this post was submitted on 22 Apr 2026
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It's amazing what a difference a little bit of time can make: Two years after kicking off what looked to be a long-shot campaign to push back on the practice of shutting down server-dependent videogames once they're no longer profitable, Stop Killing Games founder Ross Scott and organizer Moritz Katzner appeared in front of the European Parliament to present their case—and it seemed to go very well.

Official Stream: https://multimedia.europarl.europa.eu/en/webstreaming/committee-on-internal-market-and-consumer-protection-ordinary-meeting-committee-on-legal-affairs-com_20260416-1100-COMMITTEE-IMCO-JURI-PETI

Digital Fairness Act: https://ec.europa.eu/info/law/better-regulation/have-your-say/initiatives/14622-Digital-Fairness-Act/F33096034_en

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[–] SleeplessCityLights@programming.dev 1 points 7 hours ago (1 children)

If a studio is using the same base architecture for online services as a game that is currently active, you want developers to share their current live architecture and code?

[–] grue@lemmy.world 15 points 7 hours ago* (last edited 7 hours ago) (2 children)

Yes.

If they don't like it, they can keep supporting their older stuff. Or better yet, rethink their decision to impose a "live service" business model now that they'd actually be held accountable for it, and consider going back to giving users the means to run their own servers.

(Also, by the way, "security by obscurity" is bullshit. If disclosing their server-side code leads to exploits, that just means they're fucking incompetent. I have no sympathy at all.)

[–] SleeplessCityLights@programming.dev 1 points 32 minutes ago

Set the launch arguments of any Unreal game to "-log" and get back to me on how many lines of log types LogEOS* it spits out before the main menu loads. That usually interfaces SteamOSS, so if there are a low amount of EOS logs they will show up as LogSteamOSS. That is the best hint I can give.