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this post was submitted on 30 Nov 2023
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Piracy: ꜱᴀɪʟ ᴛʜᴇ ʜɪɢʜ ꜱᴇᴀꜱ
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Is that not true though? As much as we hate it, until you get given some transferrable proof of ownership of the game (like an NFT) and ability to play without being tied to one service, it's the unfortunate reality of online game services.
It's easy to go buy a physical game but when it's online, you don't own anything - yet
It's true. Pragmatically speaking if you don't have access to the server software you can't play it if the servers go down, and besides reverse engineering or the goodwill of the developers I'm not aware of any games with online components that continue to be playable after their servers are taken down.
Well then allow me to name a few:
Battlefront 2 (the original), still active when the servers have been down for years
Titanfall 2. Official servers aren't technically down, but pretty much unusable and NorthStar is the alternative
Counter strike 1.6 is pretty much just community-run servers, same with day of defeat: source. I don't know if they are tied with valve that if valve shut them down, they wouldn't be searchable.
Supreme commander: Forged Alliance
Hell, Battle for Middle Earth II still has a small community
Valheim has never had official servers. I run my own via docker on debian
Unreal Tournament 1999
Minecraft (official servers aren't down, but if they shutdown there would still be 2000 servers)
Back in 2000-2012, a good lot of mainly singleplayer games had optional multiplayer modes. Think Halo, Starcraft, TRON, Titanfall, etc. Even DOOM 2016 had it. These games function with the servers down.
Something I haven't thought about in a while: In the early 2000s games where you made a direct connection to the other player without an intervening, third-party server were still a thing. You still see it in things like netplay functionality in emulators.
Is this still a thing at all in 2023? Imagine it would be very niche, but this comment made me curious.
It's still in Team Fortress 2 and Factorio
Fundamentally I don't really know how it'd be viable to truly "own" a specific copy of something, when it's always possible to make infinitely many copies of it. Any such "ownership" is at best essentially just conceptual, aside from perhaps the legal right to annoy other people about the copies they are in possession of.
So instead my personal take is that I'd rather everything just be offered DRM-free. I don't necessarily need transferable ownership as much as I just need proper and guaranteed access under my own control after I purchase the product.
NFTs cannot have copies made (apart from by the publisher) and are ideally suited to this problem
But anything that exists as digital data can be copied. The same applies to NFTs. Make an NFT image or game or whatever, and it can be copied by whoever has access to it. The only way to prevent such copying is to not release it at all.
The only stipulation is that copies made without authorization of whoever holds the rights to it would not be "official" instances of the thing, and there are potential copyright restrictions on the use of such copies...but that's using NFTs to justify copyright law, and aside from "lol copyright", legal of ownership of an NFT is even more of a mess than traditional legal ownership of an IP.
You're talking about media linked to by existing NFTs. You can't copy an NFT and use it, you don't have the cryptographic keys to mint more. There is a finite number.
And what exactly is that NFT, as distinct from the media it's linked to, useful for? Aside from simply saying that it is unique and one can have ownership of it.
Cryptographic licence verification so you can play the game, say for example to use online services. Allows you to trade that licence to other people directly, no third party involvement to facilitate the trade. The game would pick it up and work. Anyone could download the game files but they only work if you own the game either by buying off someone directly or an official publisher
Any such verification depends on some other party to verify it. If the game requires online services, then the verification is dependent on the online services; the verification can't stand alone. But we already have existing systems for that without the need for NFTs.
On the other hand, if the game is a standalone game that doesn't require connecting to online services, then if the game can be made to run on one computer it can be made to run on another computer. No matter how you choose to assign ownership, you can't get around this. Videogames are fundamentally data, and data can be copied.
Besides...inventing a new NFT-based DRM? No matter how you do it, it's not going to be as convenient as simply not having DRM. A DRM-free game is one that anyone can just pick up and it'll work, too. You're proposing a "solution" that doesn't offer anything new, while opening up other cans of worms along the way.
Also, we already have peer to peer game trades/sales anyway, and we've had these, long before NFTs were a thing.