Stop Killing Games – European Citizens' Initiative
Support for the initiative
- Many commenters support the ECI and report signing it, seeing it as:
- Consumer protection for paid digital goods.
- Cultural and historical preservation of games and game communities.
- A legal backstop against “remote kill switches” and shutdowns of purchased games.
- Some note it could set a precedent for wider software regulation, even though it’s currently limited to games.
Scope, wording, and “supported” status
- Several find the petition text and FAQ poorly written or ambiguous.
- “Not interfere while a game is supported” is read as “only regulates end‑of‑life,” not day‑to‑day operations.
- “Supported” is debated:
- Some propose: for DRM games, when the authentication servers are gone; for online games, when official servers are shut down.
- Others say edge cases and non-game software make the boundaries unclear.
Preservation, copyright, and piracy
- Strong concern about cultural loss from online‑only and “games as a service” titles that vanish when servers close.
- Some argue piracy is currently the only reliable preservation mechanism, but it fails for server‑side code.
- The initiative is seen as a route to:
- Mandatory patches to make games offline.
- Release of server binaries, source code, or at least protocol specs.
- Legal protection for reverse engineering once support ends.
- Broader calls to shorten copyright terms; some suggest tying copyright benefits to obligations to eventually release code.
Business models and unintended consequences
- Critics worry this will:
- Favor large companies that can absorb compliance costs.
- Push publishers harder toward F2P or subscription models where expectations of permanence are weaker.
- Others counter that:
- Clearer disclosure of support lifetimes and service levels would be a win.
- If companies switch to explicit subscriptions, that at least makes the deal more honest.
Implementation and practical challenges
- Concerns include:
- Games using commercial third‑party libraries or engines that complicate source/code release.
- Limited reverse‑engineering capacity vs. the volume of games.
- Cheating in multiplayer if server or anti‑cheat code is opened.
- Some argue small devs likely aren’t the main offenders and that self‑hostable designs often reduce complexity.