[HN Gopher] Rainbow Six Vegas, SWAT 4 unplayable due to disabled...
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       Rainbow Six Vegas, SWAT 4 unplayable due to disabled ad server
        
       Author : danso
       Score  : 256 points
       Date   : 2021-09-14 14:56 UTC (8 hours ago)
        
 (HTM) web link (twitter.com)
 (TXT) w3m dump (twitter.com)
        
       | marcodiego wrote:
       | Thanks for increasing my list of examples why this is so bad.
        
         | falcolas wrote:
         | Ads in full priced videogames. Lawful evil in its simplest
         | form.
        
           | skymt wrote:
           | This clip from the latest (full-priced) entry in the NBA 2K
           | series has been going around the last few days. Truly pushing
           | boundaries in in-game advertising. You can visit a State Farm
           | retail outlet and talk to an employee who says what a big fan
           | he is and gives you a State Farm employee uniform you can
           | wear in the off-court parts of the game.
           | 
           | https://twitter.com/capybaroness/status/1436475796357582876
        
             | beeboop wrote:
             | This is borderline Onion material
        
           | noasaservice wrote:
           | You are the product. Just because you paid is no consolation.
        
             | falcolas wrote:
             | I'm not even sure we're something as well defined as the
             | product - we're closer to an ATM that they keep making
             | withdrawls from in exchange for some digital code.
        
           | void_mint wrote:
           | Full priced non-IAP games do not make as much as F2P,
           | corporate overlords demand games make up the difference
           | somehow.
        
           | sk2020 wrote:
           | If memory serves, the nominal price of most video games has
           | not changed in about 30 years. US dollars are, at least
           | officially, worth 2.5x less now than when Mario came with
           | Duck Hunt. I'm not that shocked that alternative monetization
           | strategies are employed (micropayments are a big one).
           | 
           | Seems like there could be a demand for an independent
           | standards committee that certifies games as shenanigan-free.
           | My children are starting to play games themselves, so I'd
           | like a service like that. I would pay a premium to know my
           | kids aren't going to be prompted to put in my credit card
           | information and won't be assailed with toxic marketing ploys.
        
             | nightski wrote:
             | The user base has grown exponentially since then and it is
             | far easier to impulse buy games than ever before (30 years
             | ago I had to drive to a store to buy a boxed copy). There
             | are far more gamers than before. Steam has also shown that
             | by giving deep discounts even though per-unit profit goes
             | down they are able to make tons more money.
             | 
             | The monetization schemes are mostly just a way to squeeze
             | every drop out of the customer possible. They use them
             | because they work, not because they aren't profitable
             | already.
        
             | p_j_w wrote:
             | I'd rather see prices on games get raised than this sort of
             | shit. The problem is every time prices go up everyone
             | brings out the pitchforks, so we get this shit instead.
             | It's largely turned me off of video games, especially big
             | budget multiplayer focused games.
        
               | zerocrates wrote:
               | I'm not hugely opposed to price increases: these things
               | happen. But the reality is you'll just get both. Now that
               | it's determined that players will accept ads,
               | microtransactions, gacha, etc., why not raise prices and
               | _also_ get those revenue streams. FIFA costing $70 will
               | not stop the all-encompassing focus on Ultimate Team.
               | (For perpective, _just_ the Ultimate Team modes in their
               | sports games supply about a third of EA 's total
               | revenue.)
               | 
               | It's like when people say "if you're not paying for a
               | service, then you're the product" to describe when user
               | data is sold, when in actuality many services you do pay
               | for happily sell your data all over the place.
        
               | mrguyorama wrote:
               | It's not an either/or situation. If publishers can raise
               | the price of video games, they will NOT stop with ads and
               | battlepasses and microtransactions etc. Why would they
               | ever do that when those things make them more money than
               | people actually purchasing the games in the first place?
        
             | lovich wrote:
             | I can't remember the internet exact year but I do remember
             | the wailing and gnashing of teeth when they went from $50
             | standard to $60 standard sometime after 2000. Other than
             | that one exception though, I believe you're correct on
             | prices.
        
               | falcolas wrote:
               | They're up to $70 now on consoles.
        
