumers to bad actors, malware, data breaches, and DDOS attacks.
Impact on Companies:
Significant Engineering and Architectural Challenges: Allowing players to run private servers would present significant engineering and architectural challenges for many games, due to the way in which such online features are integrated with other proprietary systems and services required for the game. Creating a private-server compatible version would be a prohibitive cost, in some cases years or decades after the game’s initial release when only a small audience remains.
Negative impact on investment in games, jobs, growth and consumer choice: Ensuring an online game can work without official server support, requires a significant investment of engineering resources making it a very costly exercise for video games companies. Many of the costs that games companies would incur in implementing an end-of-life plan would have to be incurred towards the end of the commercial life of the game, when it is no longer commercially viable to continue support. Requirements to implement such plans could lead to less risk taking, fewer investment projects in developing new games, and potentially fewer jobs. Ultimately, it could lead to increased costs for consumers and less choice.
Reputational Harm: Allowing players to run private servers, with online inter action possibilities could result in players using those games in ways that don’t align with the games companies’ brand values, leading to a negative association with the brand, thereby harming its reputation.
Impact on Intellectual Property Rights:
Erosion of Intellectual Property Rights: Mandating games companies to keep their online games operable post-official support would undermine their rights and autonomy in deciding how their intellectual property is utilized. There is a vital interest in maintaining effective copyright protection, including protection against circumvention of technologies that control access to copyrighted video game software, where such circumvention is undertaken in circumstances that would lead to the unauthorized public exploitation of games.
Competition from Community-Supported Versions: Such a requirement could lead to community-supported versions of games competing with official versions, potentially jeopardizing the financial investments of the video games companies. This would lead to confusion between trademarks, and the original trademark holder may be held responsible for actions undertaken by a community supported version.
Forfeiture of Licensing and Reproduction Rights: Allowing consumers to create or run modified copies of online games would necessitate games companies to either license additional rights or refrain from enforcing them, effectively leading to a forfeiture of control over these rights.
Constraints from Third-Party IP: Games companies often utilize third-party software and services, which may have licensing terms restricting their use to the commercial life of the game or prohibiting sublicensing to players, thereby hindering the modification or patching of games for private servers. In particular this could jeopardize and infringe the copyright of the musical works and lead to legal action from these right holders on the basis of unauthorized exploitation of their works.
Constraints from third party services: Games depend on third-party services such as platforms on which the game is offered to the consumer. Releasing the code for those services, which would be necessary should a legal requirement allow player communities to run a game, may not be possible as this would potentially be an IP infringement. Furthermore, game company's servers are increasingly run on the cloud. If cloud servers are discontinued, which sometimes happens, this necessitates either shutting down older titles or creating costly workarounds. The latter may not always be possible.
All of the above would also affect compliance with PEGI ratings. Where a game has a PEGI age rating and offers multiplayer functionality, the games company is contractually bound by the PEGI Code of Conduct to respect various obligations related to online safety and privacy. The inability to do so would expose the games company to legal uncertainty with respect to its contractual obligations under the PEGI Code of Conduct.
The importance of consumer protection laws
Notwithstanding the applicable licensing structure, all video games offered to players in the EU are subject to European consumer protection laws, which include robust transparency and fairness obligations on games companies and ensure that games companies act reasonably when terminating online support for a game.
European consumer protection laws provide consumers with warranties and redress rights with respect to both the game and the physical medium on which the game is made available, but these laws do not transfer ownership of the game to consumers.
Games are licensed to the consumer in accordance with their terms of service. These set out the terms upon which consumers may access and play such games and the situations in which such licensed rights may be terminated. Consumers are informed that their access to online games and associated services may terminate and are informed with sufficient notice in cases where that does happen.
Transparency: Players must be given reasonable prior notice before any termination of access to the game.
Reimbursement: The Digital Content Directive provides consumers with price reduction and reimbursement rights in certain circumstances, but also with repair and replacement rights if a game service fails to achieve conformity with certain required warranties.
Service Duration: EU legislation requires that the service aspects of online video games be provided for a reasonable amount of time, taking into account all relevant factors. It would be disproportionate for a specific duration to be imposed as this would need to be valid of all types of services, not just games.
Fair Terms: The Unfair Terms Directive prohibits games companies from imposing terms on consumers that significantly imbalance the parties' rights and obligations to the detriment of consumers.
Video game companies are committed to the preservation of games and their cultural value
It is important to separate the legal proposals being made by the petitioners – for specific end-of life requirements for commercial video games – from the question of the preservation of games as creative and cultural works.
Video Games Europe and their member companies are committed to, and actively support, serious professional efforts to preserve video games and recognize the industry’s creative contributions under circumstances that do not jeopardize game companies’ rights under copyright law.
For example, members regularly donate game copies and hardware to preservation organizations and support museum exhibitions featuring games (1). Other video game companies have undertaken the gigantic task of creating video games libraries to support the preservation of games (2).
However, the industry’s innovation and economic activity depends on strong copyright protection for the software and other creative works that are its lifeblood, and preservation efforts should not be confused with uses that could conflict with the normal exploitation of the work by the right holder or unreasonably prejudice the legitimate interests of the author.
