Ubisoft is stripping people's licences for The Crew weeks after its shutdown
pcgamer.com
pcgamer.com
(Admittedly, if you live in the US and don't own "The Crew", what you can do is not much. But if you live in, say, France or Australia and own it, they have a fair bit for you to do!)
[0]In terms of stopping this sort of thing legally, rather than in terms of keeping your own copy playable via cracking, etc.
Eg, a game developer suing people who make patches or utilities to run old games on new hardware - or even to provide say, multiplayer support, for old hardware. Or whatever.
Like, Nintendo would love to sell you the same game over and over again every 5 years. Could they consider it "theft" if I decided I wanted to keep playing my NES copy of Mario instead of buying a Nintendo Switch and the Switch version? XD
So yes, they're going to make playing games on old platforms you've bought them on impossible unless they're already installed, forcing users to purchase them again.
It's just a side effect of phasing out physical media that store the game in favor of digital marketplaces
Maybe people need to be sufficiently inconvenienced to demand a modicum of change to current non-ownership.
Worth noting is that playing these reverse-engineered versions of the game still required the original assets which would be obtained by buying the broken games on Steam.
R* Games, which is owned by Take-Two, shortly after released the remastered "Definitive Edition" versions of the games, which today sell for $59.99, as opposed to about $2 per game before ($6 in total).
So effectively that's what they've been doing, but no one in the games industry or adjacent can stand up to T2's legal bullying, which goes beyond this.
Fun fact: in Russia it's totally legal and there's a law that explicitly allows "adaptation" of software to run on your hardware.
Okay I'm gonna say out loud what people are thinking, just pirate videogames. These companies are comfortable with taking away ownership of a product we paid for when they feel like, they broke the social contract, just take their shit.
We need laws that say "if your software can stop functioning if a company goes under, without a technical reason, you can't say 'buy', you can only say 'rent'".
which is the primary form of videogame ownership now.
Purchasing a subscription very clearly conveys the ultimately temporary and ephemeral nature of the purchase.
Note: I'm not saying this is necessarily a good or bad thing nor whether we should like or hate it, I'm merely pointing out a shift in market trends.
In theory.
But it translates to "real world" writing very poorly. "Pay for this game now!" "Revocably license for $N". Hope these examples aren't too contrived, in my head they all sound so if I replace the standard "Buy" as a call-to-action.
They’re advertising one transaction, but then holding you to another and hoping you won’t notice the legalese.
If this is the language they use then the “Buy” button in the online store should say “License” instead.
I'd agree with the parent in letting business models break, instead of people's sanity. Changing labelling laws would be more of a bandaid.
Also, being obliged to archive the whole thing properly.
No, we really don't, because the only thing this will accomplish is make them change the "buy" button to a "rent" or "subscribe" button. People will pay for it anyway, because most of them don't care. Things like Game Pass have already gone a long way in normalizing the renting of digital games, and digital media in general is slowly moving towards a subscription-only future. Almost nobody buys music and movies anymore, for example.
If the problem is to actually be solved, we need to stop this shift towards an online-only subscription-based future entirely. Unfortunately, I don't think that's ever going to happen.
Maybe software copyright should expire when a company dies, making all source code they owned public domain.
Why just bankruptcy? I'd say any software copyright should cease when the owner cannot or will not continue supporting the software to work to the level of functionality from purchase or at discontinuation, whichever is higher.
So even if a company still operates but isn't keeping your purchased software working (as-is operation, not security patches or new features) at least at the level from when you bought it or when it was discontinued, then the software should become open under reasonable conditions. Free for personal use, maybe a reasonable licensing cost for companies who want to keep supporting it commercially.
There are probably many corner cases that would need to be addressed to not become a vehicle for abuse but it would be a good start towards not making software unnecessarily obsolete.
Software is inherently fragile and dependent on surrounding technology. Buy a hammer, get a hammer. Buy (rent) software, you get something that only works on a specific combination of hardware and OS, perhaps only with certain libraries, packages, and other extras installed.
