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nerdjon 1 hours ago [-]
This is basically advocating for open source games which is a completely different story than what stop killing games is trying to do.
There are tons of closed source games that have zero online component to them.
I don't see how you can actually argue that this is a good thing, especially when they say:
> The freedom to redistribute copies so you can help others.
That... basically kills the entire gaming industry.
Am I missing something serious here or is this really trying to advocate for that.
F3nd0 47 minutes ago [-]
> That... basically kills the entire gaming industry.
>
> Am I missing something serious here or is this really trying to advocate for that.
What you might be missing is that the author advocates for free software (which is framed differently from open source), while games typically aren’t pure software, but rely very heavily on art assets. The movement for free software traditionally draws a distinction between software and art. This means that only the software part of each game would need to be distributable, not the entire game.
It uses an independent reimplementation of the code of a Zelda game from the GameCube and combines them with the assets from the actual game to make native binaries for various platforms, which blows my mind a bit but demonstrates the power of this sort of split abstraction.
F3nd0 37 minutes ago [-]
Yes! And there are many other re-implementation projects, like OpenMW, OpenGothic, fheroes2, and others, which allow you to play the games if you can provide the original assets. Largely for older games, but the point stands.
OpenMW has been on my list to try out for a while now, I should have thought of that one. I hadn't heard of OpenGothic, but I also only recently started learning about that game at all with the remake coming out soon, so I might need to add that to my list as well!
This makes me think, is there one of those "awesome" lists for open game reimplementations? If not, someone should make one...
F3nd0 21 minutes ago [-]
Yes, there is <https://osgameclones.com/>. Note that not all of the listed games are free software, but many are.
worble 23 minutes ago [-]
Luxtorpeda maintains a pretty comprehensive list of game reimplementations
> That... basically kills the entire gaming industry.
> Am I missing something serious here or is this really trying to advocate for that.
My reading of this was it was in terms of multiplayer games and servers. It was that the server should be freely redistributable and accessible. Much like you can download and run a minecraft server without owning a minecraft license.
The next sentence
> A multiplayer game cannot survive if only one person has the server files.
john_strinlai 51 minutes ago [-]
this was written (or 'output') by someone (or something) that clearly has not thought of the knock-on effects of those freedoms.
they sound great in theory, but in practice exactly one person will buy the game that cost millions to produce, put it up on a website for free, and then the studio will say "well, never doing that again".
by all means i 100% agree that an ostensibly single player game should not be locked behind a login or telemetry, and that platforms like steam should not be able to lock you out of playing games you paid for. but i dont think forcing the whole free software thing would work out how the author is imagining it.
figmert 42 minutes ago [-]
As the article mentions, these arguments are basically all the arguments of the FSF, and everything Richard Stallman pushed for since the 80s. So yes, there has been plenty of thought, scrutiny, improvements, etc. 40 years of it in fact.
john_strinlai 35 minutes ago [-]
>So yes, there has been plenty of thought, scrutiny, improvements, etc. 40 years of it in fact.
what percent of businesses follow the FSF freedoms and turn a profit?
i would love it if i could get all my games for free, and legally give additional copies to all my students, family, and friends. but the developers pumping out those games probably want to see some sort of return more substantial than whatever trickles into their ko-fi account. they'll just stop developing games and go into CRM software or whatever.
F3nd0 41 minutes ago [-]
> […] in practice exactly one person will buy the game that cost millions to produce, put it up on a website for free, and then the studio will say "well, never doing that again".
This is exactly what has been happening for years, only illegally. If it became legal, I imagine far less people would end up buying the game, though probably still more than just one.
But again, games are more than just software, so the four freedoms do not enable this.
40 minutes ago [-]
luqtas 43 minutes ago [-]
you don't need to liberate your project to GPL or whatever OSS to let users distribute them via torrent or at least being able to backup the DRM-free installer... i bet most if not all AAA games have their crack into the pirate land in less than a week after or even before release
xmprt 29 minutes ago [-]
> redistribute copies
I read this more as game sharing. For example, say I buy a game and my friend also wants to play the game. In the past, I could just give them the disk and we both enjoy it. But today, with DRM and one use keys, this isn't possible. The game industry survived 20 years ago so there's no reason it can't survive without DRM and with sharable keys.