1 Electronic Arts recently supported use of Battlefield 1 in a World War I exhibition at the Notre Dame de Lorette in Souchez, France (June 2023-January 2024) and War and Peace Museum in Novion Porcien, France (April December 2024) and use of SimCity 2000 in the “Game Society” exhibition at the National Museum of Modern and Contemporary Art in Seoul, Korea (May-September 2023).
2 https://embracergamesarchive.com/
Lots of bullshit here. Going to effort post about it, if someone's willing copy and paste it to Ross to save him time:Statement by the lobbying group VGE
https://www.videogameseurope.eu/wp-...ation-of-Support-to-Online-Games-04072025.pdf
Unless I have the ability to sue game devs for being exposed to such content then it's a pointless argument. Not to mention it can be patched by just moving the responsibility to whoever hosts the servers.Player Safety:
Reduced or No Player Protection: Requiring games to run on private servers would result in the inability for games companies to continue to protect players from illegal or harmful content or conduct, as their moderation and player safety teams would no longer be involved. In particular cheating could become rampant without proper enforcement. Reporting systems designed to allow players to flag problematic content and behaviour to games companies would no longer operate as intended or would have to be disabled entirely. The absence of effective moderation systems would create a less safe environment for consumers and may foster the proliferation of undesirable content while simultaneously frustrating the ability for EU Digital Services Coordinators to act against such content. This not only presents a safety risk for consumers but could also lead to brand reputation issues for the video games company
Unless the game dev directly links the altered code then it is not their responsibility.Increased Security Risks: Releasing game code or server binaries to facilitate the creation of private servers operated by players could expose games companies and consumers to bad actors, malware, data breaches, and DDOS attacks.
Then just put the interface up so the players figures out how to bridge the gap.Impact on Companies:
Significant Engineering and Architectural Challenges: Allowing players to run private servers would present significant engineering and architectural challenges for many games, due to the way in which such online features are integrated with other proprietary systems and services required for the game. Creating a private-server compatible version would be a prohibitive cost, in some cases years or decades after the game’s initial release when only a small audience remains.
Then implement those before even starting work on the game so the cost is minimal. In general the argument is especially horseshit as it implies the financial responsibility will only happen once the game is shutting down, even if the game had massive success beforehand.Negative impact on investment in games, jobs, growth and consumer choice: Ensuring an online game can work without official server support, requires a significant investment of engineering resources making it a very costly exercise for video games companies. Many of the costs that games companies would incur in implementing an end-of-life plan would have to be incurred towards the end of the commercial life of the game, when it is no longer commercially viable to continue support. Requirements to implement such plans could lead to less risk taking, fewer investment projects in developing new games, and potentially fewer jobs. Ultimately, it could lead to increased costs for consumers and less choice.
It's not your responsibility and it could be used just as easily to ban mods.Reputational Harm: Allowing players to run private servers, with online inter action possibilities could result in players using those games in ways that don’t align with the games companies’ brand values, leading to a negative association with the brand, thereby harming its reputation.
Then don't sell your games if your IP is more important than sales.Impact on Intellectual Property Rights:
Erosion of Intellectual Property Rights: Mandating games companies to keep their online games operable post-official support would undermine their rights and autonomy in deciding how their intellectual property is utilized. There is a vital interest in maintaining effective copyright protection, including protection against circumvention of technologies that control access to copyrighted video game software, where such circumvention is undertaken in circumstances that would lead to the unauthorized public exploitation of games.
But the only reason you stop support is due to weak sales, so the competition is incredibly unlikely by definition.Competition from Community-Supported Versions: Such a requirement could lead to community-supported versions of games competing with official versions, potentially jeopardizing the financial investments of the video games companies. This would lead to confusion between trademarks, and the original trademark holder may be held responsible for actions undertaken by a community supported version.
And I want my ownership rights that supersedes those.Forfeiture of Licensing and Reproduction Rights: Allowing consumers to create or run modified copies of online games would necessitate games companies to either license additional rights or refrain from enforcing them, effectively leading to a forfeiture of control over these rights.
Again, keep the interface up for the users to replace.Constraints from Third-Party IP: Games companies often utilize third-party software and services, which may have licensing terms restricting their use to the commercial life of the game or prohibiting sublicensing to players, thereby hindering the modification or patching of games for private servers. In particular this could jeopardize and infringe the copyright of the musical works and lead to legal action from these right holders on the basis of unauthorized exploitation of their works.
Was there ever a case it happened with a digital service?Reimbursement: The Digital Content Directive provides consumers with price reduction and reimbursement rights in certain circumstances, but also with repair and replacement rights if a game service fails to achieve conformity with certain required warranties.
Unless those museums will be able to run the games 100 years from now it's entirely pointless to donate those games.Video Games Europe and their member companies are committed to, and actively support, serious professional efforts to preserve video games and recognize the industry’s creative contributions under circumstances that do not jeopardize game companies’ rights under copyright law.
For example, members regularly donate game copies and hardware to preservation organizations and support museum exhibitions featuring games (1). Other video game companies have undertaken the gigantic task of creating video games libraries to support the preservation of games (2).