How does this KEEP GETTING WORSE??
What do you think would happen if the mod authors filed a DMCA takedown against the game?
Submitted 7 months ago by simple@lemm.ee to games@lemmy.world
https://www.eurogamer.net/star-wars-battlefront-classic-collection-used-modders-work-without-credit
How does this KEEP GETTING WORSE??
What do you think would happen if the mod authors filed a DMCA takedown against the game?
Their lawyers tie you up with a lot of legal fees trying to get you to defend it, if you don’t they take you to court for a frivolous suit.
Either way they win and you lose.
I don’t see it playing out positive unfortunately.
Can the lawyers on the receiving end of a DMCA takedown take the other party to court for a frivolous suit? I thought one of the problems was that there is no recourse for those on the receiving end of a bad DMCA takedown?
I’d fund that GoFundMe.
They’d have to change the content or pay the man prolly.
Ahahahaha I want to live in your world instead of the one we actually live in.
Nothing. Modders suddenly feeling they should be paid is really entitled and kind of crazy. Hey I made some fan art of a marvel character, should marvel pay me?
Modding isn’t a job
You’re conflating two different things.
There’s modders who whine about working for free. And yes, modding is a choice.
Where in this incident is stolen work.
Hey I made some fan art of a marvel character, should marvel pay me?
When they use that fan art in the next official marvel movie, yes absolutely they should.
Their art, their copyright.
They don’t expect to be paid, but they do expect that their copyright not be violated.
They might expect pay in exchange for granting a license to use their copyright art.
Well yeah, if Marvel released their next movie and it was literally the fan art.
That isn’t what a DMCA is for. Someone being compensated for the work they’ve done is unrelated to suing a company for using your art/code/work without permission or reference. Weirdly aggressive to modders though.
Aspyr really keeps stepping on rakes with this one don't they? Rereleasing a classic like this should have been a slam dunk. It's really becoming a trend with Aspyr to have issues with their Star Wars ports, but at the same time I have to wonder if if there was pressure from Embracer to rush this out the door. When you're still desperately axing and selling off studios, rereleasing a fan favorite Star Wars game probably sounds like easy money no matter how much more time the game needs to be finished.
It’s EA. That’s how it keeps getting worse.
The original was EA, this re-release is Aspyr, so as bad as EA are I’m not convinced that they’re to blame here.
The original was not EA. It was Pandemic Studios, who release Battlefront 1 and 2 both before they were acquired by Electronic Arts between 2007- 2009.
Wait… I just had to look them up. The company behind kotar?? Okay now that fucking hurts. I’m used to the fall of EA but… Damn
Embracer, actually, and while I do suspect that the blame for a lot of these problems lies with them (especially the lack of servers, which was almost certainly down to Embracer cheaping out), it’s hard to blame this particular failure on anyone but Aspyr. While Embracer almost certainly created the conditions by not giving them enough time and resources to deliver good work, it’s still on Aspyr that they used someone’s work without permission. There’s no real justification for that, even if you’re in a bind.
I wonder if Embracer even had a lot of stakes in this? They sold of Aspyrs parent company (Saber) a few days before release.
Amazing how you can just shit on EA and get upvoted even though they are nothing to do with it.
imbulletproof.heavy
Almost like they earned a reputation or something. Almost like it’s expected.
Kinda like doing something 10 times in a row so on the 11th time an assumption is made….
I suppose someone could think that “amazing.”
Aspyr has a history of laziness and incompetence, unfortunately. I really want to like the company because they were one of the few companies bringing my favorite games to Linux (KotOR and the Civ series) before Steam and Proton go so damn good. But their Civ ports were always plagued with weird bugs not in the original games, not to mention they didn’t have cross-platform multiplayer, preventing me from playing online with my Windows-using friends unless I dual-booted or tried to fight Wine. And somehow their Civ save file format is different, so you couldn’t even switch between Windows and Linux and continue the same game. It was baffling.
Only good game they did was Episode 1: Pod Racer.
