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	<title>
	Comments on: “Making it technically work and making it actually enjoyable as a game are different things.” Japanese devs weigh in on why retrofitting live-service games with offline support is harder than gamers think 	</title>
	<atom:link href="https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/feed/" rel="self" type="application/rss+xml" />
	<link>https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/</link>
	<description>AUTOMATON is a website that covers the Japanese gaming world. We bring you the news on video games from Osaka and Tokyo.</description>
	<lastBuildDate>Wed, 08 Jul 2026 13:00:16 +0000</lastBuildDate>
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		<title>
		By: Arthur		</title>
		<link>https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-9127</link>

		<dc:creator><![CDATA[Arthur]]></dc:creator>
		<pubDate>Wed, 08 Jul 2026 13:00:16 +0000</pubDate>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=65405#comment-9127</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-9070&quot;&gt;Vincent W&lt;/a&gt;.

All that OP said was that every game should have a plan for offline operation after the eventual server closure. The fact that private servers exists for a pletora of games is already proof enough that any &quot;online-only&quot; game *can* have an offline mode. The fact that random users do it on their free-time without any profit involved also shows that preservation of those games is possible without a penny from the original companies,but the point is they not only don&#039;t plan ahead, they also go after said fan projects as if it really harm anyone.

In the ideal future, all games would have a planned offline mode in mind since the start, only released when the server ends. But if this is something impossible for a particular studio, then at least leave alones the fans who are making the impossible happen. They aren&#039;t using your IP in a bad way, they are showing how valuable said IP is, to the point of making this herculean task.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-9070">Vincent W</a>.</p>
<p>All that OP said was that every game should have a plan for offline operation after the eventual server closure. The fact that private servers exists for a pletora of games is already proof enough that any &#8220;online-only&#8221; game *can* have an offline mode. The fact that random users do it on their free-time without any profit involved also shows that preservation of those games is possible without a penny from the original companies,but the point is they not only don&#8217;t plan ahead, they also go after said fan projects as if it really harm anyone.</p>
<p>In the ideal future, all games would have a planned offline mode in mind since the start, only released when the server ends. But if this is something impossible for a particular studio, then at least leave alones the fans who are making the impossible happen. They aren&#8217;t using your IP in a bad way, they are showing how valuable said IP is, to the point of making this herculean task.</p>
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		<title>
		By: Vincent W		</title>
		<link>https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-9071</link>

		<dc:creator><![CDATA[Vincent W]]></dc:creator>
		<pubDate>Sat, 04 Jul 2026 20:07:36 +0000</pubDate>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=65405#comment-9071</guid>

					<description><![CDATA[I am fascinated by the way people react to *developers* describing why they don&#039;t already architect their games around this one specific concern at the expense of all others. Look even just in these comments. The responses range from:
- it&#039;s very simple, they could just do it and the developers themselves are wrong about their own effort estimations
- it&#039;s not simple but they could totally do it if they thought about it ahead of time despite this very article being devs saying the opposite, that it is both a design time and EOL stage problem
- it&#039;s not simple and they couldn&#039;t do it and that&#039;s good, online only games shouldn&#039;t be made, regardless of how many millions of players enjoy them and regardless of what the devs want to make
- it&#039;s very simple and the developers are just making shit up because it&#039;s actually the big bad publishers making them do it, no matter how many developers are on record describing why they made online only games or how many indie developers describe why they did it or why even their single player games rely on middleware that creates a similar problem

