Video summary
In this discussion regarding the "Stop Killing Games" petition, which has garnered nearly one million signatures primarily due to increased awareness from high-profile streamers like Asmongold and MoistCr1tiKaL, game developer Ross Scott addresses concerns about regulating online-only games. The speaker clarifies that his initial hesitation stemmed not from a lack of care for the industry but from an aversion to regulation based on past experiences in food safety where rules were biologically incorrect; however, he acknowledges that existing documentation was insufficient regarding technical hurdles. A key point of clarification is that any new legislation would likely be prospective rather than retroactive, potentially grandfathering in all current games until a future date like 2028 to allow developers time to adapt their server-side architectures without immediate financial ruin. The conversation delves into the economic and practical reasons why publishers often shut down older titles prematurely. Ross explains that for many corporate decision-makers who view software as raw product rather than art, even minimal costs associated with maintaining legacy servers can be seen as unnecessary overhead compared to launching a new sequel or simply letting a game expire naturally when player counts drop. Specific examples cited include Blizzard shutting down *Overwatch 1* immediately upon the release of its successor and the closure of *Knockout City*, where developers patched in private server capabilities only after realizing their studio was defunct, effectively abandoning players who wanted to continue playing together. To address these issues without infringing on intellectual property or security concerns, Ross outlines a potential compromise: releasing stripped-down versions of games that retain core gameplay but remove proprietary features like matchmaking, anti-cheat systems, and complex analytics which are expensive to maintain for small communities. He notes that while developers might be reluctant to share source code due to trade secrets regarding server stability and latency optimization, they could provide binaries with feature flags disabled or removed. Furthermore, the financial burden of keeping a game alive can often be significantly reduced by scaling back infrastructure; removing cross-region saves, voice chat, failover systems, and high-uptime requirements for services like AWS or Google Cloud stacks could allow a "shell" version of a game to run indefinitely on a fraction of its original cost. The dialogue also touches upon broader frustrations within the gaming community, such as rising prices with base games hitting $80-$100 and aggressive microtransaction models that nickel-and-dime players for additional content or skins. While acknowledging that free-to-play titles like *Path of Exile* can be done honorably when not predatory, Ross emphasizes his desire to see simulation-based worlds built over years continue to evolve rather than being abruptly terminated due to economic realities alone. He highlights the Guild Wars franchise as a successful model where games sold in 2005 are still running today through various business models like DLC and skins, proving that indefinite support is possible if developers choose it. Looking toward the future of legislation, Ross expresses skepticism about immediate success in the US market but sees significant potential for change within the European Union, which houses a massive consumer base of 450 million people. He suggests that once regulations are established there to protect consumers from having games shut down without recourse, major publishers may adopt those standards globally to avoid fragmented compliance issues, similar to how Valve eventually standardized refund policies after losing an Australian lawsuit. Ultimately, the goal is not just regulation but a cultural shift where developers and players recognize creative works as lasting assets that deserve preservation through reasonable technical solutions rather than being treated as disposable commodities with expiration dates.
Read the full video transcript
Going back to the Stop Killing Games
movie, it's close to a million
signatures.
Let's go. How close?
990,000
They're not represented in the way that
The recent hype man, they were at like I
think below 50% right before Asmongold,
MoistCr1TiKaL, Pyrocynical got into
their big beef and then that brought a
ton of awareness. The thing that I want
to talk to Ross about is I want to see
what he's talked to engineers about.
So, when I first came across this, I was
First of all, I'm I'm not a big fan of
regulation. So, I don't know if you know
anything about my background. I've been
an entrepreneur for 2 and 1/2 decades,
built multiple successful companies, and
ran up against regulation when I was in
the food industry that was really
obnoxious because it was just
biologically incorrect. And so, I
developed a very aggressive frustration
with regulatory bodies that don't
understand the thing that they're trying
to regulate cuz I'm a game developer as
well, but admittedly that's the thing
I'm probably least known for because we
haven't released our game yet. So, it's
like I've been in game development for 3
and 1/2 years. So, it's like such a huge
part of my identity, but publicly
there's like 150 people that have played
the game, and so that's like all that
have any sense of that's a big part of
what I do. Admittedly, I'm not the
person coding. So, there are going to be
things that you might be able to help me
understand that I have an aversion to,
but it's just out of ignorance and you
can help me see the path forward. First,
read
your documentation. My initial response
was very similar to Pyrocynical. And I
was like, "Hold on. There There are
agreements that I have with third-party
vendors that make my back-end software
work. And so,
how would I leave this stuff up because
obviously they're not going to go for
it. And so, now I'm beholden to like
only being able to use people that also
agree." It's just like one of those
things where you're like, "There There's
an onerousness to this potentially that
I didn't feel there was an awareness of
in the documentation." But you you very
kind and came into our post and said,
"Hey, actually we've looked at more of
this than you think we have and like
this is going to be easier than some
people think." So, as somebody building
an MMO, help me understand from a
technical challenge perspective,
um why this won't be the kind of thing
that becomes problematic for a small
developer.