             | falcolas wrote:
             | A very old argument. The counter is: the audience for
             | videogames has massively expanded. The secondary counter
             | is: $70 is merely the entry point into games. Even before
             | you look at microtransactions, you have battle passes,
             | dozens of deluxe versions, and season passes.
             | 
             | If this was really an issue - game prices not keeping up
             | with inflation - publishers wouldn't be posting profits
             | (not revenue, profits) in the billions of dollars.
             | 
             | And on a more explicit point: God of War, a game with no
             | microtransactions or any other BS, made their company over
             | $500M in revenue in a year, for a game that cost them under
             | $100M to make.
             | 
             | So while I'm not surprised these multi-billion-dollars-of-
             | profit companies are so ready to squeeze as much money as
             | they can out of us, I don't attribute it to Tiny Tim
             | begging for enough money to live, but to Ebenezer Scrooge
             | hording as much money as he possibly can, no matter the
             | societal cost (or cost to himself).
        
               | Thaxll wrote:
               | > And on a more explicit point: God of War
               | 
               | You're taking the most succesful game on the most
               | successful platform as an example, not sure it's very
               | relevant for the thousands of games that get released
               | every year...
        
               | officeplant wrote:
               | Not every game is going to find success. We could do with
               | a lot less of the major publishers ideas of "pay us $80
               | after the battle pass for the same shit you've been
               | playing for 4 years with a new paint job".
               | 
               | If an independent company like New Blood can find success
               | simply by making good games and being a good company then
               | major publishers can follow suit or die off.
        
               | kbenson wrote:
               | And yet it's not the thousands of games that are released
               | each year that include extra advertising, but the the
               | largest and often most successful ones, because they know
               | they can get away with it, and they're the ones with a
               | built in audience to sell to advertisers.
        
               | [deleted]
        
             | nkozyra wrote:
             | > If memory serves, the nominal price of most video games
             | has not changed in about 30 years.
             | 
             | They have. Mario was $50, games generally run $60+.
             | 
             | The big difference? You don't need to manufacture a
             | cartridge anymore.
        
               | vkou wrote:
               | The other big difference is that the typical AAA title
               | isn't made on a budget of < $200,000 anymore.
        
               | falcolas wrote:
               | And yet, somehow, they're still making billions in
               | profits. That implies that sales are _still_ sufficient
               | to pay back the development and marketing process, and
               | still make profits.
               | 
               | My example I've used elsewhere in this thread: God of
               | War, a game without microtransactions, making $500M in
               | the first year for under $100M in development costs.
        
               | kbenson wrote:
               | No, Mario was $25 MSRP. See here[1] for some old copy
               | showing prices, the majority at $25, a few at $30 and
               | $35.
               | 
               | 1: https://www.quora.com/How-much-did-the-game-Super-
               | Mario-Bros...
        
               | kevin_thibedeau wrote:
               | You have to correct for inflation. 1986 Mario would be
               | $120 today.
        
               | falcolas wrote:
               | The generation-specific costs (cartridges) and margins
               | (physical retailer cuts, boxes, licensing fees) would
               | have also been corrected for inflation.
               | 
               | A bit of research shows an approximate $7 for developer
               | cut of each sale at the 1988 figures. Given the
               | approximate inflation adjustment, that becomes $18.20.
               | Given that cartridge, physical retailers, and boxes are
               | mostly gone, and even even with the deep licensing fees
               | of the platforms today (30%), a $50 game will make the
               | developer almost twice as much revenue as it did in 1988.
        
             | HideousKojima wrote:
             | The barriers to entry for developing, publishing, and
             | distributing a game have also plummeted, meaning there is
             | far more competition in the gaming industry. This _should_
             | lead to lower priced games.
        
               | qweqwweqwe-90i wrote:
               | Is this really true? Blockbuster games back in the day
               | were universally made by tiny teams.
        
             | nitwit005 wrote:
             | A price drop is expected with an audience expanding from
             | millions to billions, even if the cost of the average game
             | has shot up.
        
               | qweqwweqwe-90i wrote:
               | The best video games back then sold millions... just like
               | today/
        
             | marcodiego wrote:
             | You're ignoring how much bigger the market is today.
        
