Game publishers respond to Stop Killing Games claim it curtails developer choice
Developer choice vs consumer rights
- Many commenters dismiss “curtailing developer choice” as a weak argument; the point of the initiative is precisely to remove the option to remotely kill purchased games.
- Several argue that if developers want that power they should sell time-limited access clearly as a rental/subscription, not as a “purchase.”
Private servers, safety, and liability
- Industry claims about illegal content, unsafe communities, and liability on private servers are widely seen as pretexts; responsibility would shift to whoever runs the server.
- Others note there can still be PR and legal costs (e.g., brand/trademark confusion, “court of public opinion”), but this is distinct from strict liability.
Licensing and IP constraints
- A long subthread covers licensed cars, logos, music, textures, and middleware. Some devs say licenses often forbid sublicensing or asset extraction, making EOL releases hard.
- Critics respond that:
- These constraints apply to a minority of games.
- Licenses and contracts are human-made and can be renegotiated if law changes.
- At EOL, licensed assets can be stripped or replaced while keeping the game “reasonably playable.”
- Disagreement persists over whether SKG would force more expensive, more permissive licenses and whether that’s acceptable.
Online-only design and end-of-life options
- Commenters emphasize cases like The Crew: effectively single‑player games made always‑online for DRM, then fully bricked.
- SKG’s FAQ (quoted in the thread) is cited to clarify: no demand for perpetual sales, source release, or live servers—only an EOL build that remains playable (e.g., offline mode, or client configurable to community servers).
Impact on small studios and MMOs
- Some fear mandatory EOL builds or server binaries would disproportionately burden indies and make small-budget MMOs unviable.
- Others counter that:
- Designing for EOL from the start is just another requirement, not inherently huge cost.
- Bankruptcy and true subscription MMOs could be carved out explicitly.
Subscriptions, labelling, and market dynamics
- Strong support for forcing accurate language: if access is time‑limited, call it a subscription/lease with a stated minimum support window.
- Some predict publishers will relabel everything as “lifetime subscription”; many still see that transparency itself as a win and a market signal.
Preservation, art, and regulation vs wallets
- Games are framed as cultural works; killing them is compared to destroying books or films before they reach the public domain.
- “Vote with your wallet” is widely criticized as ineffective given network effects and uninformed buyers; regulation is seen as necessary to rebalance power.
- Others worry about poorly written EU law, regulatory capture, and unintended pushes toward streaming/F2P, arguing any regulation must be narrow, clear, and focused on disclosure and minimal post‑sale functionality.