The gradual decline of multiplayer servers is secretly turning £45 games into rentals, which is bad for consumer rights
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| AdvGamer |
About 10 percent of the
human race plays online video games, with multiplayer being a huge chunk of
that market. Multiplayer games work because developers like Blizzard
and Treyarch, who make the games, provide things called ‘servers’, which
are essentially big computers located at the developer’s HQ. Players around the
world use the magic of the internet to connect these servers to their PlayStations
(or inferior devices), which allows them to chit-chat, blow each other’s heads off, or build
objects out of cartoon cubes. It’s like going to a public park to walk around and play football. The difference is that this particular park is owned by a tyrannical
government that’s going to take away all of the grass because the new shopping centre down the road needs the foliage
to make the water fountains look nicer.
Let me explain. When games
are new, their servers are healthy, mainly because there’s huge demand to keep
them running. In these early stages, lots of players are playing the same
games because everyone else is playing them too, which means that manufacturers
pour huge resources into keeping the servers running smoothly. However, older
releases aren’t so lucky. When it becomes less profitable or less viable for a
gaming company to keep dedicated servers online, they decline steeply until the
developers close them down. The servers for Little Big Planet (a classic for the
ages) have shut down in Japan, and it was recently announced
that the Gran Turismo 6 servers are
going to meet the same fate in March 2018. In
some cases, especially with annual sports titles, the servers barely last a year.
Servers are dying. Not only
that: they’re dying faster now than they used to. For years, independent
number-crunchers have been gathering data, monitoring peak
daily traffic on Steam, a popular online gaming platform and a reliable
finger-on-the-pulse for player goings-on. Their findings illustrate the
dramatic fall in online traffic. Let’s take a well-known example: Call of Duty.
In late 2009, when Call of Duty: Modern Warfare 2 was released, it quickly became one of the world’s busiest
multiplayer environments. For about two months after its release, a peak of 100,000
players were online at any one time each day. This dropped to around 70,000 for
the next eleven months, and then hovered between 30,000 and 40,000 for roughly
seven months after that. Since then (from about June 2011) the game’s online
servers have suffered a slow, lingering death. Daily peaks below 10,000 became
a regular feature from mid-2012, and by 2016 they rose to a meagre maximum of
three to four thousand per day. In other words, it took about seven years for player
traffic to dwindle to three percent of what it used to be. These are the peak figures, not even the low ebbs.
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| Data: callofdutyview.net |
The decline of Modern Warfare 2 was quite
slow compared to how steeply the franchise’s more recent titles have been
tumbling. Call of Duty: Advanced Warfare experienced
an even quicker drop in player traffic, falling to daily peaks of three or four
percent of the original in only one year, not seven. Its predecessor, Ghosts, took two years for
the same to occur. Server death is happening across the gaming spectrum and it's probably becoming more rapid everywhere.
As such, a few
problems have become commonplace, not least of which are drops in quality. Servers can be hacked because, again, they're basically just big computers. Hackers can easily overrun sparsely-populated
systems because developers tend to ignore them and pour security resources into
their more recent and more popular creations. Usually, hackers are just there
to cheat the game, but they still ruin things for the rest of us and they could
potentially pose a bigger threat.
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| Declines becoming more rapid over time. Data: callofdutyview.net |
Even without hackers, a
thinly-populated server is harder for players to connect to, simply because
games need to search further and wider for other players to engage with. When Modern Warfare 2 came out, every kid on
the block was playing it. But nowadays, you have to reach out to players on the
other side of the planet just to find seven other people who want to shoot each
other. This means that connection speeds become slower, play becomes glitchy and things are generally horrible.
As we’ve seen, developers
may simply close the servers down entirely if nobody is using them. Call of Duty manages to keep its struggling servers online despite
their poor state of repair because it’s still relatively big. But when it comes
to slightly smaller titles, it’s a totally different story. In the shooter
genre, MAG was a big one-off game released in 2010, which only lasted four years before its servers were entirely culled.