So even with open code the game will still stop being supported on new platforms, probably quite quickly.
If you contort the "digital ownership" definition to mean that you properly own things, you are right. But that is not the definition we go by.
This or else don't sell the software implying people own it
> [...] despite a large portion of the game being doable in singleplayer [...]
> despite a large portion of the game being doable in singleplayer, The Crew remained an online-only endeavour throughout its decade-long lifespan.
So it didn't have to be online if it wasn't for corporate greed.
> Update
> I can now confirm that local save data functionality is indeed built into all our copies and is not absent from the game, we have even obtained a sample save data file. This + the fact that we literally see offline mode in action in the prologue means that there 100% is an offline mode, if anyone was doubting at this point.
Which results in:
> https://steamcommunity.com/app/241560/discussions/0/43060751...
> Save Game Dumper now available
> However, you only have a limited time, after 31 march the servers will go down and your save file will be forever lost.
It's copyright infringement.
The intense irony of this is that piracy was often sanctioned by nations during times of war in the 18th and 19th century. It gave them an option to conduct commerce raiding without the need for an explicit expansion of their navy. It could even be considered patriotic.
(I do pay for it but only after I'm sure I can take it)
It's going to be a very different story for modern consoles.
If you should ever bother too look into your end user license agreements (EULA), you'd know you never owned anything to begin with. Nothing was ever sold to you. You acquired a license to use the product under the specified terms set forth in the EULA. If the terms of this license agreement don't sit right with you, I suggest you don't take the deal.
What is striking me as quite disingenuous though is the loud complaining when the manufacturer does what was made clear right from the start. As if somehow a betrayal or theft was happening here which clearly isn't the case.
If the law ever changes you may have a better chance. Or such games will not be published in the first place.
Now the laws here are not retroactive, so it only applies to digital goods bought after 2021.
It's also worth noting that any agreement that gives the consumer less rights than the law are invalid, so you can't just slap something in the eula to get around it. This also applies to things like forced arbitration etc.
I think this type of regulation is the only way to curb the practice.
which is about when the seller revokes access to content you bought, it's not about what happens when your ability to consume the content is prevented by technical problems.
Now I do think there should be a carve out in the law to explicitly allow emulation, i.e. developers should not be allowed to prevent you using emulation, so that you have a reasonable path to continue using your content in the future.
But I guess that is the fate of all business MBAs: To reach the short term gains they need to get those bonuses, you think you have to exhaust some less easily quantifiable resource, be it quality, reputation, nature, workers, health, safety or whatever — until one day that intangible debt stacks high enough for it to collapse in catastrophic fashion. But guess what: Just make sure that you are no longer working there by that point and nobody will hold you accountable, and you got your bonuses for selling the contents of the first aid kit.
It made good business sense (MBA or otherwise) to churn out safe mediocre games that have modest returns, like 250mil game would return 400mil. Although arguably the same game could have been made for 50mil in a smaller team with more exceptional talent, like in the 2000s where ROI on games was much higher on average. But the low ROI method was low-risk and repeatable. That is why around 2010, after the financial crisis when the world was showered in low interest rates, the games industry largely stopped innovating.
The "brute force" method for making games with very large teams where managing them has become almost impossible (most people in the AAA companies know what I'm talking about) is no longer sustainable now that money is no longer cheap. What is worse, executives in game companies have leaned into this model over the years, laying off expensive, very experienced talented staff and replacing each with 3-5 graduates. The 3-5 graduates can pump out more content for a mediocre game, the 1 experienced developer with decades of institutional knowledge could make a game that would perform exceptionally well, but not as reliably (this industry used to be called "hit-driven"). Layoffs did target the most expensive staff in many companies, by the way. This will come to light eventually.
