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Dead Game News: Ubisoft / Game Journalism Zeitgeist or Something
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Server shutdowns and game shutdowns will never cease infuriating me. Tribes: Ascend and Hawken were both games I absolutely loved that are now effectively lost to time solely because the publishers just didn't think there was money in it. Hell, at least Hawken has the Revive community desperately hacking apart an alpha release of the game with the hopes of making some sort of ramshackle, mostly playable community version, but if the publishers hadn't shut down the PC servers, they wouldn't need to break their backs desperately trying to make a slightly playable alpha version available to other fans.
The only reason there is for not providing fans with an offline playable version of a game after a server shutdown - or at least just throwing the source code at fans and fucking off - is greed. "If we can't make money, you can't have it".
Tl;dr: I will never not be mad.
As a rule, companies tend to become malicious (aka hostile to their customers) as soon as they go public. Their "customers" turn into a resource, which they proceed to strip mine and clear cut. You're a bit late in realizing this, as it's been increasingly obvious for the better part of two decades now, but better late than never. And yes, this means that all social contracts involving these companies are void, and actions like piracy are simply a matter of how much risk you want to expose yourself to. The moral question was answered a long time ago.
The sad thing about this whole ubisoft coverage is that I can literally envision exactly how it's gonna go. There will be some Ubisoft pr statement, they'll graciously announce that Assassin's Creed Liberation will not be shut down and that they won't destroy the game you bought with your hard earned money (how nice of them), people will see this as a victory for gamers, and then everyone will completely move on. Then in like a couple years ubisoft will silently continue with the shutdown and not a single peep will be heard about it or any other shutdown.
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You're jaded but with good reason. We collectively don't have the attention span any more. Too much shit happening we have to worry about. Rent, reproductive rights, prices, war in Ukraine, global warming and that's before we get to less mainstream stuff like games being shut down which I think is really shitty. Most people don't even care. And you're right, they'll get some statement on an easy feel good response, we'll somehow call that a win, and they won't change
We could easily be seeing the beginning of a digital dark age. We have a shift in consumer culture towards on-demand media and disposable hardware. We have software and data becoming more and more encased in layers of security, complexity, abstraction and platform dependence. Finally, we have an increased acceptance of digital media as half-baked "experiences" rather than finished works you can interact with from start to end in perpetuity.
It's all starting to coalesce, and the rate at which we're losing art to the march of time is going to increase. Eventually we'll have created a system that births and kills mass amounts of games, music, movies and even literature completely on its own, like a well-oiled machine.
^^^
(Григор, ако правилно си спомням, дори има блог-пост конкретно на тая тема, датиращ още отпреди... станаха ли вече 10 години?)
There's entire websites gone because they were hosted in Flash. And for those that have survived or been archived, unless you have an old machine with an install of Internet Explorer 8/9 and a Flash version below 16 you won't be able to view them because emulators like Ruffle don't work for cross-coded languages such as mixtures of ActionScript3 and CSS.
Hell, we lost a good chunk of the Wii's WiiShop content along with the 3DS's online shop content simply because Nintendo didn't care. They weren't first party titles so they saw no reason to archive them the same way they did with everything we saw in the April of 2020 leak. Some of those Wii and 3DS games never got locally dumped and are gone forever.
Legal control, information control, game control, market control... everything is monitored and kept under control. When the Internet is under total control, infringements become routine.
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The anonymity of the internet is also dying, with every other website now arbitrarily demanding your phone number, and major pushes to require personal data.
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Tell as many people as you can about temporary e-mail generators and temporary VoiP services. The websites asking for that information can't check to see if they're valid because there's too many possibilities, so all you're doing is wasting their time.
The other solution is to use their own public facing APIs against them so you never need accounts, such as Nitter or Kavin. Most FOSS followers hate these closed environments so much that they make trawlers for them so you never even have to interact with the original site, at least on desktop.
My guess is this mirrors the coverage of Right to Repair that is being pushed currently. Game Journalists are seeing that these stories do very well (drive a lot of engagement) and may see this topic as being mirrored. Right to Repair has been taken off really in the last year.
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Thanks Louis Rossman.
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Yeah I've watched some videos on his channel, but I'm confused on if it's been successful or not, since some sound like victories and some sound like politicians sandbagging everything at the last minute. I like his videos on how it seems like NYC must be paved with gold considering the pricing there.
Regarding why journalists didn't used to report much on this: I think your assumption on them not wanting to rock the boat and get blacklisted by big publishers is the most likely explanation. Publishers have gotten individual journalists fired for not praising their game before (I'm thinking that guy who got fired from Gamespot for bashing Kane and Lynch).