This isn&#039;t Mr. Monopoly EA/Ubislop man coming out and saying players don&#039;t know what they want. These are the people with perhaps the most incentive to keep their art alive *as much consistent with their vision as possible* saying why it&#039;s difficult for them to do and what compromises have to be made. So to have laypeople coming in and insisting they know better without any basis for it is laughable.]]></description>
			<content:encoded><![CDATA[<p>I am fascinated by the way people react to *developers* describing why they don&#8217;t already architect their games around this one specific concern at the expense of all others. Look even just in these comments. The responses range from:<br />
&#8211; it&#8217;s very simple, they could just do it and the developers themselves are wrong about their own effort estimations<br />
&#8211; it&#8217;s not simple but they could totally do it if they thought about it ahead of time despite this very article being devs saying the opposite, that it is both a design time and EOL stage problem<br />
&#8211; it&#8217;s not simple and they couldn&#8217;t do it and that&#8217;s good, online only games shouldn&#8217;t be made, regardless of how many millions of players enjoy them and regardless of what the devs want to make<br />
&#8211; it&#8217;s very simple and the developers are just making shit up because it&#8217;s actually the big bad publishers making them do it, no matter how many developers are on record describing why they made online only games or how many indie developers describe why they did it or why even their single player games rely on middleware that creates a similar problem</p>
<p>This isn&#8217;t Mr. Monopoly EA/Ubislop man coming out and saying players don&#8217;t know what they want. These are the people with perhaps the most incentive to keep their art alive *as much consistent with their vision as possible* saying why it&#8217;s difficult for them to do and what compromises have to be made. So to have laypeople coming in and insisting they know better without any basis for it is laughable.</p>
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		<title>
		By: Vincent W		</title>
		<link>https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-9070</link>

		<dc:creator><![CDATA[Vincent W]]></dc:creator>
		<pubDate>Sat, 04 Jul 2026 20:01:28 +0000</pubDate>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=65405#comment-9070</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-8100&quot;&gt;SlyAceZeta&lt;/a&gt;.

So to be clear, in your mind, it is better for gamers if they never get the games they and millions of others like, and enjoy their time with it for the period in which it is available, than if the game is available for them to enjoy and interpret before it is closed down?

Game &quot;preservation&quot; (ironically since you seem content to kill live service games categorically) is indeed not a new drive. The industry itself, all things equal, is filled to the brim with people who want it. But the same people also want to create new experiences and put their stories out there, and dedicated servers solve a wide array of security, economy, performance and stability problems. So having laypeople insist repeatedly that they&#039;ll just find the magic button if they think about it really hard earlier to make it all work isn&#039;t helpful, and is the exact same kind of childish nihilism that made SKG lose in the EU. Nothing will get done if this is the sentiment that reigns supreme over this movement.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-8100">SlyAceZeta</a>.</p>
<p>So to be clear, in your mind, it is better for gamers if they never get the games they and millions of others like, and enjoy their time with it for the period in which it is available, than if the game is available for them to enjoy and interpret before it is closed down?</p>
<p>Game &#8220;preservation&#8221; (ironically since you seem content to kill live service games categorically) is indeed not a new drive. The industry itself, all things equal, is filled to the brim with people who want it. But the same people also want to create new experiences and put their stories out there, and dedicated servers solve a wide array of security, economy, performance and stability problems. So having laypeople insist repeatedly that they&#8217;ll just find the magic button if they think about it really hard earlier to make it all work isn&#8217;t helpful, and is the exact same kind of childish nihilism that made SKG lose in the EU. Nothing will get done if this is the sentiment that reigns supreme over this movement.</p>
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		<title>
		By: Dev		</title>
		<link>https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-8129</link>

		<dc:creator><![CDATA[Dev]]></dc:creator>
		<pubDate>Wed, 22 Apr 2026 13:58:48 +0000</pubDate>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=65405#comment-8129</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-8107&quot;&gt;Repent&lt;/a&gt;.

Don&#039;t blame the developers, blame the PUBLISHER.  Developers don&#039;t make that choice.   

These types of things are forced in by investors and the publisher itself in AAA studios.

But yes, the simple solution is just don&#039;t force in singleplayer experiences. 

And no - it&#039;s not super complicated.  I work as an indie, and in the past - I created a type of Interfaced FileSystem which worked both online and offline ( it behaved like a REST API, and simply emulated requests offline when writing and reading locally - requiring &quot;default&quot; values during read), and it worked.

