Games

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.
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Related communities
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Video games
Generic
- !gaming@Lemmy.world: Our sister community, focused on PC and console gaming. Meme are allowed.
- !photomode@feddit.uk: For all your screenshots needs, to share your love for games graphics.
- !vgmusic@lemmy.world: A community to share your love for video games music
- !freegames@feddit.uk: A community sharing free games giveaways.
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Language specific
- !JeuxVideo@jlai.lu: French
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So if seems like the peak of Good Guy Game Devs (but who still need to make money) would sell the game to normal gamers, but also offer the ability to buy a server build license.
From there, if they company goes under, they prepare to open source the game and server code in case the open source community wants to maintain both.
Is there anything else I'm missing in that assessment?
They'd need to be forward thinking in which technologies they use such that they can be handed over to customers. Open source is always nice but isn't strictly necessary, and it's far less likely to happen whenever middleware is involved.
As well as technical issues about how and what code you could hand over, there are likely to be issues around the IP of both the front and backend code, but also of whatever franchise the game is part of. If it's a good, or at least milkable, franchise concept, they'll likely need to sell it to recoup sone of their costs. Then, any code they bought in, either as a pre-existing package, or as a subcontracted unit, would be unlikely to have the sort of licence that lets them redistibute it, which means the code will likely be missing key components even if they do distribute it.
Building a basic server that does enough for a small group of players to enjoy is likely to be the simplest approach as they can control what IP goes into the server code, and by not changing the client, they avoid difficulties in that area.