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by knollimar 4 days ago
Or they have an indie game theyre "making" and being forced to build an EOL plan for a game that will statistically be a flop is silly to them.

I feel a carveout for total says, say $200k USD or less, would be reasonable. Otherwise you're just conscripting indie time.

I was working on a game, but I'm not looking forward to releasing updates everytime steam changes their relay. Considering scrapping multiplayer completely.

1 comments

Indie game devs don't care about EOL plans because they're not building a game as a service.

If the indie game has multiplayer, it's much easier for everyone involved to ship a server binary like Valve has done for ages. No indie is setting up a proprietary autoscaling game server infrastructure on AWS that they will have to maintain for years and have an end-of-life plan for if the SKG initiative passes.

The only companies that SKG would inconvenience are AAA/live service studios. They have enough money to find a workable solution, or more likely, spend billions in lobbying against this initiative.

> it's much easier for everyone involved to ship a server binary like Valve has done for ages

This is drifting some from the original specific topic toward the broader conflict, but, not for everyone involved, surely? Will the audience run your server binary, under normal circumstances? Or will they say “Wow, you couldn't even be bothered to put up some basic servers for free? Jeez, you're saying I have to set up a whole account somewhere else and pay them just so I can have a multiplayer game, or set up weird-looking technical shit on my computer that might expose me to hackers? Nobody else asks me to do this, what is this bullshit”? Of course there are intermediary options here (one of which I describe below), but those don't necessarily let you do the “we didn't want to be in the hosting business” plan straightforwardly, so you might still have to take on a lot of the fixed planning costs.

The incentive gradient among consumers tilting so hard in the direction of indefinite active support becoming table stakes seems to be a core part of the vicious cycle here. “I shouldn't have to set stuff up” implicitly cedes control; if they're not doing the coordination, then someone is, and that someone gets hidden responsibility and power without compensation or effective voice, which is an unstable combination by default. This is a similar issue to what happens with convenient, centralized, subsidized social media and chat platforms.

Minecraft is actually an interesting borderline case here: the player license authentication and name/appearance binding is all centralized, and that could suddenly go away and leave everyone in the dark, but individual world servers can be run independently and there are a number of third-party hosting businesses based on this. Microsoft later felt compelled to offer Realms as a first-party means of setup, but IIRC those do take a recurring fee so it's not in the same unstable zone. But then we have a separate issue where, as far as I can dimly tell, a lot of people started expecting “game companies do the work to keep us safe on Their Platform” as, again, table stakes, and so they implemented non-repudiable digital signatures in chat to allow people on non-centrally-hosted servers to still report each other's chat messages to central moderation, which I must assume is another ongoing cost. (In the modded world there are mods that strip this.)