[HN Gopher] The Making of Side 7: Gundam Evolution private serve...
       ___________________________________________________________________
        
       The Making of Side 7: Gundam Evolution private server project
        
       Author : Gamemaster1379
       Score  : 99 points
       Date   : 2024-04-15 19:51 UTC (1 days ago)
        
 (HTM) web link (1379.tech)
 (TXT) w3m dump (1379.tech)
        
       | squigz wrote:
       | "Otherwise please use the original title, unless it is misleading
       | or linkbait; don't editorialize."
       | 
       | https://news.ycombinator.com/newsguidelines.html
        
         | gnabgib wrote:
         | Article title & h1: _The Making of Side 7 | GUNDAM EVOLUTION
         | Private Server Project_ (it looks like op is Matthew Stanley)
        
         | dang wrote:
         | Thanks! We've changed the title now. (Submitted title was "If
         | you put server code in your live-service game client, expect
         | private servers")
        
       | Danieru wrote:
       | Unreal's highlevel of packaing and managing assets for years
       | meant modding was locked off. Unity games often shipped on PC
       | with loose files and hacking C# broke after each update but at
       | least was an option.
       | 
       | Over time the modding community has leverage this high level by
       | building unreal native tools. The net result has been the same
       | sort of cross tool use we saw with Gamebryo. Back with Gamebryo
       | the Civilization modding shared tools with sid meier's railroads
       | and even early skyrim and fallout modding.
       | 
       | Now the Unreal tools mean mods can be done in blueprint and
       | should not break after every update like C# based mods. Likewise
       | the common pak format used by unreal games (common because
       | consoles prefer the pak for faster loading), means mods can
       | replace files without overwriting files. Aka, mod conflicts
       | become a reference overwrite issue and not a file overwrite
       | issue.
       | 
       | As a developer of an unreal based game its pretty nice to know
       | modding is no longer locked out. You still need/should provide
       | the community with a modkit, but even those the community can
       | generate on their own if they care.
        
       | neilv wrote:
       | Companies should keep their servers running.
       | 
       | One of the reasons: if you want people to buy your next thing. (I
       | was fairly highly ranked online in one of the Ace Combat fighter
       | pilot franchise games, and had built a stable of planes in
       | another one. But when they shut down the servers for the previous
       | installment, after introducing a new one, I found I couldn't get
       | interested in investing in the new one, if it was only going to
       | get ripped out from under me like the previous.)
        
         | dingnuts wrote:
         | this is fair but I would also really love to see the problem
         | solved at the regulatory level for companies that go out of
         | business, too
         | 
         | all abandonware -- including server code -- should enter the
         | public domain when certain criteria are met
         | 
         | hell, the whole practice of rights holders choosing to stop
         | distributing media that could be distributed by fans at very
         | low cost -- like the Disney vault or the recent fiasco with
         | Coyote vs ACME -- is an affront to art preservation and to art
         | and to creatives and society in general and should be stopped.
         | 
         | free the media! if you won't sell it, you should have to let
         | others distribute it for you
         | 
         | quibble about details but in general stuff like Ubisoft
         | deleting The Crew should be illegal
        
           | golergka wrote:
           | Server code often includes proprietary third party software
           | that cannot be legally open sourced, or depends on licences.
           | Do you think game fans will pay Oracle prices?
        
             | exe34 wrote:
             | The law can open source any code. It means that in the
             | future the companies using such code might decide to use
             | code they own or the people selling them that code might
             | charge more upfront. But the market will adjust.
        
               | golergka wrote:
               | One way of adjusting is never legally releasing the game
               | in a country with such laws.
        
             | pmontra wrote:
             | If that third party code must go in products that must
             | eventually become open source, they won't be able to sell
             | that code and it will be replaced by open source one
             | because of market pressure.
        
             | dspillett wrote:
             | The code owned by the company could be released without
             | those proprietary libraries (or code, if embedded
             | directly). The game fans would then need make/source a
             | drop-in replacement or remove the need (if the 3rd party
             | code is something like DRM then they'll do the latter).
             | This is of course work, but less work than replacing the
             | whole server-side perhaps making it at least practical.
             | 
             | Of course it might not even be as easy as that, depending
             | on how the code itself was contracted out and how the
             | rights were distributed around parts of a larger company
             | that might have since split & merged a few times, it could
             | be difficult to make sure such a release only contained
             | what it legally can.
        
