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Most likely although the arena net staff did do some tweaks not too long ago to improve Guildwars 1 and that game is basically abandon ware at this stage, so who knows, stranger things have happened...
What makes you say they don't have the rights, have I missed something?
Yeah I can imagine some companies wouldn't want to use any resources towards it, but in all fairness it's not really a huge task.
Are they keeping the JP servers open?
Can't speak about this specific situation with any authority, but publishing rights get weird from our perspective. The contracts between developer and publisher (both of which can easily be plurals for a single game) are kind of like EULAs, except more elaborate and here everybody really does expect all parties involved to read and follow every little detail - which doesn't mean the details were better thought through. Since from the perspective of the people drawing up the details the important questions are who can make money from which potential demographics how (and how much money), and then how that money is divided up, it's a surprisingly common situation for the end result to leave nobody with the rights to rerelease a game period, in any way, much less in a format and with a business model that everybody didn't plan on from the start.
Even stranger, you can't just assume the people you need to negotiate with so that somebody gains the rights to a new release for a game actually can be bought with any amount of money (cash payment and/or a piece of the potential profits), for career path reasons... but that's getting further afield.
Personally, I think at the least the tutorial section of this game should have been designed to play through offline from the very start, but that's the sort of thing nobody will design for unless everybody's already doing it.
Ah right I'm with you now, yeah true if they are dealing with a collaborative mix of game studios, publishers, localisation teams, and hosting providers, not to mention any 3rd party backers or investors, then contractually speaking it will be a complete nightmare. Especially if there are clauses in the contracts for specific financial demographics.
Thinking further on your point, things like software licencing will also limit what they can do too, so things like the game engine, launcher, and applets, off the shelf scripts, shaders, and plugins are all held to EULA and even demographics in some cases.
Hey... Do you remember when a game studios would create a game and sell it, haha *face palms*
It's honestly a joke how unnecessarily complicated things have become which is why you have to appreciate the likes of Chris Roberts, and the CD Projekt Red team, plus many other independent studios, who are trying to do things with as fewer entities in the mix as possible.
Yeah I agree wholeheartedly that the tutorial should be an offline component. As I said before, most of the game could be... most games are developed to be always online for all kinds of background telemetry. Some of it is like streaming error reporting for more efficient quality assurance, but some of it is plain old data gathering to make additional money off of the player base which is a shame.
I wish but it's probably not gonna happen
It is quite sad how games are either abandoned or caught up in so much contractual nonsense behind the scenes that they legally can't do anything... we'll have to see how things pan out. Maybe if enough people see this idea and if there were enough people wanting to play the game then there would be a better chance of something happening...
Thanks for the reply Relkya :)
That's good news then if this is the case and a much better idea if they are considering self hosting. That said, this has highlighted the absence of Lion's community manager "if they even have one" as most game companies do try to keep a finger on the pulse of the official forums to their games and it's instead taken a fellow fan to step up and share the situation.
This could also be the perfect time for them to implement some future proofing and optimisation by making more of the content localised/offline; such as the previously mentioned tutorial. Especially if they are considering self hosting. The more they can localise game content and specific modules of the game, the less server requests and bandwidth that's required.
For them this means the service will be easier to maintain and much cheaper to run both by reducing electricity usage caused by high server loads and by cutting out 3rd party hosting providers.
For us we will be faced with a potential higher latency/slower server response if the servers are not regionally distributed (hosted from one central place) since the further you get from the server the slower the response is / higher the ping. So localising content and all possible game modules on the players systems would help to work around this issue since as I've already mentioned, localised content means far less server requests, and less data transfer/smaller packet data.
They may even have to redesign the shop platform, as that could be pretty janky even as a window shopper haha