               | qweqwweqwe-90i wrote:
               | Cars have increased in price while the market has
               | increased...
        
           | officeplant wrote:
           | Ads in full priced Operating Systems as well. I hate modern
           | times.
        
       | dharmab wrote:
       | Tangent: SWAT 4 still has an active community including actively
       | developed mods. It's arguably the peak of the tactical shooter
       | genre (at the very least for indoor urban combat). It's also
       | still for sale on GOG.com.
        
         | mzs wrote:
         | MS fixed this. Also in the meantime the community created a DLL
         | that changed the server to localhost.
        
           | ddek wrote:
           | Which I'm sure many players will forget to remove.
        
         | nivenkos wrote:
         | I played through Elite Force a few months ago, it was great.
        
           | dharmab wrote:
           | I'm actually glad this came up into my feed, because I see
           | Elite Force had a new release this summer. My tactical gaming
           | group would love to do another playthrough.
        
       | smoldesu wrote:
       | Ubisoft has been really, _really_ bad about game preservation.
       | They 're up there with Activision/Blizzard with complete
       | indifference to their core audience. The 'right' thing to do
       | would be to open-source this game like iD did with the Quake
       | series: nobody is _actually_ buying this game anymore, and if you
       | really wanted to be a frugal bastard you could make the asset
       | /map files proprietary while releasing the engine to the
       | community. The current state is that nobody can really play this
       | though, so nobody wins.
       | 
       | Side note: is it possible to fix this by routing through a custom
       | DNS and spoofing the ad server? This seems like a pretty
       | rudimentary issue, and could probably be solved with the
       | technological equivalent of Krazy Glue and duct tape.
        
         | addingnumbers wrote:
         | > is it possible to fix this by routing through a custom DNS
         | and spoofing the ad server?
         | 
         | It says in the thread, they already fixed it by having the
         | madserver.net server reject connections.
         | 
         | Previously Microsoft parked it by having it handshake and send
         | empty replies, which worked for other madserver-seeking games
         | but choked these two.
         | 
         | Since switching to TCP rejects cleared the issue, a custom DNS
         | entry was probably a viable workaround before the upstream fix.
        
         | dharmab wrote:
         | I've been trying to replay Ghost Recon Future Soldier recently
         | and strongly agree. The hoops you have to jump through to get
         | co-op to work are ridiculous, including removing all but one
         | network interface (virtual or physical).
        
         | franknine wrote:
         | Reminds me of the great video from Nick Robinson talking about
         | Ubisoft pulled Driver: San Francisco from all digital
         | storefronts:
         | 
         | https://www.youtube.com/watch?v=RTkxzQDo0ng
        
         | falcolas wrote:
         | I read elsewhere that they have fixed it: blocking connections
         | succeeds where blackholing connections failed.
        
         | aequitas wrote:
         | > nobody is actually buying this game anymore
         | 
         | I think there are more than enough people who would pay a few
         | euro for the convenience of installing an old game on their
         | phone, console or modern OS straight from an App store or
         | website instead of going through instruction on Github for
         | free.
        
           | MaxBarraclough wrote:
           | Haven't you just described GoG? They're taking preservation
           | seriously, and as far as I know they're able to make a profit
           | doing so.
           | 
           | Would be great if they started pushing to release the source-
           | code of more games, but they're still much better than
           | nothing.
        
           | smoldesu wrote:
           | That's why I suggested they go the Quake route, forcing you
           | to own a copy of the game legally for you to dissect the
           | map/asset files, but also not blocking you from performing
           | rudimentary research on the engine if you so desire. They
           | didn't release the source so that other people could compile
           | their own versions (although ostensibly you could), but
           | moreso to encourage people to read the code and learn how
           | such a large, interconnected system functions. You can still
           | buy Quake 1 and 2 on Steam, and they'll probably run just
           | fine (Windows support is shaky these days). They're the same
           | as they were 20 years ago, so nobody is really getting gypped
           | when they pay for it. I personally think it's the best way to
           | distribute game source.
        
