Hacker News new | ask | show | jobs
by wsve 12 days ago
Please reread my initial comment. That's the assumption everyone is making, but WHY would it actually cost so much more? What's so much more expensive? Some games already do this, why would it be so much more expensive for others?
1 comments

I can only reread your initial comment so many times. You’re still incorrect.

Yes, a small subset of games have downloadable server software; the ones that do are able to do so because it’s self-contained and unencumbered by proprietary components that can’t be redistributed.

Most games don’t, and they won’t be able to.

Licensing restrictions aside, how are you supposed to package a modern microservice-based network of servers into a single package that can be run on consumer hardware? And abstract over the specifics of the cloud environment you targeted so it can be run elsewhere? It’s pretty much a nonstarter.

Consider the infrastructure you're talking about. What parts of the game service would need to be implemented with micro services and/or calls to a cloud computing and storage? It would be matchmaking, storefronts, news updates, etc.

Running a single dedicated server on a home computer to play with whatever community you've curated requires none of these. Any sane game server architecture would already be essentially a single executable since you want performance and synchronicity within a single "match" or "world".

You say most games won't be able to release server software. Can you provide an example of a game which could not possibly be disentangled from its cloud architecture? I'm having trouble thinking of any