john_strinlai 21 minutes ago [-]
>For example, say I buy a game and my friend also wants to play the game. In the past, I could just give them the disk and we both enjoy it.
the difference being that only one person could enjoy it at a time. the math is a bit different when one person can put a copy of their game up online and let thousands of people enjoy it for free at the same time.
there is a happy medium somewhere between intrusive DRM and demanding games be free.
jl6 21 minutes ago [-]
Game budgets were a lot lower 20 years ago, so maybe modern AAA games with $100m+ budgets can only exist in a world where every possible customer can be maximally shaken down.
felipellrocha 33 minutes ago [-]
To be fair, the legislation also kills any sort of multiplayer games, so it's in the same spirit. It just takes the idea to its logical conclusion. As a game developer, if this thing passes, I would just not build multiplayer ever anymore.
dijit 26 minutes ago [-]
as a game dev myself, agreed.
I’m guessing nobody here has ever actually tried to make games, let alone multiplayer ones. It’s not “oh just make it better” we’re usually already stretching the limits of what’s possible financially and time wise to get a working (fun) product.
You can add burdens all you want, but that means the games get simpler.. because they can’t be made cheaper (price sensitive customers) and time is finite in that context. something has to give.
F3nd0 15 minutes ago [-]
As not a game dev myself, may I ask for clarification? How does ‘Stop Killing Games’ legislation kill any sort of multiplayer games specifically? Aren’t there already games which don’t have the problem the movement is trying to solve? Wouldn’t it only require action from you if you were trying to kill multiplayer in the first place? I feel like I may have misunderstood your point or am just lacking a lot of important insight.
ryandrake 48 minutes ago [-]
If I subscribe to a service for $M/mo, I expect that service to work as long as I pay for it. If the maintainer of that service decides to turn it off and no longer charge me money, then so be it. I subscribed with eyes open about the lifetime that $M got me.
If I buy a product for $N one-time charge, I expect that product to work basically forever, until it physically breaks or wears out. I have woodworking tools over 50 years old. I would never expect Craftsman to sneak into my garage one day and destroy them because "they're old and unsupported and I should just buy new ones." I don't expect Toyota to repossess my car because it's hard to supply parts for old cars and they really just need me to buy another one.
So why is it OK for a software developer to just arbitrarily decide to flip a switch and remove my ability to use a product I paid for?
EDIT: I realize I am arguing for subscription pricing for software, which I am generally against. But for a game that requires a server operating in order to function, perhaps subscription pricing is more appropriate at least for that kind of game. It's still not appropriate for games or tools that run natively and don't have a significant reason for their logic to reside in a server.
delichon 32 minutes ago [-]
Because we don't have a right to a continuing service that requires their labor unless they agreed to it. A buyer should discount the value of products that rely on ongoing services accordingly.
See also 'Juicero'.
ryandrake 23 minutes ago [-]
If a software requires a server component that is costly to run, then I would expect the software developer to charge a subscription in order to use it, rather than offering it as a one-time charge and then destroying it when they realize letting me continue to use it is costly.
jasonlotito 13 minutes ago [-]
> Because we don't have a right to a continuing service that requires their labor unless they agreed to it
There are carve-outs in the legislation for this. It's a moot point.
0xy 28 minutes ago [-]
Why do you deserve free labor from a game developer that you paid a nominal amount to 10 years ago, not to mention infrastructure costs.
At no point did you purchase unlimited free online service forever, by the way. The game developer did not promise that, and you hold no contract with them mandating free labor and infrastructure perpetually.
It's the equivalent of paying $10 to enter an all-you-can-eat restaurant and complaining when they kick you out at 10pm while you say that you haven't technically had ALL you can eat yet.
cogman10 50 seconds ago [-]
I purchased a toy that I expect to be able to continue playing with long after the company that made that toy loses interest in it. I don't expect the company to run servers for my toy, I can do that if they gave that opportunity.
The way the industry currently operates is you show up to an all you can eat buffet, pay your $10, and then they give you a 30 page contract that you have to sign before you can start eating. You are further SOL if you sign that contract at 4:40 and they decide "well, today we are going to close at 5pm because there's not enough people here. This isn't profitable to us".
ryandrake 21 minutes ago [-]
I'm not asking for free labor. I'm asking that if someone sells me a product for a one-time cost, then I expect that product to continue working as it did when I bought it. If ensuring it "continues working" represents a cost to the developer, then they should reconsider charging one-time for the product.
stronglikedan 8 minutes ago [-]
> they should reconsider charging one-time for the product
You wouldn't be able to afford it. It's well known at the time of purchase that online games will eventually become obsolete. Comparing that to tools is comparing apples to oranges.
