A few things. People use MMOs as an example of a thing that cannot be run by users, and the FAQ calls out that this is demonstrably false. Second, there’s the idea of a good and a service, and games have been happy to blur this line over the past decade and change. When you pay a monthly subscription fee, there’s no question that you’re paying for a service; your service ends when that month is up. The problem comes from selling you things as though they’re goods but then revoking access to them at some unknown time in the future as though it were a service or lease that you had no idea when it would expire. So this campaign also demands that if you’re selling microtransactions like a cosmetic mount in an MMO, you need to be able to use that mount after the servers are no longer supported, and as we’ve already proven, it is definitely actually possible for ordinary people to run MMO servers, even if they’re hosting them for a few hundred or a few thousand people rather than hundreds of thousands or millions.
I don’t think there’s any language in this petition that says it must be hosted on a laptop. The server binary, with a reasonable expectation that someone with documentation, the hardware, and the know-how to use it, would be enough.
You sold someone some code that you then rendered inoperable by actions beyond their control; that’s what you’d get in trouble for. Delete your own code all you like.
Well, it wouldn’t be retroactive. As a consumer, I don’t think it’s ridiculous to know what I’m buying. If anything, this petition is way softer than my stance. As per this petition, you could get around doing the honest thing of providing the customers the ability to host the servers themselves by just clearly informing the customer at the point of sale how long services will be up for, if you truly want to try to convince people that it’s a service and not a product that they just made worse for business reasons. But they don’t want to do that, because then they can’t sucker people into buying something that isn’t long for this world.
Boy, it was frustrating to see Thor completely misrepresent the position of the campaign. It wasn’t “vague enough to also include live service games”; it purposely includes them.
I just played through the first game earlier this year with a friend of mine. It’s fun but dated in a lot of ways, so it will be cool to play a modernized version of that, especially when it comes to designing for controllers from the outset. The ability mod system looks really cool and reminds me of that game Superfuse that isn’t going over well right now in early access.
Maybe they could make an action game like Devil May Cry but with something like a rhythm game element to it. Do they have any existing IP that that could fit? Or a team that could make it?
Hollow Knight: Silksong is a Unity game, last I checked, and it’s not getting done any faster. As per The Witness, it’s probably far more about how he’s retooling puzzles rather than his language, if I had to guess. Plus, it’s not just iterating within the editor; this thing exported a build in well under a second. I worked on a Unity game a few years ago, and it definitely took me far longer than that. It even had a bug for a bit there where we couldn’t see the game when run via the editor on Linux, so the only way we could test it was by exporting a build until we got an update to Unity.
I think his use case is that the new language allows for more rapid iteration in development. Years ago now, I saw his demo of the language, and it compiled so quickly that it may as well have been done by the time he pressed Enter. For all the gains he got from that, it still hasn’t helped him release a game by now, but I do see the problem he’s trying to solve, and I do think it’s worth solving.