Seems like Tomb raider collection was the fluke, because that one is almost perfect. But I tried out the dark forces remastered and was met with a godawful AI laser rifle with visible artifacts.
Embracer Group, blink twice if you are in trouble.
[blinks 20 times]
Did I somehow miss it or does the article not even mention what the mod is?
There were two heroes that were released as Xbox exclusive DLC back during the original release - Kit Fisto and Asajj Ventress. The mod added them into the PC version by reskinning Ki Adi Mundi and Ayla Secura respectively. The Aspyr release uses the reskinned versions from the mod rather than the official models from Pandemic/Lucasarts which they presumably had permission to use but chose not to despite the fact that the original models don’t have graphical errors and do have the correct fighting style/animations.
Oh wow, that’s nuts.
starman2112@sh.itjust.works 7 months ago
It’s so cool and amazing that we finally have home theatre systems in every fucking house, and that’s when devs decided we don’t get split screen anymore. Modern hardware is wasted on modern devs. Can we send them back in time to learn how to optimize, and bring back the ones that knew how to properly utilize hardware?
catloaf@lemm.ee 7 months ago
It’s not a question of capability. It’s a question of cost-benefit spending developer time on a feature not many people would use.
Couch coop was a thing because there was no way for you to play from your own homes. Nowadays it’s a nice-to-have, because you can jump online any time and play together, anywhere in the world, without organizing everyone to show up at one house.
chiliedogg@lemmy.world 7 months ago
It also requires multiple copies of the game.
ICastFist@programming.dev 7 months ago
Which is super ironic when you look at games that had an obviously tacked-on, rushed multiplayer component in the first place, such as Spec Ops: The Line, Bioshock 2 and Mass Effect 3
ipkpjersi@lemmy.ml 7 months ago
I think a lot of the blame is erroneously placed on devs, or it’s used as a colloquialism. Anyone who has worked in a corporate environment as a developer knows that the developers are not the ones making the decisions. You really think that developers want to create a game that is bad, to have their name attached to something that is bad and to also know that they created something that is bad? No, developers want to make a good game, but time constraints and horrible management prioritizing the wrong things (mostly, microtransactions, monetizing the hell out of games, etc) results in bad games being created. Also, game development is more complex, hardware is more complex, and developers are expected to produce results in less time than ever before - it’s not exactly easy, either.
It’s a pet peeve of mine and I’m sure you meant no harm by it, but as a developer (and as someone who has done game development on the side and knows a lot about the game development industry), it’s something that bothers me when people blame bad games solely on devs, and not on the management who made decisions which ended up with games in a bad state.
With that said, I agree with your sentiments about modern hardware not being able to take advantage of long-forgotten cool features like four-screen splitscreen, offline modes (mostly in online games), arcade modes, etc. I really wish these features were prioritized.
almar_quigley@lemmy.world 7 months ago
I agree with you on this point. I think”devs” is conflated for the developing company and its management and not individual devs.
barsoap@lemm.ee 7 months ago
4x splitscreen needs approximately 4x VRAM with modern approaches to graphics: If you’re looking at something sufficiently different than another player there’s going to be nearly zero data in common between them, and you need VRAM for both sets. You go ahead and make a game run in 1/4th of its original budget.
starman2112@sh.itjust.works 7 months ago
I can’t do that, but you know who could? The people who originally made the game. Had they simply re-released the game that they already made, it wouldn’t be an issue.
MonkderZweite@feddit.ch 7 months ago
and 1/4 of it’s original resolution. Seems doable.
PillowTalk420@lemmy.world 7 months ago
I would go back in time to 1995 and give John Carmack modern tools and maybe UE5 and see what happens.
ICastFist@programming.dev 7 months ago
Even if you gave him a current-day computer to play with (otherwise, even supercomputers of the time would struggle to run UE5), he wouldn’t achieve much, consumer grade computers back then really struggled with 3D graphics. Quake, released in 1996, would usually play around 10-20 FPS.