Now, I do think that game companies should be compelled to make their servers available for others to host and maintain if they decide to stop hosting and maintaining them themselves. Some do, but all should be required to.
13 minutes ago [-]
jasonlotito 15 minutes ago [-]
> At no point did you purchase unlimited free online service forever, by the way.
The legislation specifically carves out for things like this.
> Why do you deserve free labor from a game developer that you paid a nominal amount to 10 years ago, not to mention infrastructure costs.
The legislation doesn't add this requirement at all.
> It's the equivalent of paying $10 to enter an all-you-can-eat restaurant and complaining when they kick you out at 10pm while you say that you haven't technically had ALL you can eat yet.
No. It's paying $10 and eating until 10pm and then leaving because they are done.
Your entire comment just reads as someone who has made assumptions about what is being asked for rather than actually looked into it.
Just the opening of your first two paragraphs proves that.
42 minutes ago [-]
CobrastanJorji 5 minutes ago [-]
For a multiplayer game, especially for something like an MMO where there's lots and lots of content that exists only on the server, there's an interesting question. How do you keep the game going? Do you force the company to release a full working server with all of its content? I'm not opposed to that, but it's a much taller ask than "allow the end users to keep using their clients."
But then who's allowed to run servers? Can I modify the servers and mod them and republish my changes? Does killing the game also need to cancel any copyright on any server-side assets?
roywiggins 59 minutes ago [-]
Pangram flags this as 100% LLM output fwiw
brendanfinan 57 minutes ago [-]
I am beyond tired of reading "This isn't X. It's Y"
that happens at the end of nearly every paragraph here
wilg 57 minutes ago [-]
WIW: nothing
krupan 19 minutes ago [-]
The discussion here is amazing! Takes me right back to the early days of Linux and discovering Free Software. How will developers eat?? Who would write software for free?? These people clearly didn't think this through!! Amazing to hear it all again, lol!
Let's think about it. Free software just applies to the source code. Artwork, logos, even trademarked names are not Free. Support, services, and documentation can also be non Free. This is the Red Hat business model and they make a ton of money.
Right now several very popular games are free or almost free to install and play. The game studios make money off of in game purchases. There's no reason that couldn't continue.
Games could be Free but connecting to the server for multiplayer would of course cost money.
What about anti cheating? I think motivated software engineers working together around the world could come up with solutions to this. Or (and?), good social engineers could come up with incentives/punishments that heavily encourage fair play. I worry about this one the least. Here's one idea that my son just made me aware of this morning. Some game he was playing allowed him FPV of his teammates after he was eliminated from the round. He saw his teammate could see through walls. This angered my son and he called the teammate out. The cheating was defeated.
Idiots putting their noses where they don't belong. We do not need legislation for this. It would kill the gaming industry.
wegwerper 50 minutes ago [-]
Wonder why this author felt the need to destroy his article with LLM content / proofreading?
Submissions on HN with interesting titles keep ending up being revealed as AI slop halfway down towards them making their point.
Authors: you don't need this. Don't disrespect your reader's time with LLM slophancement.
2001zhaozhao 57 minutes ago [-]
> If you're a gamer who has watched a $70 purchase turn into a useless desktop icon overnight, you're entirely justified in your outrage.
If you're a gamer whose game became unplayable from cheaters running hacked clients because the game's developer decided to share their source code online, you're entirely justified in your outrage.
wilg 55 minutes ago [-]
It should be legal to make and sell proprietary software with whatever server entanglements you want as long as they are clearly disclosed.
If customers and care about open source and free software games, they will support them. There is no need to dictate the funding model people want to use for art or software products. This is an industry with an unbelievable amount of competition.
59 minutes ago [-]
applfanboysbgon 59 minutes ago [-]
> What gamers are actually experiencing is the inherent injustice of proprietary software.
The inherent injustice of developers being able to eat? The entire reason we're in this mess of a field is because of this ideological purity crusade. We could have a world where independent developers make a modest living producing good software that people pay a reasonable amouunt for, but because everyone expects everything for free, the majority of developers are forced into working for soulless corporations, who make the money that pays their salaries with the most predatory software imaginable, spamming ads, tracking, and microtransactions all over "free" software.
