SubJeff on 29/11/2019 at 07:08
Theres is a lot in there that doesn't really add up. You can't tinker with console game assets and actually that aspect of PC gaming really shouldn't be on a game makers radar.
Of course it's supposed to work as intended. And aren't you dependent upon the service provider if your game has DRM anyway?
Meowdori on 29/11/2019 at 09:35
I don't buy games with DRM, that's why I only use GOG. And aside of it, if you have a local copy of the game data, the DRM can potentially be cracked. With full streaming no such option even exists. Everything adds up perfectly in what I said.
SubJeff on 29/11/2019 at 11:56
Quote Posted by Meowdori
Everything adds up perfectly in what I said.
Guess it must do if you say it does then. :rolleyes:
Meowdori on 29/11/2019 at 12:54
I mean aside of the console games bit you mentioned. I've been talking in terms of PCs more than anything, and hypothesising about possible adoption of such business model in the PC ecosystem rather than just consoles.
SubJeff on 29/11/2019 at 14:17
Well it doesn't really make sense for PCs since they are generally the power behind the game. You'd only use a streaming game service if you were essentially using the PC as a screen.
Why even talk about this in the context of the PC gaming world, which tends towards machines that are custom built for power? The point of Stadia is you don't need a £1000 computer to play games, you can use your 50 inch 4K Smart TV for it.
Judith on 29/11/2019 at 15:58
Extracting data and assets from games is breaking their EULA, and modding has been largely ignored by big publishers, absent in AAA games for quite some time now. If you want to learn making stuff, you get one of the free engines available, buy tutorials, asset packs, go to schools, etc. For majority of gamers this doesn't matter, as yeah, they just want to play games.
WingedKagouti on 29/11/2019 at 17:07
Quote Posted by Judith
Extracting data and assets from games is breaking their EULA
Just remember that EULAs often include several unenforcable clauses depending on your local laws. These clauses are almost always added so the publisher can attempt to pursue legal action if something notable does happen. In this situation they will likely try to pursue legal action citing the EULA, even if the section being violated is not legally enforcable in the region, and they may be able to settle a case that would have fallen apart in court if the defendant doesn't think they have enough resources to fight it. In the US there's always the arbitration and jurisdiction clauses to push things more in favour of the publisher, with them being able to select a jurisdiction and arbiter who will be favourable to them.
As far as extracting data/assets from a product, there may still be grounds for a Fair Use defense if it is done as a learning experience and not for any kind of profit. But a publisher is very unlikely to go after someone tinkering with a (non-multiplayer) game in their home for personal use. They're far more concerned with people either developing anti-DRM measures or acquiring assets for use in anything being distributed to other people.
Meowdori on 30/11/2019 at 16:25
Quote Posted by Judith
Extracting data and assets from games is breaking their EULA, and modding has been largely ignored by big publishers, absent in AAA games for quite some time now. If you want to learn making stuff, you get one of the free engines available, buy tutorials, asset packs, go to schools, etc. For majority of gamers this doesn't matter, as yeah, they just want to play games.
Saying this you're literally questioning the point of creating things like fan missions for the very game series this forum is about. I don't know about tendencies concerning latest AAA games, simply because i rarely play them, bar few ones, but PC modding scene has always been a significamt aspect of gaming on IBM PCs. And i don't mean this in the context of "just learning to make stuff from ground up" as you mentioned, and i know that you don't need to start with modding if you want to acquire this knowledge, but this is not my point. Are you trying to say that you support banning game mods because they might possibly infringe on some EULA's clauses (aside of the fact it isn't always bound to do so, depending on the type and complexity of the mod and specific EULA)?
This seems to not have ever been really solved, it's been and still remains a grey area, as you can read here (
https://en.wikipedia.org/wiki/Mod_(video_gaming)#Legal_status_of_mods)
Besides, who said that forbidding modding in EULAs if a good practice and we shouldn't question or oppose it?
And EULA trying to ban and penalise game modding is IMO an awful EULA.
Judith on 30/11/2019 at 17:22
I'm not impying any of the ridiculous conclusions you've drawn above. I'm simply saying that modding is largely irrelevant, in the big picture. It was a talent pool back in the day, but that's not how you get to the industry now.
Meowdori on 30/11/2019 at 18:14
Ah I see. I wasn't talking about mods as the gateway to be employed by game dev studios though. My point while discussing the advantages and disadvantages of Stadia was just modding for the sake of it and playing modded games. Yeah, I think there was a big misunderstanding between us, nevermind then.