The first thing I would emphasize right
off the bat a lot of people miss is this
is not retroactive. So, all these
existing games that are out right now,
that's something the industry would have
a voice in the room on. So, one
compromise that might emerge through
this process is, "Hey, you know what?
This is going to go into effect in 2028,
but we're just going to grandfather in
all existing companies." So, the game
you have out right now, it's going to be
exempt. That could be an option.
Uh but, after that point, then you would
have to start adapting and
And so, Ross, on that, is your thinking
that the the server-side architecture
developers will just go, "Look, this is
an easy enough problem to solve. We've
just never had the impetus to solve it
and so we're going to make this happen."
Is that the kind of thing you're hoping
comes out of this?
I think it's Well, the analogy I made
before is kind of like back in the '60s,
auto manufacturers were fighting against
having seat belts be mandatory in making
the cars. And thing is, they can be an
upfront cost, you know, if you've made
your factory that's not tooled for that,
that is a cost, but then once it's set
up, it becomes relatively negligible.
But, that was an inconvenience. And one
thing I'll mention quick, you'll be glad
to know that this is a last resort for
us. We didn't start off thinking, "Oh
yeah, let's regulate the industry." It's
more
we just kept seeing game after game
after game get destroyed and the
industry promising more of it. It's
And what do you think drives that? And I
assume the answer's going to be profit
motive, but walk me through what you
think, and I know that that this will be
largely projection, but it'll help me
understand how you see it as a lover of
games,
why do they kill these games?
They don't have to put any forethought
into it, so they don't. And the people
making decisions on it aren't
necessarily the same people making the
games, so they see it as just kind of
raw product. You know, for to them it
could be toothpaste, insurance,
whatever. And it's like even if it's a
minimal cost, especially planned for up
front,
well, that could still be a 0.1% cost,
so let's just get rid of it and not even
worry about it. That'd save us hours.
And for a few companies,
there's it's more intentional where they
have a sequel in that series and they
want to usher everyone over to the
sequel. So, we're going to shut this
down and we think our sequel is going to
make more money and
uh that's the way to do it. Overwatch
might be an example like that.
Yeah.
Where they just kind of had 50 million
players, shut them all down. Okay, now
you get Now you're on Overwatch 2 and
you can't play the old one.
How long did they overlap for?
I I'm not sure they did at all, but I
mean maybe it was a couple months.
Really? So, it was like, "Monday, we got
Overwatch 2 coming out and what a shame
that on Tuesday, Overwatch 1 no longer
works."
Yeah, I I'm not certain on that. It It
might have been like a beta phase for a
few months or something like that, but
Now, is there a company out there that
is doing this well that you guys hold up
as like, "Yo, model yourselves after
these guys."
The thing is actually most video games,
this isn't even an issue because as long
as like when the company just end
support, as long as it's playable in
some fashion,
then it's already compliant. There would
be no change.
So, you usually have to hone in on the
ones that do have an online only
requirement.
There's a handful. Uh recent one was the
game Knockout City
where it was kind of a dodgeball game
with multiplayer and they realized, "Oh,
the studio is is down." So, they patched
in a capacity to have private servers to
connect to one another, and now they can
wash their hands of it, but people can
continue playing it.
On that one, cuz that this is where I
wish I were more technical than I am,
cuz I would be able to solve my own
problem here, but when you look at that,
is there a way to what and maybe this is
exactly what they did, where you like
package up your server-side application
architecture and you give it to the
community, but in a way where they're
not able to grab what could be
proprietary IP?
Oh, yeah. Well, I mean, two aspects of
that. One, they wouldn't be gaining any
new intellectual property rights beyond
what was sold. It's just that they
wouldn't be able to have those taken
back from them. As said in the comment,
you know, if you buy a Grand Theft Auto
disc, you don't own the rights of the
Grand Theft Auto franchise. You can just
run that game
for you or, you know, in your living
room or something,
and that's it. For the security aspects,
there are ways of doing this. Um I can
give some suggestions, though we're not
actually mandating any one way for two
reasons. One is that actually could run
a foul of copyright, existing copyright
law. If I say, "No, you have to release
the server binaries or you you have to
release your source code."