You also always have control over the programs that run on your own computer. Reverse engineer it if you care; the tools have always been there. The article mentions DRM, which is almost always bypassed, and private servers, which people do host -- so where's the lack of control, exactly? You just feel entitled to be given everything on a silver platter, you can't even be bothered to put effort into taking free stuff. Give me a break.
To be clear, I am fully in support of Stop Killing Games. Especially given the annoying copyright regime around hosting private servers, legislation to mandate some kind of fallback for termination is helpful. But trying to pin this cause to this horrible movement that has done 100x more harm than good? No thanks.
F3nd0 25 minutes ago [-]
> You also always have control over the programs that run on your own computer. Reverse engineer it if you care; the tools have always been there.
It’s never been about what’s possible in theory, but what’s feasible in practice. By the same kind of logic you apply here, every country in the world is as good as democratic because you can work your way to free elections eventually, even if it takes a while.
applfanboysbgon 23 minutes ago [-]
The literal next sentence after your quote was addressing the feasibility, of which it is clearly feasible because people actually are reverse engineering games at scale.
F3nd0 9 minutes ago [-]
The point I was trying to make is that understanding and modifying software to do your bidding is significantly more feasible if you already have the source code than if you have to reverse-engineer it yourself, to an important degree.
triyambakam 59 minutes ago [-]
Every time I read this I think it means to "stop games that promote killing"
1 hours ago [-]
tosti 1 hours ago [-]
Yes, please. Also ask yourself why that old tumble dryer, fridge, amplifier, vacuum cleaner and water cooker from 40+ years ago refuse to die while modern units die about the same week the warranty expires.
They make you buy new or else the manufacturers fear going out of business. It's just sad that this has extended to practically everything.
truelson 1 hours ago [-]
Not always planned obsolescence. Good ol' "only the cheapest survive" plays a role, too.
paulryanrogers 1 hours ago [-]
Never heard that phrase. I think their point is the most cheaply made units aren't surviving into the future. They're just getting replaced often.
Unless perhaps it means only companies selling the cheapest are surviving. Which also doesn't seem broady true.
Maybe we can say "whoever sells the cheapest acceptable units survives".
krupan 14 minutes ago [-]
Amazing nitpicking of the phrase, well done
triyambakam 1 hours ago [-]
A variation of Hanlon's Razor
econ 58 minutes ago [-]
I have a vision for an art exposition where common tools and household items are enriched with remote shut down technology. Devices that have no business being smart like a hamer, a tire iron, a lug Wrench and perhaps shoes.
The entrance will feature the obvious candidates that normally use electricity then gradually transition into things like a manual powered citrus juicer for which the battery is only for contract enforcement and planned obsolescence
everyone 50 minutes ago [-]
Apparently one reason cars from the 90's last longer than new ones (which almost always fail in some way immediately after warranty expires) is the advancement and increased usage of computer modelling / simulation.
In the 90's they had pretty much mastered car manufacturing and made parts which they were certain would outlast the warranty, erring on the side of caution they mostly ended up making parts that lasted much longer than the warranty.
Now, with computer modelling and simulations, they can accurately design a part to be as cheap as possible to make while being just durable enough to last for the duration of the warranty.
D4A did a good video on it.. https://youtu.be/SeMZGICNSMg?si=sideQIwNBr9s9QW6
wilg 52 minutes ago [-]
Is there evidence this is actually true? When I’ve looked I’ve found the historical reliability is overstated and also ignores cost, availability, and environmental impact of manufacturing and using newer appliances and devices. Lots of older things were heavy, resource intensive, and overbuilt. Quality items are still available today for all of this stuff, probably cheaper than in the past in most cases.
mohamedkoubaa 23 minutes ago [-]
I'm confused, does the author (or prompter, it would seem) of this article really feel entitled to game servers running indefinitely?
Gamemaster1379 18 minutes ago [-]
> or if it is illegal to modify the game client to point to a fan-run server
This would suggest entitlement to be able to allow the game to function in any capacity. They aren't expecting the developer to host it, but the legal right of someone to host it and the capacity for anyone to direct their client to it.
There are tons of closed source games that have zero online component to them.