           | nkrisc wrote:
           | I completely disagree that rights holders should be required
           | to distribute media or lose the rights.
           | 
           | It essentially means if you create something, it's not yours
           | unless you are actively selling it?
           | 
           | As for online games, I think the ephemeral nature and limited
           | lifespan of the game should be forced to be very clearly
           | advertised at point of sale, not hidden in an EULA.
           | 
           | The fact you can't play them forever isn't a problem, but
           | consumers need to be aware. That said I don't know how much
           | difference it would make. I think most consumers would not
           | care. I know the online games I play will go away one day and
           | I still pay for and play them. Why? Because I don't care. I
           | was never going to play them forever even if they were around
           | forever, so I don't care if they go away. The only difference
           | I'd really like to see is a minimum guaranteed service period
           | and a full refund if that isn't achieved.
        
             | pricechild wrote:
             | > It essentially means if you create something, it's not
             | yours unless you are actively selling it?
             | 
             | What is inherently wrong with this?
             | 
             | Why _should_ someone own an idea, just because they had the
             | idea first? I think most people would agree with paying
             | people for their work, and the benefits to society of
             | providing some protections.
             | 
             | But this whole discussion is around where to draw that line
             | and you seem to be starting from "ultimate control by
             | originator" wheras others would perhaps start at "ultimate
             | gift to society"?
        
               | nkrisc wrote:
               | We're not talking about ideas, we're talking about
               | creative works.
               | 
               | We could do it any way we want, but I don't see the
               | problem with not selling something.
               | 
               | I have created creative works. Should I be forced to sell
               | them or lose the rights to do so exclusively in the
               | future when I see fit?
        
               | pricechild wrote:
               | > We're not talking about ideas, we're talking about
               | creative works.
               | 
               | I'm not sure I understand a distinction between "ideas"
               | and "creative works"?
        
               | Scion9066 wrote:
               | At least in the US, having intellectual property
               | interests isn't about authors having control over every
               | aspect of their works in a moral sense but the public
               | benefiting from the investment in and creation of new
               | works through a limited-time monopoly (from the
               | constitution): "To promote the Progress of Science and
               | useful Arts, by securing for limited Times to Authors and
               | Inventors the exclusive Right to their respective
               | Writings and Discoveries."
               | 
               | If you aren't selling them or otherwise making them
               | available to the public, why should the public/government
               | give you any extra control over them in the legal system?
        
               | ToValueFunfetti wrote:
               | Let's say you're Pablo Picasso and you have a sketchbook
               | from your early years. You get very successful and
               | suddenly the public wants to see your sketchbook. You
               | want to sell the book, but the law says you don't own the
               | rights because you didn't sell it X years ago. So you
               | just keep it, and the public doesn't benefit.
               | 
               | Alternatively, the law compels you to give it away.
               | Little Bobby Picasso, your five-year-old, brings home
               | some stick figures that they drew in kindergarten. In
               | order to be compliant with the law, you now have to give
               | that drawing to the public after X years, along with
               | thousands of others. Presumably also the photos you took
               | of Bobby's first day of school, the song you made up in
               | the shower that morning, and the bedtime story you
               | improvised that night, as they are creative works as
               | well.
        
               | Scion9066 wrote:
               | In the Picasso example, if the you weren't selling your
               | sketches before, then the potential copyright rights were
               | likely not the incentive needed to create the work in the
               | first place, practicing your craft was. Also, just
               | because you don't have a copyright doesn't mean you can't
               | sell it. In this use it or lose it hypothetical system of
               | copyright, it just means that you can't prevent others
               | from using and building off that work. I'll also note
               | that even actual modern copyright treats unpublished
               | works differently than published ones. In the context of
               | the article about live-service games, your sketchbook
               | example would be more like an unpublished game like
               | 0x10c. I'll agree that there might be reasons to still
               | treat published works differently than unpublished ones.
               | 
               | In your second example, again it would be about extra
               | exclusivity rights you get from copyright, not anything
               | you necessarily need to do for every slightly creative
               | act you're involved in. If you were never going to assert
               | copyright on those, why should there need to be copyright
               | protections provided by the public?
               | 
               | In general, the way I was mainly thinking of this kind of
               | potential requirement was for things that have already
               | been distributed to the public but then no longer
               | supported/sold. I see things being made part of the
               | culture by being released but then becoming totally
               | unavailable to be one of the worst things that can happen
               | to creative works when we now have the technology and
               | capability to preserve everything.
        
             | account42 wrote:
             | If you create something it is already not yours now.
             | "Intellectual property" is not property. You are only given
             | a limited time monopoly over distribution in order to
             | encourage more creation to further the commons. If you take
             | your past creations out of the commons you have broken that
             | deal so why should the rest of society keep up their part?
        
             | taskforcegemini wrote:
             | full refund as an alternative sounds fair
        
             | antifa wrote:
             | > It essentially means if you create something, it's not
             | yours unless you are actively selling it?
             | 
             | It would be cool/wise if this rule applied strictly and
             | harshly for large game devs with regular mass layoffs and
             | massive profit margins, but not to struggling indie devs.
        
