Private servers for games.

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How are private servers allowed to operate without being struck down by copyright infringement or something similar? How was the source code obtained?

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Anonymous 0 Comments

On many newer games, the developers don’t want to front the bill (and responsibility of moderation and hosting) of hosting dedicated servers. Hackers, distance, internet providers, greed, longevity, there’s a bunch of factors that go into why a dev might not want to host their own servers.

Usually it comes to location/distance and longevity, esp when combined with a workshop/mod friendly game. The devs don’t want to put the time and money into keeping a regulated and dedicated server open, and honestly rightly so in many cases. P2P (peer to peer, or any server that works based on a single person’s game state versus a ‘dedicated’ server that is running the environment independently) needs only one person online worldwide to host that game session. Dedicated servers have to be constantly maintained (and paid for) so some companies opt for their users having good enough connections that they could do a better job doing it that way vs having centralized servers physically located across the globe. Esp if it’s a smaller studio / one that’s working on another game immediately after release, the resources they don’t put into maintaining those lobbies can be spent on development of expansions, a sequel, a new IP, etc.

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