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stop_killing_games [2025/07/29 12:50] ultracomfystop_killing_games [2025/07/29 12:57] (current) ultracomfy
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 ====== State of things & Industry Response ====== ====== State of things & Industry Response ======
 Sooooo.... There's been a bit of drama((Keyword PirateGames. If you have no clue what this means: Lucky you! Just a guy on the internet saying nonsense about things he has no clue about. Basically like me!)) but Stop Killing Games successfully issued a petition to the European Parliament. This means parliament will have to have a serious discussion of this issue and may or may not think about doing something about it with laws. Once the petition reached the signature threshold, we got word from our local <del>lobbying</del> corruption group "VideoGamesEurope", stating what //they// think about the issue. It's a joint, open letter from a multitude of corporations that say they'd rather not. Let's dive into it! Sooooo.... There's been a bit of drama((Keyword PirateGames. If you have no clue what this means: Lucky you! Just a guy on the internet saying nonsense about things he has no clue about. Basically like me!)) but Stop Killing Games successfully issued a petition to the European Parliament. This means parliament will have to have a serious discussion of this issue and may or may not think about doing something about it with laws. Once the petition reached the signature threshold, we got word from our local <del>lobbying</del> corruption group "VideoGamesEurope", stating what //they// think about the issue. It's a joint, open letter from a multitude of corporations that say they'd rather not. Let's dive into it!
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-<wrap hi>Actually, scratch all that!</wrap> Apparently, the easy answer to all this and everything that I'm about to write is "just release the server binaries". Whether what VideoGamesEurope or me have to say still applies, I'm not sure, but I will keep it here anyway. 
  
 ===== Foreword ===== ===== Foreword =====
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 ====== Closing Statement ====== ====== Closing Statement ======
-Friends, we have come a long wayBack in 2024 the game [[The Crew]] was shut down. Less than two years later, the brilliant minds from [[The Crew#The Crew Unlimited|The Crew Unlimited]] have almost completely reverse-engineered((Technically speaking, that is not what they didThey are using packet interception.)) the game to create server emulation tool, putting Ubisoft to shame. +This industry response is wrong on every level. [[The Crew#The Crew Unlimited|The Crew Unlimited]] shows us that making what SKG wants is absolutely possibleIt can be done with foresight, it can be done retroactively, it can even be done retroactively as community which does not have a single bit of source code and works against game encryptionAnd for all this talk about making things happening, it seems the easiest answerone we haven't even talked about yet, is to just literally release the server binariesThat is your own code, the code that your own programmers wrotethere is absolutely no problem in just handing that out to the public, //you// are the holder of the copyright to that code. You have literally every single option at your disposalDo it the long way, or do it the easy way, we just want it to happen at all.
- +
-Not only does the game already have a built-in offline mode that would just need to be switched on by the devs, the Crew Unlimited team have single-handedly proven every corporate mastermind behind this "Industry Response" wrong: It works. It's possible. It's not even that much effort. +
- +
-The reason The Crew Unlimited needed next to two years to make it happen is because they had to work their way from outside of the game back into itThey had to start the gamesee what signals it is trying to send to a serverthen try around giving it responses until something worked. They had to figure out the basic formatting of the game's communicationthe syntax it expects, how inter-player connectivity is handled, how the game interprets missions and free roam, and so much moreOn top of that, most actual //content// of the game is handled by the serverso they also had to completely write up a system for savegames, user accounts, storing what cars the player owns, player statistics, which missions they have completed, they had to rewrite a loot system, they basically had to rebuild most of the game's technical aspects from scratch. Considering that they started with zerohad to break through the game's nasty encryption ((Which is extremely aggressive even for industry standards, almost as if they went out of their way to prevent end users from ever doing something with the game.)) and single-handedly reverse-engineered every single signal the game and server could be sending to each otherfully including syntax and parameters, plus also writing an entire backend for inventories, profiles, progression, loot, netcode, etc. etc. it is a //wonder// they did it in less than two years. +
- +
-However, it also shows that it's really not that hard. It is absolutely possible. The Crew is, if anything, one of the more infrastructurally complex games. The developers would have had 99% of the necessary code because, well, they have a running copy of the literally right in front of themThis is a //search and replace// job at best, or a //copy paste// job at worst. Nobody has any business in saying that it's so prohibitively difficult. We're not stealing anyone's kidney, either. All we want is that if we buy a DVD of a movie, we want to be able to still watch the movie in three years, instead of it turning into E-Waste for no good reason.+
stop_killing_games.txt · Last modified: 2025/07/29 12:57 by ultracomfy

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