I don't see how you can actually argue that this is a good thing, especially when they say:
> The freedom to redistribute copies so you can help others.
That... basically kills the entire gaming industry.
Am I missing something serious here or is this really trying to advocate for that.
What you might be missing is that the author advocates for free software (which is framed differently from open source), while games typically aren’t pure software, but rely very heavily on art assets. The movement for free software traditionally draws a distinction between software and art. This means that only the software part of each game would need to be distributable, not the entire game.
It uses an independent reimplementation of the code of a Zelda game from the GameCube and combines them with the assets from the actual game to make native binaries for various platforms, which blows my mind a bit but demonstrates the power of this sort of split abstraction.
https://openmw.org/
https://github.com/Try/OpenGothic
https://ihhub.github.io/fheroes2/
That is impressive there is OSS Gothic 2
I wonder if its legal, how is it MIT
This makes me think, is there one of those "awesome" lists for open game reimplementations? If not, someone should make one...
https://luxtorpeda.org/packages
> Am I missing something serious here or is this really trying to advocate for that.
My reading of this was it was in terms of multiplayer games and servers. It was that the server should be freely redistributable and accessible. Much like you can download and run a minecraft server without owning a minecraft license.
The next sentence
> A multiplayer game cannot survive if only one person has the server files.
they sound great in theory, but in practice exactly one person will buy the game that cost millions to produce, put it up on a website for free, and then the studio will say "well, never doing that again".
by all means i 100% agree that an ostensibly single player game should not be locked behind a login or telemetry, and that platforms like steam should not be able to lock you out of playing games you paid for. but i dont think forcing the whole free software thing would work out how the author is imagining it.
what percent of businesses follow the FSF freedoms and turn a profit?
i would love it if i could get all my games for free, and legally give additional copies to all my students, family, and friends. but the developers pumping out those games probably want to see some sort of return more substantial than whatever trickles into their ko-fi account. they'll just stop developing games and go into CRM software or whatever.
This is exactly what has been happening for years, only illegally. If it became legal, I imagine far less people would end up buying the game, though probably still more than just one.
But again, games are more than just software, so the four freedoms do not enable this.
I read this more as game sharing. For example, say I buy a game and my friend also wants to play the game. In the past, I could just give them the disk and we both enjoy it. But today, with DRM and one use keys, this isn't possible. The game industry survived 20 years ago so there's no reason it can't survive without DRM and with sharable keys.
the difference being that only one person could enjoy it at a time. the math is a bit different when one person can put a copy of their game up online and let thousands of people enjoy it for free at the same time.
there is a happy medium somewhere between intrusive DRM and demanding games be free.
I’m guessing nobody here has ever actually tried to make games, let alone multiplayer ones. It’s not “oh just make it better” we’re usually already stretching the limits of what’s possible financially and time wise to get a working (fun) product.
You can add burdens all you want, but that means the games get simpler.. because they can’t be made cheaper (price sensitive customers) and time is finite in that context. something has to give.
If I buy a product for $N one-time charge, I expect that product to work basically forever, until it physically breaks or wears out. I have woodworking tools over 50 years old. I would never expect Craftsman to sneak into my garage one day and destroy them because "they're old and unsupported and I should just buy new ones." I don't expect Toyota to repossess my car because it's hard to supply parts for old cars and they really just need me to buy another one.
So why is it OK for a software developer to just arbitrarily decide to flip a switch and remove my ability to use a product I paid for?
EDIT: I realize I am arguing for subscription pricing for software, which I am generally against. But for a game that requires a server operating in order to function, perhaps subscription pricing is more appropriate at least for that kind of game. It's still not appropriate for games or tools that run natively and don't have a significant reason for their logic to reside in a server.
See also 'Juicero'.
There are carve-outs in the legislation for this. It's a moot point.
At no point did you purchase unlimited free online service forever, by the way. The game developer did not promise that, and you hold no contract with them mandating free labor and infrastructure perpetually.
It's the equivalent of paying $10 to enter an all-you-can-eat restaurant and complaining when they kick you out at 10pm while you say that you haven't technically had ALL you can eat yet.
The way the industry currently operates is you show up to an all you can eat buffet, pay your $10, and then they give you a 30 page contract that you have to sign before you can start eating. You are further SOL if you sign that contract at 4:40 and they decide "well, today we are going to close at 5pm because there's not enough people here. This isn't profitable to us".
