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CorpOverreach | 8 months ago

I wish more games would prioritize couch co-op modes over online play. Games that are focused on online only play basically have an expiration date from the day that they launch. Some may live longer, some may be dead on arrival.

But, make a good game that's playable by friends together at any time on a rainy day? If the game is good, it never dies.

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jayd16|8 months ago

I think the cloud providers should figure out some kind of service for perpetual matchmaking/hosting of private servers. Devs are not always going to open source things but if you could fit your game server in some kind of package for Amazon to host then you can skirt that issue.

In theory, enthusiasts could pay to keep the lights on even after the developer went out of business.

numpad0|8 months ago

I would have totally agreed, but it looks like Steam offers free matchmaking backend and P2P proxies. Why isn't this widely known???

Arelius|8 months ago

Honestly, it's probably simpler than this, and the root of the problem often comes down to the Cloud Providers to begin with.

It's astounding the frequency I get an email from some cloud provider, or mobile app store that says something to the effect of:

"(Version X) of Dependency Y that we convinced you to use 5+ years ago is getting deprecated on August 1st, if you don't upgrade to Version X+5 you're service will go offline"

And we're stuck looking at the minimal amount of players running of that platform, and the hard choice of do we move precious human resources off of some in-progress game, that's already running late to learn a system that they never worked on, because the original people are long gone?

So, that's often why our network services, and mobile versions of our games are being taken offline while the single binary we shipped to one of the serious console vendors 10-20 years ago is still running, and now running on consoles 2 generations newer.

So, yeah, it'd be great if we could ship a package for Amazon to host perpetually, but first you could just get Amazon to care enough to ship a stable platform to build upon that wouldn't get depreciated.

int0x29|8 months ago

This isn't a technical problem. It's a legal and corporate political one. Copyright and patent issues are no more likely to go away with Amazon. Also Amazon's gaming division may make them a potential competitor.

I also doubt that such a could service would be immune to corperate restructuring by the like of Amazon. We need gaming companies to be more comfortable providing server binaries if we want anything that lasts.

chatmasta|8 months ago

The reason for the “de facto expiration date” is that eventually not enough people will want to play the game for matchmaking to be consistently available.

Gamemaster1379|8 months ago

Honestly Valve had it right with offering dedicated server packages. I respect any studio that does the same, like TripWire and Killing Floor.

I run my own private server for a live service game that shut down in just 1 year. We got lucky because they seemingly bundled the server code into the client. But the game was never meant to allow for that...

valryon|8 months ago

We did a couch coop game (CTHULOOT) and the number 1 refund reason we have is that it doesn’t have online. (It doesn’t because we lacked budget) So I’d say players now really expect online over local.

janalsncm|8 months ago

What you have described is survivorship bias. What matters is whether the refund request rate is higher than other games.

The people who enjoyed your game because it has couch coop (and therefore don’t request a refund) aren’t represented in that refund request stat.

DontchaKnowit|8 months ago

I mean, you can make both available.

darig|8 months ago

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