• Carmack's Plea

    From Spalls Hurgenson@21:1/5 to All on Mon Feb 6 11:43:36 2023
    The other day, in response to Facebook shutting down support for an
    early Occulus VR game, John Carmack wrote an insightful plea* I wish
    ever publisher would take to heart (but I know they won't):

    "Every game should make sure they still work at some level without
    central server support. Even when not looking at end of life concerns,
    being able to work when the internet is down is valuable. If you can
    support some level of LAN play for a multiplayer game, the door is at
    least open for people to write proxies in the future. Supporting
    user-run servers as an option can actually save on hosting costs, and
    also opens up various community creative avenues."

    Which, of course, is preaching to the crowd as far as game players go,
    but probably isn't going to get very far with regards to the money
    men. Still, I'm happy to see the message spelled out so plainly by one
    of the gaming industry's more illustrious developers. It's been an
    issue largely ignored by publishers - just flat out ignored, as if the
    issue never existed and nobody ever noticed - and its good to see it
    made public at last. I'm sure the publishers will still continue to
    pretend nobody ever said anything, of course.

    Carmack continues with recommendations on how to avoid the necessity
    of killing games after they cease being profitable, starting with good programming habits ("think twice before adding dependencies"), and recommendations on what to do after a product reaches the end of its
    lifespan (Drop to minmal support, spin off the project, mark it
    unsupported rather than killing it outright, or open source it are his
    four suggestions).

    Even if publishers don't listen, hopefully developers will. I'm sure
    most developers aren't any happier about seeing their products
    becoming unavailable to customers anymore than the gamers themselves,
    and maybe if they take Carmack's advice to heart, they'll have an
    easier time convincing 'the suits' because it would require a lot less
    effort to keep alive (in whatever manner) after the money stops
    pouring in. Often a major problem with older games is that their
    innards are so riddled with third-party software that open-sourcing
    the product would a) take a lot of effort to pull out the third-party
    APIs, and b) the end-result would be a useless mess of code missing
    vast chunks of functionality. Better development habits might help in
    both instances.

    In truth, what Carmack is begging for really should be the de facto
    state of the software industry. That we as gamers have allowed
    publishers to run rough shod over us - yanking games we paid for out
    of our hands without any sort of recompense - has always struck me as
    immoral and contrary to how every other industry works.

    =================
    * full text here:
    https://uploadvr.com/john-carmack-statement-echo-vr-closure/

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Mon Feb 6 12:41:28 2023
    On 2/6/2023 8:43 AM, Spalls Hurgenson wrote:

    The other day, in response to Facebook shutting down support for an
    early Occulus VR game, John Carmack wrote an insightful plea* I wish
    ever publisher would take to heart (but I know they won't):

    "Every game should make sure they still work at some level without
    central server support. Even when not looking at end of life concerns,
    being able to work when the internet is down is valuable. If you can
    support some level of LAN play for a multiplayer game, the door is at
    least open for people to write proxies in the future. Supporting
    user-run servers as an option can actually save on hosting costs, and
    also opens up various community creative avenues."

    Which, of course, is preaching to the crowd as far as game players go,
    but probably isn't going to get very far with regards to the money
    men.

    "How can we get the sheep to buy our new game if they can keep playing
    the old game that's basically the same game?!"

    ;)


    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Tue Feb 7 10:45:22 2023
    On 06/02/2023 16:43, Spalls Hurgenson wrote:

    The other day, in response to Facebook shutting down support for an
    early Occulus VR game, John Carmack wrote an insightful plea* I wish
    ever publisher would take to heart (but I know they won't):

    "Every game should make sure they still work at some level without
    central server support. Even when not looking at end of life concerns,
    being able to work when the internet is down is valuable. If you can
    support some level of LAN play for a multiplayer game, the door is at
    least open for people to write proxies in the future. Supporting
    user-run servers as an option can actually save on hosting costs, and
    also opens up various community creative avenues."

    Which, of course, is preaching to the crowd as far as game players go,
    but probably isn't going to get very far with regards to the money
    men. Still, I'm happy to see the message spelled out so plainly by one
    of the gaming industry's more illustrious developers. It's been an
    issue largely ignored by publishers - just flat out ignored, as if the
    issue never existed and nobody ever noticed - and its good to see it
    made public at last. I'm sure the publishers will still continue to
    pretend nobody ever said anything, of course.

    Carmack continues with recommendations on how to avoid the necessity
    of killing games after they cease being profitable, starting with good programming habits ("think twice before adding dependencies"), and recommendations on what to do after a product reaches the end of its
    lifespan (Drop to minmal support, spin off the project, mark it
    unsupported rather than killing it outright, or open source it are his
    four suggestions).

    Even if publishers don't listen, hopefully developers will. I'm sure
    most developers aren't any happier about seeing their products
    becoming unavailable to customers anymore than the gamers themselves,
    and maybe if they take Carmack's advice to heart, they'll have an
    easier time convincing 'the suits' because it would require a lot less
    effort to keep alive (in whatever manner) after the money stops
    pouring in. Often a major problem with older games is that their
    innards are so riddled with third-party software that open-sourcing
    the product would a) take a lot of effort to pull out the third-party
    APIs, and b) the end-result would be a useless mess of code missing
    vast chunks of functionality. Better development habits might help in
    both instances.

    In truth, what Carmack is begging for really should be the de facto
    state of the software industry. That we as gamers have allowed
    publishers to run rough shod over us - yanking games we paid for out
    of our hands without any sort of recompense - has always struck me as
    immoral and contrary to how every other industry works.

    =================
    * full text here: https://uploadvr.com/john-carmack-statement-echo-vr-closure/


    I do agree with the sentiment but I think some of the ideas are a bit unrealistic. The part I do very much agree with is if the game is
    end-of-lifed then you should still be able to play any single player
    component and associated DLC.

    Saying that the more games as a service this happens to the better in
    the longer term in my opinion. Maybe people will be somewhat more wary
    of chucking money at a product that has a good chance of very quickly disappearing in a cloud of smoke.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)