You wouldn't be able to afford it. It's well known at the time of purchase that online games will eventually become obsolete. Comparing that to tools is comparing apples to oranges.
Now, I do think that game companies should be compelled to make their servers available for others to host and maintain if they decide to stop hosting and maintaining them themselves. Some do, but all should be required to.
The legislation specifically carves out for things like this.
> Why do you deserve free labor from a game developer that you paid a nominal amount to 10 years ago, not to mention infrastructure costs.
The legislation doesn't add this requirement at all.
> It's the equivalent of paying $10 to enter an all-you-can-eat restaurant and complaining when they kick you out at 10pm while you say that you haven't technically had ALL you can eat yet.
No. It's paying $10 and eating until 10pm and then leaving because they are done.
Your entire comment just reads as someone who has made assumptions about what is being asked for rather than actually looked into it.
Just the opening of your first two paragraphs proves that.
But then who's allowed to run servers? Can I modify the servers and mod them and republish my changes? Does killing the game also need to cancel any copyright on any server-side assets?
that happens at the end of nearly every paragraph here
Let's think about it. Free software just applies to the source code. Artwork, logos, even trademarked names are not Free. Support, services, and documentation can also be non Free. This is the Red Hat business model and they make a ton of money.
Right now several very popular games are free or almost free to install and play. The game studios make money off of in game purchases. There's no reason that couldn't continue.
Games could be Free but connecting to the server for multiplayer would of course cost money.
What about anti cheating? I think motivated software engineers working together around the world could come up with solutions to this. Or (and?), good social engineers could come up with incentives/punishments that heavily encourage fair play. I worry about this one the least. Here's one idea that my son just made me aware of this morning. Some game he was playing allowed him FPV of his teammates after he was eliminated from the round. He saw his teammate could see through walls. This angered my son and he called the teammate out. The cheating was defeated.
Submissions on HN with interesting titles keep ending up being revealed as AI slop halfway down towards them making their point.
Authors: you don't need this. Don't disrespect your reader's time with LLM slophancement.
If you're a gamer whose game became unplayable from cheaters running hacked clients because the game's developer decided to share their source code online, you're entirely justified in your outrage.
If customers and care about open source and free software games, they will support them. There is no need to dictate the funding model people want to use for art or software products. This is an industry with an unbelievable amount of competition.
The inherent injustice of developers being able to eat? The entire reason we're in this mess of a field is because of this ideological purity crusade. We could have a world where independent developers make a modest living producing good software that people pay a reasonable amouunt for, but because everyone expects everything for free, the majority of developers are forced into working for soulless corporations, who make the money that pays their salaries with the most predatory software imaginable, spamming ads, tracking, and microtransactions all over "free" software.
You also always have control over the programs that run on your own computer. Reverse engineer it if you care; the tools have always been there. The article mentions DRM, which is almost always bypassed, and private servers, which people do host -- so where's the lack of control, exactly? You just feel entitled to be given everything on a silver platter, you can't even be bothered to put effort into taking free stuff. Give me a break.
To be clear, I am fully in support of Stop Killing Games. Especially given the annoying copyright regime around hosting private servers, legislation to mandate some kind of fallback for termination is helpful. But trying to pin this cause to this horrible movement that has done 100x more harm than good? No thanks.
It’s never been about what’s possible in theory, but what’s feasible in practice. By the same kind of logic you apply here, every country in the world is as good as democratic because you can work your way to free elections eventually, even if it takes a while.
They make you buy new or else the manufacturers fear going out of business. It's just sad that this has extended to practically everything.
Unless perhaps it means only companies selling the cheapest are surviving. Which also doesn't seem broady true.
Maybe we can say "whoever sells the cheapest acceptable units survives".
The entrance will feature the obvious candidates that normally use electricity then gradually transition into things like a manual powered citrus juicer for which the battery is only for contract enforcement and planned obsolescence
Now, with computer modelling and simulations, they can accurately design a part to be as cheap as possible to make while being just durable enough to last for the duration of the warranty. D4A did a good video on it.. https://youtu.be/SeMZGICNSMg?si=sideQIwNBr9s9QW6
This would suggest entitlement to be able to allow the game to function in any capacity. They aren't expecting the developer to host it, but the legal right of someone to host it and the capacity for anyone to direct their client to it.