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Streaming and Cloud Computing Endanger Modding and Game Preservation

mercredi 20 mars 2019, 21:20 , par Slashdot
Services like Google's Stadia seem convenient, but they could completely change the past and future of video games, writes Rich Whitehouse, a video game preservationist and veteran programmer in the video game industry. From the story: For most of today's games, modding isn't an especially friendly process. There are some exceptions, but for the most part, people like me are digging into these games and reverse engineering data formats in order to create tools which allow users to mod the games. Once that data starts only existing on a server somewhere, we can no longer see it, and we can no longer change it. I expect some publishers/developers to respond to this by explicitly supporting modifications in their games, but ultimately, this will come with limitations and, most likely, censorship. As such, this represents an end of an era, where we're free to dig into these games and make whatever we want out of them. As someone who got their start in game development through modding, I think this sucks. It is also arguably not a healthy direction for the video game industry to head in. Dota 2, Counter-Strike, and other massively popular games that generate millions of dollars annually, all got their start as user-modifications of existing video games from big publishers. Will we still get the new Counter-Strike if users can't mod their games?

The bigger problem here, as I see it, is analysis and preservation. There is so much more history to a video game than the playable end result conveys. When the data and code driving a game exists only on a remote server, we can't look at it, and we can't learn from it. Reverse engineering a game gives us tons of insight into its development, from lost and hidden features to actual development decisions. Indeed, even with optimizing compilers and well-defined dependency trees which help to cull unused data out of retail builds, many of the popular major releases of today have plenty waiting to be discovered and documented. We're already living in a world where the story of a game's development remains largely hidden from the public, and the bits that trickle out through presentations and conferences are well-filtered, and often omit important information merely because it might not be well-received, might make the developer look bad, etc. This ultimately offers up a deeply flawed, relatively sparse historical record.

Read more of this story at Slashdot.
rss.slashdot.org/~r/Slashdot/slashdot/~3/ZRS0O-PTV9s/streaming-and-cloud-computing-endanger-modding-...
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