Stop Killing Games is facing a complaint in the EU that uses nonsense logic to accuse the movement's founder of failing to disclose financial contributions he never made: 'It's not paranoia if they re
Stop Killing Games is facing a complaint in the EU that uses nonsense logic to accuse the movement's founder of failing to disclose financial contributions he never made: 'It's not paranoia if they re
“Run out”? They never had any arguments.
It was pure unchecked greed and they’re panicking since the movement has a real chance of succeeding now.
In short:
The complaint accuses the initiative of “systemic concealment of major contribution,” violating EU stipulations requiring citizens to report any sponsor contributions over €500.
The complaint cites PC Gamer’s interview with Scott from June, in which he said “there have been many weeks on the campaign where I’ve been working 12 to 14 hours a day to keep things moving to get signatures.” That promotional work, the complaint argues, amounts to “€63,000-147,000 in professional contribution” if he’d charged a “market rate” of “€50-75/hour.”
It’s also not how the EU’s disclosure requirements work. As Scott notes in the video, the EU’s citizens’ initiative rules say that “individuals providing non-financial support, such as volunteering, are not considered sponsors under the ECI Regulation and do not need to be reported.”
If the petition heads to the Commission after its petition deadline on July 31, we can expect to see even more exciting rhetorical maneuvers.
I sure hope that the EU can withstand these 4D chess 900 IQ rhetorical maneuvers.
I also love this part:
Earlier this month, game publishing trade association Video Games Europe said the initiative’s proposals “would curtail developer choice”
Well, yes, that’s the point of pretty much any regulation about anything. Curtailing the choice of people abusing the system.
Except developers don't have the same incentives. Publishers are incentivized by profits. Developers are usually incentivized by wanting the world to see their artistic output.
Of course some of them will do it for money because some people are just like that, but overall the industry would probably be in better hands if the developers got the long end of the stick and the publishers got the short end. Right now in the AAA market it's the opposite and it shows.
Destiny after the Activision split
And who was the CEO of Bungie during that period? Pete Parsons who had a senior marketing job at Microsoft before joining Bungie. Parsons also had no problem laying off hundreds of people at Bungie while continuing to expand his classic car collection. Dude has big publisher energy all over him. In fact he was the person I was thinking of when I said some people will do it for the money.
Warframe
First of all, Warframe is a F2P game which means they need SOME sort of a revenue stream. And from what I've heard Warframe monetization is one the best on the gaming market. It doesn't feel like you have to pay to have good time. And they actually removed an accidental slot machine from their game because they didn't want to incentivize whale behavior.
Basically the entire mobile market.
Which is a very different market. Mobile game developers couldn't even ask $20 for their game let along $60-$70. It's not comparable to the traditional computer gaming market.
It was revealed in a recent Warframe documentary that Digital Extremes turned out to be the exact opposite of today's gaming industry giants such as EA or Ubisoft. They literally removed a microtransaction that was raining money.
Any free to play game operates on the same principles that are as “horrible” as EA or Ubisoft, which honestly feels like a dated point of reference when your phrasing was “feels like you have to pay to have a good time”. First, it’s highly subjective. I came away from my time with Assassin’s Creed: Odyssey feeling like I had a bad time because I didn’t buy their XP boosters, but fans of the game said they never bought one and had a great time, perhaps because they had more fun with the game’s side activities than I did, so they got more XP from content that I was more than happy to skip. I haven’t bought sports games in a long time, but if I still did, I wouldn’t touch Ultimate Team with a ten foot pole; not just because of the business model, but because the fantasy to me would be playing with the real teams as they actually exist; and the parts that I would want to engage with don’t ask any more spending of me. And for as much as you associate predatory monetization with those companies, they also put out the likes of Dragon Age: The Veilguard and Prince of Persia: The Lost Crown, and work with partners on Split Fiction and The Rogue Prince of Persia, which use very normal and ethical monetization strategies.
For as much as mobile games often can be a different market, plenty of times they’re not. Thatgamecompany may be known for Journey in our circles, but their big hit is Sky: Children of Light, which started on mobile and came to platforms you and I are more likely to play games on. Uma Musume is blowing up regardless of platform, but it’s a gacha that’s typically found on mobile, and Cygames expanded from their mobile market to putting out console and PC GranBlue games. Mihoyo’s games are in both places and found success using gacha. My point in all of this being these companies, all self-published successes, operate in both spaces, because building a game in either place requires much the same skillset, and they’ve found an audience in both, often with the same exact games.
The last thing I’ll say about this being developer vs. publisher is that if you’re successful enough as the former, you often become the latter, like with Cygames or Epic. These kinds of monetization methods are very feast or famine, so you’ll get survivorship bias of some games getting so big that they’re a publisher now, like Riot, for instance, or they get bought by a bigger fish like Microsoft.
Not only did they push for it, but they also made the game extremely predatory by requiring players to grind for an excessively long time 40 hours for just one character. It’s nasty work.
Fucking luke cost 60k credits gtfo with that.
"A sense of Pride™️ and Accomplishment™️."
Does the argument work both ways? If effort is the same as being paid for. Does that mean pirating a game is the same as buying it? After all it’s basically the same effort these days.
Of course the argument doesn’t fly, as you cant actually buy a game anymore, just a temporary license for an undisclosed amount of time.
Well it’s crazy that they’re accusing him of giving too much of his own time.
I really hope the Stop Killing Games initiative changes something as I want to own my (single player) games forever on every store (not only GOG as it’s not so Linux friendly despite the heroic games launcher).
[…] violating EU stipulations requiring citizens to report any sponsor contributions over €500. If the initiative failed to disclose any such funding, that would be bad! However, the complaint argues that the initiative didn’t receive any monetary contribution; rather, it claims Scott simply volunteered too much of his own time to promote the movement, which—if you’ve decided words no longer mean anything—is basically the same thing.
🤣
So… Theyre complaining that his own time he put in was a donation worth over 500€ and he failing to disclose that, he’s made a mistake that can result in… dismissing the whole movement?
Seriously. How is it possible every fucking day there’s something that just steps over the line, despite the line moving every day.
It’s beyond impossible to do any sort of political satire currently ffs
I’m pirating any game made by any producer that oppose SKG.
If they want to antagonize consumers. Consumers will be their enemies.