Regarding why this is suddenly big news now, I think it's a combination of factors.
1. Single player games getting delisted is nothing new, but the implication that AC liberation won't be playable at all even for those who already bought it struck a nerve. Even though Ubisoft backtracked, the damage was already done
2. The remastered version cannot be bought separately, it has to be bought as part of AC3 remastered, so that probably pissed people off
3. AC liberation was massively discounted only recently during the steam sale. A lot of people bought it without any knowledge that it might be rendered unplayable so soon, therefore it felt like a massive scam
4. On that previous point, I have a feeling a lot of people saw this situation as too similar to an NFT style rug-pull
5. Something very similar is happening right now with Sony regarding movies bought on their service. Not sure if you're aware of this but in Germany and Austria, movies from a particular publishing studio will be rendered unwatchable EVEN IF you already bought and downloaded it. This timing was coincidental but I think it raised a bunch of red flags
Keep in mind the gaming community have been complaining about loot boxes for YEARS before Battlefront 2 finally got regulators involved.
Never forget that the entertainment industry tried to create a DVD standard that would literally destroy itself a few hours after play. "Killing" games isn't an accident, it's a wet dream. In the industry's eyes, every old game people can still play is "stealing" money from a new game they could be forced to buy instead. Keeping people on a perpetual treadmill of buying games that self-destruct in a few years and force them to buy new ones is a business model other industries can only dream of (though Apple is trying its hardest.)
^^^
(This is particularly chilling, if true.)
Something that worries me about the matter is, the newer generation is slowly taught to not care about the matter, because since day 0, they were grown on an ambient were nothing had a sense of ownership.
It started with microtransactions and games as a service on mobile, and now as you pointed out, even game developers aren't aware that there was a time that majority of the games weren't made as a time bomb, and if they were the outrage was massive. As time passes and people comes in, they are taught that this is the norm, thus makes it harder for them to grasp why preserving a game is important, when we have models that each month introduces a new hoster of dead data for you to lust on, and more and more this dead data is being treated the same way as a physical good that isn't available to everyone and arbitrarily shouldn't.
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As a gen z i can attest. Alot of us have never known anything different.
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never forget horse armor. that was quite literally the day that art died forever.
(Бел. ред. - Това е the infamous first-ever Downloadable Content - сега съкратен само до DLC - направен за играта The Elder Scrolls: Oblivion, където за една пиклива броня за коня искаха 6 долара (през 2006-а година); отделно - това вече личен pet peeve, ама все пак - дразни ме факта, че DLC като кураво трибуквие измести някогашния термин Expansion Pack - малко както в днешно време никой не казва program, всичко е "app". )
By the way, absolute entry level journalist education is that if you're making a "some people say" argument, you must immediately define who. There's a reason wikipedia has a specific framework for disputing and removing "some people say...". The same principle underpins journalism. If you cannot define who exactly believes something, then you are the one who is saying it. While you may be able to pull the rug out from casual readers, anyone critically reading what you release will always take "some people say" as "I, the writer of this piece, am including this for my own personal reasons". Which, to be clear, is somewhat normal. Even outside opinion pieces journalists are picking and choosing what goes into their piece. Difference is, you have to justify every single element you add into a piece and defend it. "Some people say" is not a justification or foundation for defense.
The author of Love Hina just got elected to parliament in Japan on an anti-censorship and media and games preservation campaign. He said that keeping old games functional is something important to him and wants to look at legal changes to make it easier. Perhaps a new ally in your fight to STOP KILLING GAMES?
Oh my god Ross. I need to quickly rant.
Ever since this news got big; I have seen so many fucking people saying "wow, if this is true this is really bad!" And "Wow could you imagine if companies started doing this?"
Whilst I feel like I'm one of the people who knows that Soylent green is people and I'm trying to stop them from eating it; but no one will listen.
"This has been happening for years!!"
"What do you mean?"
"Darkspore! EA killed Darkspore!"
"Whats that?"
"It's a game that you literally can no longer play! IN ANY FORM! Imagine what Ubisoft is doing but instead of removing it from Steam it's removed from EVERYTHING!"
"Uh, can't you see we are talking about Ubisoft right now? No one knows or cares about Darkspore"
"It's not just Darkspore! There are tons of games that are being killed and you will NEVER get to play!"
"Dude! Did you hear? The new Skate is a [Game as a service]! Isn't that great?"
"AAAAAAAAGGGHHH!!!!"
