Stop Killing Games
Campaign Goals & Scope
- Campaign targets “killing” games where servers are shut down, rendering purchased titles unplayable.
- Goal is not to force companies to run servers forever, but to:
- Patch games to run offline or on user-hosted servers.
- Or release server binaries / protocols so communities can self-host.
- Framed as “right to repair” for games and a reaction to games sold as goods but behaving like expiring services.
Single-Player vs Online-Only / DRM
- Many commenters strongly distinguish:
- Legitimate online-only games (MMOs, live-service titles).
- Single-player or primarily single-player games that use always-online as DRM or for minor features.
- Example focus: The Crew, sold with a full single-player campaign yet made completely unplayable after shutdown; claims that an offline mode exists in code but is locked by an encrypted key.
- Some argue the campaign confuses two separate issues: online DRM for single-player vs true GaaS/multiplayer infrastructure.
Technical Feasibility & Complexity
- Supporters:
- Argue offline modes or self-hostable servers are feasible if designed for from the start.
- Point to historic dedicated servers (Quake, CS, TF2) and modern examples where communities reimplemented backends (e.g., MMOs).
- Skeptics:
- Emphasize modern architectures: microservices, shared infrastructure, third‑party libraries, large databases, proprietary middleware, complex matchmaking, server-side data.
- Say “just release the code/binaries” underestimates legal, security, and engineering challenges.
Legal / Regulatory Ideas & Concerns
- Proposals:
- Require EOL patches or server binaries at shutdown.
- Mandate clear “this game will expire / online may cease” labeling.
- Tie copyright or registration to escrowed server code, released when public servers end.
- Legalize or clarify “abandonware” and allow preservation.
- Objections:
- Fear of higher costs, reduced number of multiplayer games, or impossible edge cases.
- Doubts that law can cleanly cover complex shared systems.
Economics, Ownership & Consumer Expectations
- Many argue it’s deceptive to sell a $60–$70 game that can be fully revoked later, especially when marketed like a permanent good.
- Counterargument: players should understand online games can shut down; running servers, staff, and security has real ongoing costs.
- Broader concern: precedent for software/media “ownership” vs de facto rentals, and cultural loss when games become unplayable.