           | zamalek wrote:
           | > all abandonware -- including server code -- should enter
           | the public domain when certain criteria are met
           | 
           | The problem is that 99% of the time it contains licensed code
           | from an entity that is not going out of business, and who's
           | going to pay the person who has to separate in-house and
           | licensed?
        
       | gryn wrote:
       | Even if you don't if your game is popular enough they will
       | reverse engineer the server-client communication protocol.
       | 
       | The only place where I see that not happening is the future where
       | game are 100% streamed and your computers is just a screen +
       | controller (stadia 2.0). Then they'll have to settle for knock
       | off clones of your game.
        
         | michaelsalim wrote:
         | By the time games are 100% streamed, maybe AI will be good
         | enough to recreate games just by screen recording. Who knows.
        
           | rpigab wrote:
           | In theory, if AI was really crazy good, which I don't think
           | will happen anytime soon or at all, it would be able to let
           | you play the game, without any code being written other than
           | the AI. Describe your game, connect inputs, and the model
           | will make up some video and audio output through generative
           | diffusion models. The challenge might be that it's way easier
           | to do if you can let the AI have time to process each
           | request, as opposed to having to react to many inputs per
           | second.
           | 
           | It might require the entire power output of a medium-sized
           | country to play a game, though.
        
           | planede wrote:
           | Related: https://news.ycombinator.com/item?id=39355944
        
           | account42 wrote:
           | Game streaming is not a technology problem, it's a physics
           | problem. You'd need to have servers close to any potential
           | playes.
        
         | thrdbndndn wrote:
         | I've heard of this, but always wondering: how can these
         | reverse-engineering based private servers be accurate?
         | 
         | Like, reverse engineering the communication protocol is easy,
         | or at least pretty feasible. But how do you acquire server-side
         | data? Like raw probability tables for certain event? Not to
         | mention the game logic itself. Some of them obviously can be
         | fetched or guessed by using the live server, but it can't be
         | comprehensive.
         | 
         | I've (superficially) involved in certain private servers like
         | WoW 15 years ago, but AFAIK they just used leaked server-side
         | software (usually from a foreign agency) than reverse
         | engineering.
        
           | JohnMakin wrote:
           | In the absence of hard data you just have to guess - take a
           | look at the SWG Emu project. They had to have historians go
           | through decades old archived threads to try to reverse
           | engineer how the game actually worked, I'm not sure the
           | status of the project now but it did indeed take many, many
           | years to even come close to a compareable experience to the
           | original.
        
       | Sakos wrote:
       | > Fortuitously, the creators of "GUNDAM EVOLUTION" provided a
       | timely notice about the game's end of service (EOS), affording me
       | ample opportunity to start capturing game data packets
       | 
       | This is always one of the biggest issues with trying to make a
       | private server. Ideally, we should be proactively capturing game
       | data packets and archiving them for every game that has an online
       | component, to ensure that somebody in the future will have that
       | available if they're interested in developing a private server
       | for whatever game.
        
         | ineedaj0b wrote:
         | I helped push someone to make this happen. Didn't have enough
         | free time myself. Glad to see it happen.
         | 
         | Projects like these are great stepping stones into learning how
         | to code for younger kids and adults :)
        
         | pacifika wrote:
         | Preserving packets. That would be an interesting internet
         | archive software project
        
       | misiek08 wrote:
       | The game itself looks good. Playing bugger BF 2042 its sad to see
       | such polished (comparing to EA crap) product goes so fast into
       | EOL :(
       | 
       | Like others said - do you kill your product and probably company?
       | Open source it :)
        
       | TazeTSchnitzel wrote:
       | I think it's common for multiplayer game engines to implement
       | single-player by running a local server on loopback (or via an
       | equivalent internal mechanism). At the very least, I believe the
       | Source Engine and Minecraft do this. Perhaps Unreal Engine does
       | this also, and if so, that might be why the client has server
       | functionality.
        
         | Gamemaster1379 wrote:
         | For live service games, self-hosting is increasingly uncommon.
         | During the Source era of Team Fortress 2, Half-Life Deathmatch,
         | etc, self-hosting was certainly a thing. But in the modern era,
         | games like Overwatch 2 have no means to be a server or listen
         | server. Even "custom games" where you can make your own game
         | mode and do fun, arcadey-style things connect to a dedicated
         | server.
         | 
         | For things that are "single player", (e.g. Tutorials/Practice),
         | I agree with you that it's to be expected that some sort of
         | mock-loopback is likely stood up. But what was unusual in this
         | situation is the _entirety_ of the code is there, to the point
         | it even would bind to a UDP port and handle full bi-directional
         | UDP communication.
         | 
         | I would expect that for something like this, they'd include a
         | trimmed down version, and not ship the _entire_ thing.
        
       ___________________________________________________________________
       (page generated 2024-04-16 23:01 UTC)