|
|
|
|
|
by Manuel_D
21 days ago
|
|
Right, they'll stop licensing proprietary sever code. But that in turn drives up the cost of game development since they'd have to either purchase redistributable licenses or develop their own networking software. I suspect companies will just scale down the servers to 1 instance with bare minimum support. Technically the online service is still active, thereby eliminating the requirements to distribute source code, even if it can only handle a handful of active players and terrible latency. |
|
The ideal way for a game company to keep their game alive after they have stopped supporting it is to build it with that in mind from the start. A lot of the server–side components, such as monitoring, authentication, database storage, moderation, anti–cheat, etc, etc can all be made optional. It’s a small upfront cost, but set up the build system so that you can build without all of those components, or with simpler versions of them. That includes anything you cannot legally redistribute. If your last game used a middleware component that was critical to the functionality of the game but that you cannot redistribute, then you do need to find a replacement for that specific middleware component for your future games.
Then, when the end of life date of your game approaches you simply build the server binaries one last time, this time turning off all of the optional components, and let your customers download it. You don’t have to give them the source code and you don’t have to violate any license agreements in the process. Your customers can arrange for any necessary hosting of the servers themselves, most likely by simply running the server process on their own computer.
And of course the option remains to simply write a single–player game that runs entirely on the customer’s computer, with no networked components at all. It’s a little bit old–school, but lots of game developers manage to make money that way.