         | lovich wrote:
         | Even if no one is buying the game anymore, if they are playing
         | it that means they are filling their gaming "need" already and
         | are less likely to buy the new products being sold.
         | 
         | I don't agree with it, but I can't think of a single game
         | company that is not incentivized to obsolete their games much
         | the same way phone manufacturers are incentivized to obsolete
         | their phones
        
         | jon-wood wrote:
         | While I agree with you in principle, its often not as easy as
         | just releasing the code. Modern games are built upon many
         | different third party libraries handling anything from the user
         | interface through to physics, and I can see it not being worth
         | the legal wrangling to get licenses for those that allow
         | republishing.
         | 
         | Doom/Quake are a bit of an exception because iD have always
         | implemented basically everything themselves, dramatically
         | limiting how many third parties they'd have to negotiate
         | licenses with.
        
           | dharmab wrote:
           | Replace "id" with "Carmack". This is discussed in Masters of
           | Doom; Carmack's programming was so far ahead of their
           | competition and he was willing to live at the office nearly
           | 24/7.
        
           | zerocrates wrote:
           | And that exception doesn't really apply anymore: I'm pretty
           | sure the new Dooms have commercial middleware like anything
           | else, and they're no longer open-sourcing them. They haven't
           | even commercially licensed out the engine to anybody in
           | forever.
        
             | dharmab wrote:
             | To release Doom 3 as OSS, Carmack had to rewrite patent
             | encumbered parts of the code.
             | 
             | https://twitter.com/ID_AA_Carmack/status/136614459887202305
        
         | post_break wrote:
         | To this day I still can't play far cry 4 that I paid for on
         | windows 10.
        
       | nitwit005 wrote:
       | At least the games didn't blame the customer. I've hit several
       | websites that instructed me to disable my ad blocker, because the
       | ads they tried to serve failed to load.
        
       | sleibrock wrote:
       | I find this funny when just a short while ago, Microsoft was
       | having issues loading ads into Windows 11[1].
       | 
       | [1] https://www.ctrl.blog/entry/windows11-empty-taskbar.html
        
       | throwaway59553 wrote:
       | Shouldn't there be some fallback in place when the game can't
       | fetch the add from the server? I mean, it's one basic test
       | scenario they should have thought of.
        
         | wayoutthere wrote:
         | This is something they want to explicitly stop when they _can_
         | show ads to a user base, so why make a fallback that allows
         | users to pihole the ads?
        
           | ziml77 wrote:
           | You're assuming their motivations. As stated in the Twitter
           | posts, the issue only occurred when a connection to the
           | server was established, but the server returned an empty
           | response. Microsoft fixed the issue after being contacted
           | about it by making the servers completely refuse connections.
        
         | moviuro wrote:
         | Can't connect != Receives junk from the legitimate server. In
         | that case, "junk" was an empty response.
         | 
         | They did test the game with an unavailable ad server, but it
         | was still brittle (as in: not tested with badly formatted ads)
        
       | bserge wrote:
       | Imagine not being able to rewatch movies from the 50s-80s because
       | "the servers were shutdown".
       | 
       | This is what's gonna happen to a whole lot of modern games. What
       | a waste.
       | 
       | Only pirates can help them.
        
         | javajosh wrote:
         | OTOH these innovations in creating artificial scarcity is what
         | enabled the games to be funded in the first place. At least
         | this way they exist, and can (and will!) be rescued by the
         | hackers of the world.
         | 
         | EDIT: it's impossible to make money off of digital goods
         | without artificial scarcity. This is because data is naturally
         | not scarce. In the beginning, physical media allowed data goods
         | to piggy-back on the retail structures already in place.
         | Personal computing and the internet has mostly eliminated that
         | form of scarcity. New forms of scarcity have been invented,
         | some better than others (from the end-user perspective). Note
         | that this truth applies to FAANG as well. Facebook and Google's
         | fortunes have been built on the scarcity of ad space. Gaming
         | companies have invented ways to create scarcity ranging from
         | account-bound DRM (Steam, Battle.net), dongles, and always-on
         | phone-home requirement for the runtime. And more. All of these
         | technologies exist to extract money from something that is
         | naturally not scarce. And rather than hate that fact, consider
         | that without the ability to extract monetary value, these
         | projects would not have been executed in the first place. So
         | what's worse: a world in which we have excellent games hobbled
         | by money extraction mechanisms, or a world in which we don't
         | have excellent games? I know which one I prefer.
        