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I have to wonder sometimes.
If the choice is between malicious or stupid, doesn't it really matter which if the outcome is the same?
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To make a bit of a rhyme that outlines the difference -- Maliciousness can be negated. Stupidity must be ablated.
Maliciousness is active and can be reacted to and stopped because it's a conscious decision with a definitive end goal. Stupidity and apathy born from ignorance cannot be reacted to. It must be prevented from occurring in the first place, and if it's not, has to be actively fought against because it's passive and permeates without effort or an end goal.
I'm really hoping Ken Akamatsu's election over in Japan starts the ball rolling on some form of official game preservation or even criminal persecution against companies who engage in games as fraud. If you don't know who he is, the short answer is he's a famous manga artist who ran for a seat in the Japanese government on a platform of, basically, "creative freedom, no exceptions." One of the first things he did in office was establish a task force to preserve games in a playable state. We'll see what comes of it, but I think it's at least hopeful sign for the future.
What's the worst part is that I amd a whole bunch of others predicted EXACTLY THIS when Ubitrash first started forcing signing into their trash servers for single player games, and we were called 'paranoid'.
Потвърждавам. Още 2012-а бях в шок, че Diablo 3 (един от многото примери) е always online, дори в сингълплейър и се дивях как хората се връзват на такава щуротия. Ех...
Me: expecting a teardown of corporate destruction of gaming history
What I got: a teardown of modern journalistic practices and how mass media can influence the public whether intentional by the CIA or otherwise.
Oh, Ross, don't ever change ^_^
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Classic Ross.
"Is the CIA controlling games journalists and manipulating the gaming industry?
I don't know... Maybe.
And here's reasons why."
И едно последно техническо включване и приключвам - постът стана километричен:
One small correction because it might shed some light on why old multiplayer titles (sort of) still work.
I recently finished developing a small, free, multiplayer game. We mostly did it to say we did and familiarize ourselves with releasing on major platforms. One thing I tried my damn hardest to do was to make networking work without any external services. Because of how modern networking infrastructure is set up, we couldn't reliably connect two people, even with the technical know-how to do all of the port forwarding correctly. Now, that's not to say that it's actually impossible - I could make it work when I purchased a second router, put my modem into bridge mode, and configured the new router precisely. Sure, it always worked fine over LAN, but that's not what we needed. The best, least intrusive, solution we could find was to use a third-party NAT punchthrough service, which wouldn't have been necessary 15 to 30 years ago. We've still decoupled ourselves from third-party matchmaking services or anything like that, but that's more to keep the recurring costs minimal on our free game.
So taking into account the technical barriers introduced by modern, standard, security that ISPs don't particularly want their users to bypass easily - it becomes tricky to make those direct connections work smoothly enough for the average player. There are strategy games around 20 years old that I was still playing with friends online up to about ten years ago, this is true, but lately we've had to go through fan-made third party solutions to make those same games connect if we aren't on LAN - the same problem I had developing a game from scratch.
I've got an end-of-life plan to strip the third-party stuff out, but it will render the game unplayable for most people. Sigh. At that point, I'd definitely de-list it from major storefronts, maybe keeping a single drm-free archive copy available.
And beyond all of the technical stuff, AAA games, and even AA games, are expected to have seamless connectivity these days. They all have to work with each service's built-in tools for inviting your friends to play games, they need to have no-input matchmaking, and all sorts of convenience features that fundamentally tether a lot of networking solutions to many parties (or services that you have to maintain yourself) that could all kill a game when it becomes impossible to maintain for financial or practical reasons.
Now, I don't want people to think that large companies are off the hook; they should absolutely have an end-of-life switch built into a game to produce a build that's drm-free and configurable so that you can connect to user-hosted servers, or direct-connect, or whatever makes sense to preserve the game. I think that this may be an impossible dream to chase unless we can make it legally required though. We're talking about teams that are crunching to death and don't have the resources to fix all of their networking bugs - I don't see them having code that's in a position to be decoupled from other services.
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These days us indie developers rely on open source APIs that handle the nuts and bolts, or paid APIs that do the same thing. Most commercial engines, for example, have their own built-in networking solutions. Still though, you have to design the logic appropriately to ensure that you don't expose the client to any vulnerabilities over the connection, and minimize the possibility that someone can cheat with client-side scripts. You often write custom predictive code to predict where the player is going so that there's less apparent latency and stuff like that.
If you wanted to be a network engineer, that involves a lot more math and knowledge of the underlying protocols though. You'd be developing the API that the rest of us use to make the game run.