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Comment Re:Greenmail (Score 1) 19

I think the "home server" software kit is sort of the ideal solution the SKG movement has in mind - just let the people do the work of hosting and leave the developer out of the loop. For some games, it may not be so simple, if the publisher's servers handle matchmaking and coordination across the whole player base, for example. But even then, allowing people to run a traditional dedicated server would at least allow them to create private matches with friends, or utilize server browsers to find one to play on.

I think a reasonable and broader approach to this issue is to require that *any* digital good to which your access can be revoked must be described as a "rental" or "subscription" with the term of access clearly spelled out. Require publishers to commit to support for a known length of time, or issue prorated refunds if they fail to meet that promise. This would also address the issue of people losing access to digital movies they thought they purchased. If Sony knows it's going to lose streaming rights to a film on a certain date, you should know that before you hand over your money; otherwise you don't really know what you're getting.

Comment Re:Raping users is back on the menu, boys! (Score 4, Informative) 93

Prices are high because demand is exceeding supply. If the supply increases, the price will decrease. That's basic economics.

That might be true if both prices and supply weren't artificially fixed by a cartel. Note that there are even fewer major DRAM manufacturers now than there were then, so it's much easier to ensure everyone's in on the collusion. See also Gamer's Nexus coverage.

No lessons were learned from the last time. The Samsung manager that went to prison got a promotion after being released. This Micron deal is absolutely them holding their customers over a barrel using limited supply to demand locked-in price deals. If you don't sign up, you go to the back of the line. "It'd be a shame if you couldn't buy RAM for that device you're making."

Comment Re: Instead, it plans to develop a voluntary indu (Score 1) 106

It's not always clear at the time of purchase that the publisher has the ability to shut down the game at some unspecified future date.

Are you a child? EVERY online game will be shutdown at some point, the ONLY discussion/question is how long before it happens?

This is not true for games that provide a dedicated server software you can run. Games like Counter-Strike, which is 26 years old and still averages about 8,000 players, do exactly that. Although Valve provides an in-game server browser that queries a central server, you can directly connect by IP address to play online multiplayer without any help from Valve. Minecraft and many other popular games use this model. One of the things the SKG community would like is for publishers to provide some pathway to this capability to keep games playable. "Online multi-player" is not synonymous with "publisher-managed multiplayer"; it never has been and should never be taken that there's only one way to do it. For some games (such as those where match-making among a very large number of players is important) it makes sense, but is not necessary for all.

Off-line game will theoretically play for ever, but advances in computer hardware/operating systems may cause all but the most committed player to to eventually decide it's no longer worth the effort to keep their Apple ][ running to play Oregon Trail (for example).

This is where it gets complicated - the SKG movement cites the game The Crew as an animus, where an online game that could have been playable offline was disabled by the publisher, despite them having developed code to make that possible (but not enabling it). Since it was shut down, the community has written software to make it playable again. One of my racing games, Dirt Rally 2.0, even in the single-player campaign mode, requires a constant internet connection, and will kick you out of your race event if it loses that connection for any reason. There's no good reason for that. Once Codemasters shuts down the server, the single-player campaign will be unplayable.

As for games developed for significantly older systems, emulation makes that a lot easier than keeping antique hardware operational. My favorite racing game of all time, Whiplash, was released in 1995 and works great in Dosbox on the Steam Deck. I still play it regularly. It took some effort, but not much - DOSBox is a well-supported and documented program - and now that it works I don't have to mess with it, and the configuration I made is portable: I can just copy the directory to another machine and play it there. My Steam Deck has games on it originally developed for the Atari 2600, Sega Genesis, DOS, and Windows in addition to the native Linux programs.

Comment Re: Instead, it plans to develop a voluntary indus (Score 4, Insightful) 106

When it's codified into the highest law of the land and doesn't work, and suggestions to do so voluntarily can't work to the point of being laughable, what options do we have left?

There's always Nancy Reagan's catchphrase: Just Say No.

Any particular game is expendable. You won't miss out on anything. Games don't even have the network effects and lockin that you get with other types of software; it's a part of the economy where Just Saying No is easiest of all.