           | moron4hire wrote:
           | The games industry is more profitable than the movie
           | industry. I think they can figure out how to make games that
           | don't rot on people.
        
           | smichel17 wrote:
           | The production costs of digital goods are naturally scarce.
           | We "just" haven't (yet) figured out a good way to compensate
           | people for those, so we turn to artificial scarcity.
        
           | philipov wrote:
           | That view of things denies the possibility that people would
           | have found alternative solutions to problems if the abusive
           | solution didn't exist. In a word, it's short-sighted.
           | Competition tends to drive otherwise viable strategies to
           | extinction if a much easier one exists, and getting rid of
           | that dominant strategy can allow alternative strategies to
           | thrive.
        
           | pavel_lishin wrote:
           | > _OTOH these innovations in creating artificial scarcity is
           | what enabled the games to be funded in the first place._
           | 
           | Maybe I haven't had enough coffee, but I don't think I
           | understand.
        
             | dharmab wrote:
             | Speak to some gamedevs at various sizes of studios. You'll
             | hear stories like "We can make this game with
             | ads/microtransactions/DLC to fund part of the development,
             | or we can not make this game at all due to lack of
             | funding."
        
               | jeltz wrote:
               | And speak to the recotd labels during the Napster era to
               | hear thar no music would be made without CD sales.
        
             | Arainach wrote:
             | Modern AAA games are incredibly expensive. This isn't a few
             | devs doing late nights for a few months, it's hundreds of
             | designers, artists, level designers, developers, testers,
             | marketers, and more for long timelines. All of those people
             | need plenty of hardware, and they all collect salaries and
             | (hopefully) benefits.
             | 
             | You can't just quit your day job, live off your savings for
             | a bit, and make a game like this. You need a big team with
             | funding set up ahead of time, and that finding won't be
             | released - either by external investors or management at a
             | studio - unless you expect to make a return on that
             | investment.
        
               | pavel_lishin wrote:
               | I don't understand what artificial scarcity has to do
               | with it.
               | 
               | Are you saying that if old games didn't eventually break
               | because people didn't maintain them, new games wouldn't
               | be made?
        
               | Arainach wrote:
               | "Artificial scarcity" - which here is code for in-game
               | ads and DRM - helps encourage people to purchase the game
               | and guarantees revenue even in pirated copies. It doesn't
               | mean guaranteeing the game will eventually break, but it
               | does mean guaranteeing it will get a certain number of
               | sales/revenue for a period of time.
               | 
               | I was active in gaming in the early-mid CD-ROM era and
               | saw this in practice. If something can be trivially
               | pirated (copy the files on the disc to a new one) it will
               | be copied like wildfire. If it takes a bit more effort
               | (bad sectors that make naive copying fail, etc.) then
               | piracy won't go away but will become rarer. As the effort
               | to pirate becomes more intense, if buying it is easier
               | people will. If ads let you drop the price to a point
               | where it's more affordable, more people will choose to
               | pay it. Etc.
        
               | nerdponx wrote:
               | Games are also in a weird position compared to other
               | things that are expensive to develop, because a large
               | fraction of their target market either doesn't have a lot
               | of disposable income. Adult gamers with lots of money are
               | probably not abundant enough to justify raising prices.
               | 
               | That said, I'm not sure "artificial scarcity" is the
               | right way to think about this. No company is making money
               | off of five year old games. The fact that they connect to
               | an ad server has nothing to do with creating artificial
               | scarcity, it's just another revenue stream for the game
               | company.
        
               | alpaca128 wrote:
               | > No company is making money off of five year old games
               | 
               | GTA 5 came out in 2013 and sold 20 million copies last
               | year. Several games sold better after 5 years than most
               | others at release.
        
           | nightski wrote:
           | Yeah you'd need data to back that up. Game conglomerates are
           | making bad decisions left and right and yet are swimming in
           | profit.
        