That could interfere with other laws.
So, what we're doing is we're focusing
on the end outcome where, okay, the game
just has to be in a working state,
and it's up to the developer or the
publisher how they that works best for
them.
And we're also not asking for
necessarily 100% of all features, too.
If they can give you 95% of the game,
but then
including something like matchmaking is
going to be a nightmare, they can cut
that out and it's a reasonably playable
standard.
Now, the suggestions I'm being given
from talking to a dev, but out of my
comfort zone here,
um well, one, they won't give out the
source code. Um you won't have to give
out anti-cheat code because
who's worried about cheating then if
you're all running it privately, you can
kind of police yourselves after that. I
I've heard the risk wouldn't be that
much different than just trying to
reverse engineer the game while it's
already active, also. All All private
keys and codes and security features can
be removed from the game.
Uh I'm told being preserved with feature
flags.
You're actually giving me the exact kind
of things that I'm trying to think
through. So, when you're building
something, whether it's a game or it's a
manufacturing process, there are two
ways that you can go about um something
that you've done that's novel. Way
number one is you patent it and then you
obviously have to defend it and way
number two is you keep it as a trade
secret. And so, unfortunately, I just
don't know enough about how you would
package up server-side stuff where it
can't be viewed. It may be easier than I
think and then this is really easy. That
would be the kind of thing where I could
see games really pushing back on is,
"Hey, wait a second. We did this novel
thing. Game didn't work. We're shutting
it down or for whatever reason we want
to shut it down, but we don't want to
give up this trade secret, this thing
that we've done that makes our
stability, uh distance from server, we
can still keep ping really low,
whatever, you know, obstacle it is that
they think that they've done something
fancy on that they want to port over to
their next game. They don't want people
to know how they did it. I'm just so
aware that you can have stable code that
will It's the weirdest thing I've ever
seen. It will degrade over time. It's
like, how do you permanently give
something to people that won't begin to
break?
That sounds like an exotic scenario I
think we would need more details on. I
mean, there's stuff like bit rot, but uh
What I'm talking about is as people
upgrade their computers, you'll see that
things just stop working.
yeah, that that's easy.
Yeah, for that,
no burden at all on the developer. It
would just have to comply with whatever
you were supporting the day you shut it
down. So, if Windows 12 comes out
tomorrow and it doesn't work on that,
well, tough. That's not on you, that's
on the customer They can figure out how
to get that working.
Yeah, no, this would not be endless
support whatsoever.
Ross, this is it's really been
interesting diving more deeply into you
because you are eminently reasonable.
When you hear people talk about this
whole scenario, it's eminently
emotional. What made you so passionate
about this?
From my perspective, it's almost like a
Twilight Zone episode where why do why
don't other people find this to be like
a norm? You know, that you buy things
that you get to keep them or that this
is a creative work. We and it's
preventable that it's getting destroyed.
So, we should just take the minimum
steps to keep it. I don't know. I guess
my brain is just wired differently where
I just kind of jump to the conclusion of
what's going to happen, you know? So,
if a game could just run indefinitely,
oh, great. Well, then I have my life to
enjoy it. I'll get around to it when I
want to. But, if it's
on a timer, then well,
wait, what's a what Well, if the game
was wonderful, I want to come back to it
in 10 years or something like that.
Has there been a game that you were
like, "Yo, I this one meant something to
me and now it's effectively gone
forever?"
The bigger ones I think are Well,
we'll see. The crew was actually kind of
like that for me because
I actually think it's a so-so game
overall, but the map is just astounding
where it's like a miniaturized version
of the continental United States. I have
I have not played any other game that
kind of gives you that feeling of just
driving across the country the way it
does. Like, you know, it
it it's just staggering. So, the thought
of that being shut down, I would have
done it anyway even if I didn't really
care for that game because it was a
target of convenience because a lot of
things checked off with us being able to
send that to the consumer agencies and
get it checked and that sort of thing.
As a health check on the industry as a
whole, so as a developer and the for
better or worse, I'm old.