Except when it's not. It's not always clear at the time of purchase that the publisher has the ability to shut down the game at some unspecified future date. So "just saying no" requires some knowledge of the future that may not be available. In addition, on platforms like Steam, publishers can push updates that you *must* install to continue playing which remove features or add an online requirement that didn't exist when you purchased it, leading to it being disabled remotely when the publisher eventually shuts down the servers. The TOS/EULA generally require that you agree to all future updates to the TOS/EULA without notice or ability to opt out, so the consumer really doesn't have any actual rights to the games they "purchase" in this system.

Even if the outcome of Stop Killing Games isn't legislation that requires publishers to create tools or release code, an acceptable outcome (IMHO) would be regulation that requires transparency, labeling, and prohibits what's effectively sabotage so the consumer can make an informed decision and have some guarantee they get what they actually paid for. If a digital storefront carried a disclaimer that said "This game requires an online connection to the publisher's server to run. The publisher has not guaranteed the server's operability for any length of time" then a user would at least have the opportunity to consider that risk when purchasing. Additionally, if a regulation prevented publishers from deploying an end-of-life update (a "time-bomb") that didn't exist when purchased, that would also protect consumers without harming publishers. So there are some easy approaches here which don't burden publishers.

Personally, I'd like to see a law that stipulates that any digital good to which your access can be removed by the publisher must be described as either a "rental" or "subscription", with the length of the term clearly spelled out, with penalties for revoking access before the end of the term. That way, you can know exactly what you're getting, for how long, and can count on it being there; and publishers can't trick you into thinking you're "purchasing" something you aren't. As much as I love Steam, I'm aware this would include the entire Steam library. The most obvious downside to me is that this would likely lead to the normalization of the idea that you don't own your video games in general.

Comment Re:unresolved: steam deck's issue with displays (Score 2) 28

This is absolutely untrue since Steam's architecture is based on Linux.

I'm not sure what you mean by this. You can install Windows on the Steam Deck and Linux will not be involved in any way. Here are Valve's instructions for how to do so: Steam Deck Windows Resources

Sometimes Windows plays better with multimonitor setups, so that might be a way for you to fix those issues. I personally haven't had any of the problems you describe, and I use Valve's dock with my 4K TV and a Anker USB-C hub thingy connected to the KVM on my desktop and both continue to work fine; but that doesn't mean others haven't had issues. I have a first-gen LCD Deck.

Comment I'm confused (Score 4, Insightful) 87

Isn't "the ability to govern, audit, and mitigate risk" a big reason to use open-source software over proprietary? I though the point of the move was to eliminate dependence on opaque softare from US-based (and potentially US gov-compromised) companies. It sounds like they're advocating for the EU's actions here.

Comment Re:Different strokes (Score 1) 59

Interesting, you're right that the Steam Deck is actually heavier, I just weighed both and TBH the Switch 2 still feels heavier to me, maybe because it's just denser, but that's apparently purely illusory.

The distribution of the mass can absolutely make one feel heavier or lighter, depending on which muscles in your hand are doing more/less work. And probably the moment of inertia as well.

Comment Re:Different strokes (Score 1) 59

It's actually lighter than a Switch 2, surprisingly. It was so much heavier than the original Switch that I was sure nothing considered "handheld" would ever top it.

Nintendo claims the Switch 2 is 1.18 lbs, or 536 grams. Valve says the Deck OLED is 640 grams (which oughta be light enough for everybody), so they're pretty close. My Deck LCD is apparently 669, so it has some nice heft to it (a little more than I'd prefer, TBH).

Comment Re:9V, AA and AAA Lithium (Score 1) 52

NiMH also doesn't eat shit immediately if you deep discharge it once and leave it that way for a few days, which is my favorite thing about it. A lot of chargers are too dumb to recharge deeply discharged cells, though. Of my three NiMH chargers, only one will do it. I love eneloop batteries, but the eneloop bundled charger is trash...

Nearly all AAA/AA battery needs in our house for the last 15+ years have been met by the same rotating selection of maybe 30 eneloops (plus a few energizers) that's gradually grown over that time. I have a Rosewill smart charger that intelligently detects when a battery is done charging, and a dumb energizer one that just dumps current into whatever for when the Rosewill charger can't see a totally dead one. The idea of discarding a battery after a single use just seems so weird now.

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