Upload VR
has a statement from John Carmack after asking the former Oculus and id Software
CTO about news that Oculus is shutting down
Echo VR
on Oculus Quest. This offers a gamer-centric outlook on the value companies
derive from keeping older games running, and the irreplaceable goodwill lost
when they are closed. Here's a bit on how games can be designed to better
account for changes down the road:
Every game should make sure they still
work at some level without central server support. Even when not looking at end
of life concerns, being able to work when the internet is down is valuable. If
you can support some level of LAN play for a multiplayer game, the door is at
least open for people to write proxies in the future. Supporting user-run
servers as an option can actually save on hosting costs, and also opens up
various community creative avenues.
Be disciplined about your build processes and what you put in your source tree,
so there is at least the possibility of making the project open source. Think
twice before adding dependencies that you can’t redistribute, and consider
testing with stubbed out versions of the things you do use. Don’t do things in
your code that wouldn’t be acceptable for the whole world to see. Most of game
development is a panicky rush to make things stop falling apart long enough to
ship, so it can be hard to dedicated time to fundamental software engineering,
but there is a satisfaction to it, and it can pay off with less problematic late
stage development.