So what can a game company that's all bought into this model do now? Many managers weren't even around in the 00s when the previous model worked. They don't know what to do. So they're panicking in various ways. Doing more layoffs, rushing games, upping the game prices, cutting support for old titles even if supporting them didn't cost that much.
But the industry has been over this once or twice. Notably in the 80s there was a shovelware games crash, then a lot of new small companies like Activision sprung up with small veteran teams and made great games in the 90s. This became the norm in the 00s, which saw the inception of many of the game titles we play today. The 10s paralleled the 80s, and we are heading towards a sort of crash or a soft crash now where the industry makes a lot of rushed shovelware. And those in games already know that many of their veteran colleagues are starting their own studios and working on very ambitious new projects that break the mould. None of this is new. Some of it is just new for people who haven't been around long enough.
But all in all, the MBA stuff is not seeing the forest for the trees. In the bigger picture, it's just a cycle. You can see it in all sorts of graphs, like ones that show average game quality over the last decades, and how the indie game sector is suddenly growing. Exactly like during and after the 80s crash.
But they aren’t the first.
Bungie (then part of Activision) famously deleted the original campaign Destiny 2 shipped with and did the same to subsequent expansions one by one, claiming that older content took up too much space on people’s drives or some other excuse.
> claiming that older content took up too much space on peoples drives or some other excuse.
Well which is it?
I've worked on games where we've stripped old content in a patch. Like code, content has a cost to maintain it. If we update an Uber shader do we need to keep a branch for ever for that one edge case of an asset that we know 11 people out of our 1 million players use?
The flip side is that when we don't strip content, we get accused of being lazy or incompetent - see any thread on patching or updating games here for what I'm talking about.
Yes, I would think you do need to keep it. It’s content people paid for already.
This is the part which is most relevant and a reason to stay clear of "online only" releases if your main interest is single-player.
How things progressed to the point that they released it in that state, I don't know.
https://www.eurogamer.net/gog-pulls-hitman-from-its-own-stor...
TBH if you give money to the likes of Ubisoft and EA you deserve your fate. I've stopped ages ago*.
* I don't even pirate their games. I have a backlog of legit bought games that will probably last me more than my natural life time.
The only real way around this is for the game to be free to play, or fully subscription based from the beginning. Then it is classified by this directive as a digital service. However, if they sell digital content like skins or other items then it again is covered as a digital good even if only used within the service (unless the purchase is actually declared time limited at the moment of purchase). In any case they would need to tell you the length of time for which you are purchasing service.
If you are in the EU, demand a refund under this directive or that they supply you with the content you purchased. If you don't get a refund, issue a chargeback if your credit card company is willing.
People need to realize that most of the things they buy are actually rented.
Same goes for Facebook pages, Spotify/Apple songs, Amazon books, Google/Apple developer accounts. If you don't really own it and can control it, it's not yours ;-)
Lifetime being the life out minimum life of the lease. You shutdown the servers before a player got N years, full cash refund to those players.
What happened now is clearly deceptive practice.
It’s the perpetrators that are at fault, not the victims.
It’s only a matter of time until publishers decide they can’t afford leaving people waste time that could be monetized by new titles on older, no longer monetizable titles
It’s as inevitable in capitalism as is making worse appliances to ensure future sales - Games operate in a weird state where competition isn’t possible - nobody can just offer a better version of the game
See Yuzu yoo
IANAL
Fortunately I can choose to only buy DRM free ebooks, and DRM free games, but this is < 1% of media available and certainly never the most popular titles.
This needs to change. There needs to be laws in place to protect consumers from this shitty behaviour - with or without DRM. Steam for all it's faults have said since day 1 than there is a mechanism in Steam to unlock all of your games should Valve go bankrupt: I'm not sure if this is true now they sell mainly over peoples' games. Steam also never remove the ability for you to download and play a game you have bought - even when the publishers have delisted and removed it from Steam.
Every sector has its dodgy folks but the % here seems way off. Most of the big names seem to be steeped in scandal
Obviously entirely subjective