In twenty years it doesn’t matter if Rockstar delists GTA6.
The DRM will be cracked. You will be able to play and you WILL have a better experience playing a cracked DRM free version than any official version.
You can play an emulated Mario Kart Double Dash on a Steam Machine (or any PC) today and get a better experience than playing it on a Game Cube.
Digital only games sounds bad at first but preservation of video games will be done digitally more effectively than physically. How many full rom sets of Super Nintendo games are just sitting there on millions of PCs around the world? It is trivial to preserve them: copy paste to a new machine. Done.
Disks will rot. GameCube optical lasers will fail. One day, maybe not soon, but it is it inevitable that all disk based games will become unplayable and lost one day. Maybe if we’re lucky an independent company will create an accurate FPGA based GameCube for people to play their games but emulation is just better.
Prices on the second hard market will be astronomical making physical copies innaccessible - this has already happened for arcade PCBs and it will happen for disk based games. PCBs that used to go for a few hundred now go for tens of thousands. I personally believe that this push for physical preservation is largely driven by speculators that know this. You see insane prices for things like sealed copies of Super Mario Bros already. PCB prices were driven up by speculators hoarding supply and they’ll do it for console games too.
If buying isn’t owning then piracy isn’t stealing.
Preservation needs to be about accessibility FIRST.
Physical Videogame Preservation Makes No Sense: https://youtu.be/3rM1jaFvM58
This assumes a large portion of the game doesn’t rely on servers.
We can reverse engineer those too, by looking at what the game client expects. Its harder, obviously. But far from impossible.
I started writing my own world of warcraft server about 20 years ago by disassembling the WoW binary. I got to the point that you could log in to the game and run around in a big empty world. I even found a couple mistakes in wow's in-game encryption in the process. Lots of teams have gotten much further than I did. There's whole communities who play wow on private servers.
If we can do that for MMOs, we can do that for just about anything. Especially with LLMs. LLMs are incredibly good at this sort of work.
The online portions will be reverse engineered and there will be community servers or the online checks will be replaced with offline stubs. You think in twenty years they won’t be able to do this in minutes for practically nothing using GPT 15 or whatever?
Sure, but that's orthogonal to discs. Nothing prevents a game developer from making "check the server" the first thing that happens when the game on a disc loads.
And, in my mind, there’s a real difference between providing a hosted service and layering on DRM.
Though it would be nice if more game makers ultimately provided a server. That used to be more common.
This is why Stop Killing Games exists.
This assumes the game isn't designed from the beginning to be entirely reliant on the operation of servers. For instance there never has been and never will be any form of offline function for Destiny 1 or 2, even if all the person wants to do is play the single player campaigns.
Destiny 1 partially ran on consoles, though. It was mostly p2p: https://gist.github.com/nessus42/55c1260d88e2028689de0c49381...
Yes, but never in the absence of the Bungie servers. It did have a full sequential single player campaign, but parts of the single player campaign took place in shared instances where the user could see other players running around the map. The single player campaign could also be played cooperatively with other players in the same 'fireteam' if desired, but that was optional.
Sure, but SPC still took place in the same shared world. It wasn't like there is a single-player vs multiplayer in CoD or BF. The only way to make those campaigns work offline is to remove all drops from them and remove co-op pieces that aren't optional. Doing a strike and joining right at the end of it, missing the entire story of that strike, was like a mandatory experience for D2.
Do we know any of the technical details of that? Is the SPC just instanced multiplayer with all game logic on the server, or is it just getting some encryption key?
First, SPC, at least in Destiny 2, required you to do Strikes. Second, you get item drops. Technically there is no SPC in either Destiny because it's an MMORPG. There are just plenty of things you can do all by yourself and things that you meant to do alone, and those things usually come with item farming, so you need server-side to make it fair.