             | dharmab wrote:
             | https://www.youtube.com/watch?v=VhWGQCzAtl8
        
               | nightski wrote:
               | That is a speculative argument, not data. While games
               | haven't increased in price the addressable market is
               | exponentially larger. In fact they have probably
               | benefited from keeping the price low.
               | 
               | The reason you see alternative monetization is because it
               | is so damn profitable, not because it is needed simply to
               | fund the games. Look at Warzone, brings in $5.2M per day.
               | There are countless other examples.
               | 
               | Investors want to go where there is maximum profit. But
               | that doesn't mean we need these schemes just for the
               | games to exist.
        
               | dageshi wrote:
               | I think the other reason, besides micotransactions being
               | more profitable, is it's just a better business model for
               | most companies. Having a reasonably predictable regular
               | income is preferable to a one off hit or miss of a single
               | player AAA game.
               | 
               | Companies like Sony still do it, but Sony gets a cut of
               | every transaction on their platform, so they have their
               | regular income as well.
               | 
               | Microsoft has sort of figured out a solution with
               | gamepass where they can make large offers to devs in
               | order to minimise their risk.
               | 
               | Whole industry is shifting towards it.
        
               | dharmab wrote:
               | It's not speculation. The data is NDA'd, but the authors
               | of that video are industry consultants who can give a
               | general opinion.
        
         | exporectomy wrote:
         | But there are movies that you can't rewatch because the company
         | didn't release them and isn't playing the film anymore.
        
           | TheSkyHasEyes wrote:
           | Neither of you are wrong. But this isn't good context since
           | the game was in their hands. Your example means the movie
           | isn't in your hands.
        
         | munk-a wrote:
         | A lot of really old games were unplayable without the manuals -
         | most of these have gotten fan-patches to disable the security
         | checks. I imagine we'll see something similar with more modern
         | games but for the always online features.
         | 
         | Usually with enough dedication you can track down and hack out
         | the activated code - and if an old DRM system falls into disuse
         | a lot of companies will just release the details on it making
         | it even easier to patch out.
        
           | dmos62 wrote:
           | An example I ran into recently is Far Cry 3. It's not that
           | old either. It has a coop campaign that's now unplayable due
           | to server disrepair. Invitations to lobby do not work.
        
         | dharmab wrote:
         | Pirates, modders and reverse engineering tools.
        
           | ajsnigrutin wrote:
           | When piracy is more user friendly than a paid service, the
           | service owners should take a step back and rethink what
           | they're doing.
        
       | dmix wrote:
       | Note: the last tweet in the thread said they emailed Microsoft
       | and they fixed it. So the games work again.
        
         | daveevad wrote:
         | > In September of 2021, the content server for Massive Ads
         | (http://madserver.net) started delivering blank content to
         | anyone that requested it. Presumably, Microsoft shut down the
         | service. Of course, this had the effect of knocking a few games
         | offline that couldn't understand the responses they were
         | getting. I sent a few emails to Microsoft and they were helpful
         | enough to refuse connections to the address. So as of now, you
         | should be able to play SWAT 4 again.
         | 
         | Neat fix - presumably an empty response blew up the XML parser
         | but ECONNREFUSED escapes to safer code?
        
           | onkoe wrote:
           | Bit unrelated, but I really like that domain name. Looks like
           | "mad"
        
           | dncornholio wrote:
           | Neat fix for a solution that was flawed to begin with.
           | Sending blank 200 response is a bad idea. If your service
           | stops, stop sending 200 status responses to any client.
        
             | dharmab wrote:
             | As I understand it, the blank 200s were needed for other
             | games which didn't handle the connect refusal as gracefully
             | .
        
               | darknavi wrote:
               | Right, the game shouldn't have crashed regardless of the
               | response from a web service, let alone an ad one.
        
           | kevingadd wrote:
           | It would have to handle ECONNREFUSED etc to work in offline
           | scenarios or on firewalled networks, I suppose?
        
             | pc86 wrote:
             | This makes sense since "rendered unplayable while connected
             | to the internet" sort of implies if you disabled your
             | internet, everything started working again.
        
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