I’ve been wodnering how regulations about not killing games deals with compaines running multi-player servers?

For single player games or games with single player modes it seems easier to implement.

    • renegadespork@lemmy.jelliefrontier.net
      link
      fedilink
      English
      arrow-up
      2
      ·
      9 hours ago

      This is the correct answer. The last step in shutting down servers should be to release a server binary for people to continue using.

      Source code would be even better, but we’ll take what we can get. I imagine a lot of code might be re-used for later games, so they may not be keen on open-sourcing it.

    • Windex007@lemmy.world
      link
      fedilink
      arrow-up
      13
      ·
      1 day ago

      This.

      This was the standard for years. Matchmaking kinda killed it.

      There were 3rd part server browser services that could fill the gap, though. I wanna say GameSpy or something was a popular one in the late 90s

      • stoy@lemmy.zip
        link
        fedilink
        arrow-up
        4
        ·
        1 day ago

        Epic did the right thing, after almost 20 years of running the Unreal Tournament 2004 master server, they announced that they were shutting it down, within days a new fan run master server was setup and working, migrating to the new was a simple thing, just edit the main config file and it worked.

        Plenty of patched copies of the game can be found on archive.org

    • UnfortunateShort@lemmy.world
      link
      fedilink
      English
      arrow-up
      4
      ·
      1 day ago

      Multiple approaches have been suggested - from local multiplayer (which can potentially be extended to the internet) over releasing server binaries or source code, to providing documentation that allows to recreate a server.