Uh Uh I have probably a very different
view of uh what gaming is, where gaming
is going, gaming culture than somebody
that's really grown up in the era of
always online, building friendships, you
know, while playing games. That wasn't a
thing for me. Like, I came up on the
original Nintendo. Uh I didn't start
playing PlayStation until after I'd
graduated college. Never got into PC
gaming until I was in my 40s. So, it's
like I have a really different sense of
what the um gaming community is. Like,
if you had to give us a health check,
what are the frustrations? Why is like
you start hearing even people like Elon
Musk make games great again? Like, what
what is what's working? What's broken?
What does the community and I know you
can't speak for everybody, but if you
had to kind of as the the proving to be
very reasonable person that you are, if
you had to sort of aggregate the the
biggest, most shared loves and
frustrations, what does that look like?
Yeah, I was going to say, I'm not too
far behind. You have some gray in my
beard. Uh
the
Yeah, this actually probably isn't where
most of the focus is. So, I'm I'm really
happy it's on that. Uh price is going
up. That's a big one. Yeah, with new
games coming out at $80. That's cuz we
it was at 60 for just the longest time.
And then it was at 70 for a little bit.
Now, we're at 80. I I think I may have
heard 100.
Uh nickel and diming
Yeah, nickel and dime games is where say
you buy the base game and that was 60,
but then
you know, there there's an extra level
or two. That's an extra 20. And then,
oh, well, here's some weapons that you
want. That's another $10 and stuff like
that. That that a lot of complaints
about that sort of thing.
What's the community vibe on
free-to-play?
Uh well, it all depends on the game. I
think a lot of people love it if it's
done right.
I enjoy it if it's done right.
What does done right look like? What are
some free-to-play games that you're
like, "Okay, this is honorable"?
Okay, I enjoy Path of Exile. That's a
fun one.
Do you make a distinction between Path
of Exile 1 and 2?
I haven't played 2 yet. I'm waiting for
it to go to free-to-play.
I'm on the cheap scale.
Hey, that's good. That means you're
going to be fighting for the average
person, which is pretty clear in the way
that you are.
Oh, yeah. Like I almost always
do my shopping around right now when
there's a major sale that I'll just get
like 12 or 15 at a time. I'll be like,
"All right, now I'm set for 6 months or
longer, you know."
Oh god, okay, this is embarrassing. I
forgot if it's free-to-play now or not.
It was given away for free on Epic
Store, but Destiny 2 I thought was
interesting.
Oh, free-to-play, man. That was my jam
for years.
Yeah, that game See, I can really
appreciate the aesthetics of the game.
That game is gorgeous. The the levels in
there you feel like you're in an alien
world. See, that's really what lights
this fire for me cuz I want to go back
eventually and see that game again or
hey, maybe want to hack on it later so I
can get it working in VR like I'm in
there. So
The idea of people are creating these
worlds and
you know, for a minute we get to live in
them, but there's always this risk that
they go away. That's the thing that
really resonates with me. The thing that
drew me to game design cuz I always
thought I'd be a filmmaker, long story,
but that's my background, went to film
school, all of that, but the gaming
industry just ended up completely
consuming the film industry. As I got
more into game development, you really
realize you're building a simulation.
You have to think about physics and you
have to think about the way things move
and you realize wait a second, I'm
building a rules-based world. And you
put all that time and energy into
building this rules-based world and for
me as a developer, it's like I just want
that to keep developing forever. And
listen, there are economic realities.
You can certainly hit a wall and get to
the point where you can't anymore. Being
able to continue to push something to
make it bigger, to create that world
that people can come in and inhabit, I
don't want to see it end. And it was
pretty shocking for me when I realized
how expensive servers are. So, it's like
you really can hit a point where it's
like, well, I've got the game, uh but I
can't afford to support the servers
anymore cuz we don't have enough players
or whatever. And that, you know, is
ultimately the thing that would kill a
game's legacy. Even like if we will
grant some developers that that they
love the game as much as you. They don't
want to see it die either. But there are
certainly, if you've gotten to that
point and hadn't planned for it, there
is just that brutal reality of this is
thousands or tens of thousands of
dollars, or in some cases hundreds of
thousands of dollars per month just to
run the servers. I think it's tough for
companies to start scaling that stuff
back. So, if there is a way for myself,
I mean just speaking selfishly, to
button that up in the end so that it you
know that it can live on even if you end
up, God forbid,
uh hitting that wall is uh pretty
interesting.
For the winding it down, I I talked to a
developer before try to prepare before
coming on here.
I was actually surprised how much can be
wound down that's for all the stuff that
might be on like an Amazon Web Services
or Google stacks. A whole lot of that
isn't parts of having
the part that would be needed for
end-of-life
game. I mean, for end-of-life bill.
