Some indie devs have really bad takes on the Stop Killing Games thing, sheesh

"How am I going to comply if I make an MMO as a solo indie??"

Well 1. I have bad news for your odds of making an MMO lmao and 2. why are you so concerned that dropping the non 3rd party proprietary parts of your source code into a repository somewhere with a no-warranty license would bankrupt you? 🙄

If you can't even do that much wait til I tell you about your obligations under the GDPR and or the DMCA as a live service provider, which are far more onerous than simply "please have some kind of end-of-life service sunset plan"
@eniko making an mmo has some pretty wildly diverging degrees, many of which are more or less easily achievable by indies. The easiest example would be something like elden ring, the tech there could be applied to all kinds of games and is entirely tractable to implement.
@eniko the tricky part as always is going to be what you rely on to implement the server stuff, and how well engineered it is with respect to third parties running servers.
@eniko tbh my main issue with the whole thing is how vague it is, and I don't see any possible concrete version of the idea that would actually be effective. Plus it's a huge amount of legal work to try and resolve an issue that more or less never actually happens. Like, have you ever owned a game that stopped working due to an online requirement? Mostly I think it'd affect mobile games, and they literally are all MMOs so idk.
@dotstdy it's vague because the petitioners are not the ones who make new law, the EU is
@eniko "and I don't see any possible concrete version of the idea that would actually be effective"
@eniko like it's really simple in the cases where you're talking about a single monolithic server which doesn't interact with any first parties, doesn't use any third party libraries that are not distributable, and doesn't contain anything that's likely to cause you more issues down the line (people typically don't re-write their servers every game). But none of that is really how mobile MMOs are architected for example, they're all micro services in the cloud.
@eniko is it fine to dump a set of binaries that requires access to a shitton of gcp api endpoints? Binaries that may also just stop working if gcp decide to change their bullshit next year? One that no longer works because the entire system is based on top of first party authentication for user management? One that also uses some other library for networking that you'd have to license in order to run the server? Super hard for me to see how you'd make that work.
@eniko like, concrete example, an MMO style mobile game I worked on was entirely implemented on the server side using aws and and particular dynamodb for both gameplay endpoints and save logic and... well everything. Even if one was to package and hand out that server it's not possible to package the dynamodb local implementation with it, so anybody wanting to run the server would have to have an aws account and potentially to pay for access to the APIs

@dotstdy @eniko

How is this not cyclical argument though? You are talking about architectural decisions done in a world without legal protections for customer ownership over digital goods.

There were many "concrete examples" for websites and services built before GDPR as well.

These architectural decisions are only incentivized and considered sensible in the world without these standards.

@katamari @eniko because 1) my point is mostly that it *will* have impacts, even for some indies. And 2) I think it's good actually that small teams can make unique multiplayer experiences without having to design around a legislated end-of-life plan. And 3) the impact of this on consumers is... not large in practice. (Outside of mobile games anyway, which funnily enough nobody involves seems to even know anything about)
@katamari @eniko and also the question is just genuine, how do you deal with a game that depends on a third party licensed product? Does the middleware vendor have to provide access? Is the company making the game responsible to ensure the middleware can either be removed or replaced? How does this even work with e.g. console games? I understand they're just punting on all this, but I honestly just don't see it ever happening. Maybe I'm wrong, though. Who is knows.