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| A real-life dead server. Source: EnterpriseITnews |
The decline of servers is bad,
but the general problem is bigger than it seems. To cut a long story short, the culture of gaming
is changing as private, single-player modes decline and the industry moves towards the public face of the internet. The new generation of consoles seems determined to keep us connected to the internet all the time. And just take a look at the games themselves. In the past, games used
to feature a story mode that players could use whenever they wanted to, as well
as an online multiplayer mode that they could use if they had an internet
connection. But MAG and Overwatch are examples of a new breed of games that feature no offline play and depend entirely on the health
of the servers.
According to the new paradigm, a game’s online features
will soon be, or perhaps already are, the main factor in a customer’s mind when
they buy it. The way things are going, online gaming will soon only cater to what’s new and
changing. As people get bored with one game, they’ll move on to others. That may not seem hugely different to how it's always been, but the difference is that now, when people stop playing, the game itself will cease to exist.
The big issues, then, relate to consumer rights. The new deal is essentially that we are forced to
throw something away, even if we don’t want to. You could argue that it’s a
textbook case of capitalism running wild: a prevailing short-term, throw-away
culture in which constant consumption isn’t just optional but is increasingly
necessary. You’d be right. But there’s another, perhaps sadder aspect to all this.
With games being given secret ‘expiry dates’, we are currently witnessing the
declines of long-term replay value and the age-old art of collecting. Remember
the days of buying a cheap DVD rack from IKEA and slowly building your
collection of games until it fills all 25 available slots? Alas, no longer! Our
houses will now be full of clutter that’s useless,
rather than clutter that can be used to destroy our social lives in a fun and functional way.
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| An endangered Collector spots the crew. Source: Kotaku |
People aren’t being told what’s happening. That’s a problem, especially because many games are aimed at kids who don’t know how to tie their own shoelaces and whose
parents think that Infinity Ward is a hospital for eights. Some older, wiser cookies
are smart enough to figure it out for themselves. As someone called Black_Knight_00
pithily put it, online-only games “are essentially just rentals…[that] generally
possess the depth of a shallow puddle.”
'Tis but a catch, for sure. But it's a big one. It shouldn't be
the public’s job to figure out for themselves when they are being scammed. Upon purchase, it’s at least implied that we can access all the
areas of the game indefinitely, and that the manufacturer will keep the
multiplayer function available forever. Nobody says otherwise and there’s no public
service announcements telling us about it either. In something as big and rich as the
gaming industry, this should be a high priority. At the moment, it isn't, because game developers have no incentive to change anything or to be up-front about what’s going on.
So, what can be done? First
off, developers could change the type of server that they use and invest in measures that make server maintenance easier and cheaper. Bots and artificial intelligence could be used to this effect. However,
in both cases, the technology isn’t there yet, and servers will still
be beholden to player traffic. As such, some gamers are calling upon developers to allow players to set up their own servers in order to keep games' online functions operational. Some have even succeeded, using this technique to keep old titles like Team Fortress 2 running for years.
These are all great ideas, but they are also rather ad hoc. They wouldn't lead to any kind of systemic, structural change in the gaming industry, and consumer rights would remain under threat even if some game developers did make the necessary tweaks.
This is where the government can swoop in to protect us. First things first, it needs to provide better public information regarding which games are liable to expire. That could be done with something as
simple as a warning sticker on video game boxes. It also needs to regulate the
gaming industry more, setting either minimum requirements on the lifespan of
servers or pushing game developers to compensate players for server
death. Finally, game developers should be forced to allow players to open up their own dedicated servers after (or preferably before) the main ones are eventually shut down. In the same vein, if console manufacturers were forced to give the next PlayStation or XBox comparable abilities to computers when it comes to connecting with player-made dedicated servers, then players wouldn't feel so ripped-off.
People generally don’t want
to throw away their old games every twelve months, even though they may stop
playing them. Revisiting an old favourite every once in a while is really fun, and we should at least be warned that our property may become unusable. As such, it’s probably worth kicking up a fuss next
time someone says that Overwatch
is cool. That, and the fact that... well... Overwatch is kind of a nonsense game anyway. (Have at you!)
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| Why are they all in the same room?... EGMNow |






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