Because thing
those are about either running the
business or you're talking about the
cost maybe having up to like 10 million
simultaneous players or something.
That's where the cost really spike. So,
you could get rid of stuff like
cross-region save, anti-cheat, payments,
analytics, 99% uptime, crash reports,
voice chat, failover. So, you can just
rip out all this stuff that we you do
need those online service for and just
kind of give them the the shell
that still runs the game and instead of,
you know, supporting thousands of
people, it might support, you know, 20
or 40 or something. Which might be all
that's needed if it's at end of life
anyway, because the the player base has
dwindled.
Uh the other thing I was going to say
what the one to emphasize cuz people
don't realize, none of this would affect
your business model aside from having a
plan
until end of life. So, if you want
Actually, one of the examples that we
give in this is the game Guild Wars.
That was sold in 2005. It is still
going. So, it never they never stopped.
And so as long as a developer wants to
keep supporting indefinitely, they can.
They don't have to give out any code at
all.
And do you know, are they what's their
business model? Are they DLC? Are they
skins? How do they keep the revenue?
I'm not sure. Now, there was originally
like box copy where you bought it in the
store for $60. They went to free-to-play
later. I imagine they did go the
microtransactions. I know more about two
because my wife loves that one. That's
the other free-to-play
one. Uh she she goes nuts about the
Yeah, she she gives me a few of the gray
hairs because she'll want the these
skins. I'm just like, you have like a
hundred. Why does you have to pay for
another one? Like
And yeah, that works.
Now, let me ask. So, as you um see this
moving forward, one of the hurdles is
going to be legislation. Certainly in
the US is going to be tricky. Are there
developers that you think that you could
get on board that would help navigate
the legislation in terms of hey, ripping
things out is actually hard, so that's
not the way that we want to do it. We
want to do it like this. Do you have
anybody that's been responsive or have
you gotten blanked by all of the major
companies?
Well, for major companies, it's been
relatively radio silence. Uh
probably the largest
ones we Well,
not that large. They're kind of you
know, was running with scissors who made
the Postal games. They're all for this.
Uh GOG gave some limited support of it.
Uh but but they're more of a publisher
rather than
developer. I mean I mean I guess they do
kind of develop a lot of
infrastructure-related things. Oh, yeah,
with the US
Look, we're approaching this as the US
is a lost cause, or I am. The EU
market's pretty large, 450 million
people.
So, if companies if this goes through
and companies realize, "Okay, we have an
end-of-life bill if we want to sell our
game in the EU."
Once it comes to end of life, they may
as well roll it out globally because the
work will have already been done. And
there's example of this happening before
where I think I think it's in 2014,
around there, Australia sued Valve for
not allowing refunds in their games. And
Valve fought it, and they lost. So,
rather than just allow refunds for
Australians, they said, "You know what?
We don't want to deal with this with
every country. We're just going to roll
it out globally." And everybody got the
benefits. I think it'll be a lot like
that.
Well, Ross, brother man, thank you so
much for taking the time. This has been
great. I'm very impressed with what you
pushed through.
I got one more. Hit us through.
We got to ask, what's your favorite
game?
What what started the love of gaming?
It's like asking your favorite movie or
your favorite song.
I got to put your feet to the fire.
Okay, I'll I'll I'll I'll rapid-fire
some. How about that? Uh Deus Ex,
Supreme Commander, They Are Billions, uh
Subnautica, Super Metroid.
Nice.
Uh I could keep going, but it's just
tough to think.
It's a good list. I've not heard of They
Are Billions.
It's a strategy game where they just
send just thousands upon thousands of
zombies at you, and you have to like
hold walls, and I don't know. I just
loved it. It was interesting.
Nice. That's awesome. Uh man, tell
people where they can uh find the
petition, sign it if they are on board.
How can they support?
Uh it's at stopkillinggames.com.
However, it's only open at the moment if
you're an EU citizen for the big one.
There is one going on for UK citizens or
residents, though that one's way iffier.
I'm not eligible to sign it. I I live in
Europe, but I'm not a resident, so I
don't even qualify. My wife signed it
though.
That's right. So, well, God bless your
wife. Ross, thank you, man. This has
been wonderful. Uh hopefully we can
connect again. This has been great, man.
I appreciate I appreciate everything
you're trying to do to fight for people
that love games, man. I'm here for that.
Sure. Thanks for having me.
All right, brother. You got it. Take
care. Peace.