Stop Killing Games

Political mechanism and efficacy

  • Petition uses the EU’s European Citizens’ Initiative (ECI) process; some see it as meaningful (forces a formal Commission response; past ECIs led to changes around glyphosate and animal welfare).
  • Others are highly skeptical: most ECIs fail, or yield only lip service; similar national petition systems (e.g., Denmark) rarely change law and may drain activist energy.
  • Debate over whether it’s worth signing “even if odds are low” vs. seeing it as performative.

Consumer rights, ownership, and EULAs

  • Strong sentiment that killing a purchased game (e.g., The Crew) is equivalent to theft or a “rug pull,” especially when there’s a big upfront price and no refund.
  • Counter‑argument: many games are sold as access to a service; users “knew” servers might shut down; refunds and transparency, not forced longevity, are the right focus.
  • Several note EU law already weakens EULA enforceability and defines “conformity” for digital goods; some think existing law might already support refunds or minimal continued usability.

Scope: DRM vs. MMOs and “reasonable playable state”

  • Broad support for outlawing single‑player games that rely on “phone‑home” DRM and die when servers go offline; often framed as planned obsolescence.
  • MMOs and complex live‑service games are seen as the hardest case: what does “playable” mean—local movement only, private servers, full server stacks?
  • Many criticize the petition and FAQ as vague and technically naive, especially around multiplayer infrastructure and licensing.

Technical and licensing feasibility

  • Supporters claim end‑of‑life obligations can be modest: release server binaries/configs or APIs, or at least stop blocking fan “server emulators.”
  • Skeptics highlight: tightly coupled distributed backends, non‑redistributable third‑party middleware, cloud‑only services, and security concerns with shipping server code.
  • Some suggest design‑for‑preservation from day one (modular architectures, standardized backends, escrowed VMs) but acknowledge this changes business practice.

Economic and market impacts

  • Concerns: higher game prices, shift to subscriptions/F2P, fewer games launching in the EU, higher barriers for small studios.
  • Others argue EU is too large a market to ignore and that costs are outweighed by consumer protection and cultural preservation; abusive models shouldn’t be protected.

Alternative or complementary approaches

  • Ideas raised:
    • Clear labeling (“rental” vs. perpetual; guaranteed support years).
    • Legal protection for private servers and reverse engineering once support ends.
    • Mandatory release of source/binaries or deposit with archives when services shut down, possibly tied to copyright or tax incentives.
    • Broader reforms to copyright so works truly enter the commons after protection expires.

Broader questions

  • Debate over whether games should be first step toward similar rules for other software, SaaS, streaming, and IoT, vs. fear of over‑regulation spilling into all software.