Anyone who claims that &quot;making a single player game offline only is not possible&quot; is not only lying - but also pretend games 20-30 years ago didn&#039;t exist.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-8107">Repent</a>.</p>
<p>Don&#8217;t blame the developers, blame the PUBLISHER.  Developers don&#8217;t make that choice.   </p>
<p>These types of things are forced in by investors and the publisher itself in AAA studios.</p>
<p>But yes, the simple solution is just don&#8217;t force in singleplayer experiences. </p>
<p>And no &#8211; it&#8217;s not super complicated.  I work as an indie, and in the past &#8211; I created a type of Interfaced FileSystem which worked both online and offline ( it behaved like a REST API, and simply emulated requests offline when writing and reading locally &#8211; requiring &#8220;default&#8221; values during read), and it worked.</p>
<p>Anyone who claims that &#8220;making a single player game offline only is not possible&#8221; is not only lying &#8211; but also pretend games 20-30 years ago didn&#8217;t exist.</p>
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		<title>
		By: Repent		</title>
		<link>https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-8107</link>

		<dc:creator><![CDATA[Repent]]></dc:creator>
		<pubDate>Sun, 19 Apr 2026 19:20:38 +0000</pubDate>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=65405#comment-8107</guid>

					<description><![CDATA[Lmfao at the seething devs making up inane drivel to cope about the fact that their skinnerbox gachaslop garbage falls apart once the game gets rid of the dopamine dripfeed of timegates and lootboxes.  Don&#039;t make a cancerous business model and don&#039;t treat games as disposable transient slop if you don&#039;t want people to fix your greed.]]></description>
			<content:encoded><![CDATA[<p>Lmfao at the seething devs making up inane drivel to cope about the fact that their skinnerbox gachaslop garbage falls apart once the game gets rid of the dopamine dripfeed of timegates and lootboxes.  Don&#8217;t make a cancerous business model and don&#8217;t treat games as disposable transient slop if you don&#8217;t want people to fix your greed.</p>
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		<title>
		By: SlyAceZeta		</title>
		<link>https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-8100</link>

		<dc:creator><![CDATA[SlyAceZeta]]></dc:creator>
		<pubDate>Fri, 17 Apr 2026 20:35:31 +0000</pubDate>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=65405#comment-8100</guid>

					<description><![CDATA[&quot;it’s often not a viable choice for developers in terms of the additional work and cost involved&quot;

So don&#039;t make the online-only game in the first place. Simple as that. Every game like this should have to account for the eventual server shutdown as part of its planning, development, and budgeting. Sure, sure, easy for me to say, but all of these games completely disappearing and all of our save data being taken away or deleted is a huge problem that multiple groups are aiming to tackle now. Stop Killing Games didn&#039;t spring up from a fringe belief.]]></description>
			<content:encoded><![CDATA[<p>&#8220;it’s often not a viable choice for developers in terms of the additional work and cost involved&#8221;</p>
<p>So don&#8217;t make the online-only game in the first place. Simple as that. Every game like this should have to account for the eventual server shutdown as part of its planning, development, and budgeting. Sure, sure, easy for me to say, but all of these games completely disappearing and all of our save data being taken away or deleted is a huge problem that multiple groups are aiming to tackle now. Stop Killing Games didn&#8217;t spring up from a fringe belief.</p>
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		<title>
		By: Lorenzo		</title>
		<link>https://automaton-media.com/en/news/making-it-technically-work-and-making-it-actually-enjoyable-as-a-game-are-different-things-japanese-devs-weigh-in-on-why-retrofitting-live-service-games-with-offline-suppo/#comment-8098</link>

		<dc:creator><![CDATA[Lorenzo]]></dc:creator>
		<pubDate>Fri, 17 Apr 2026 18:03:37 +0000</pubDate>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=65405#comment-8098</guid>

					<description><![CDATA[I do not think it matters either way so as long as it&#039;s optional if people are allowed to host the server of a live service itself and it becomes a thing to allow that to happen when the service is shut down.  

Also saying things are difficult without having such options built from the start is basically making excuses. It&#039;s the whole reason why Stop Killing Games is helping enacting laws in the first place in the EU and US.]]></description>
			<content:encoded><![CDATA[<p>I do not think it matters either way so as long as it&#8217;s optional if people are allowed to host the server of a live service itself and it becomes a thing to allow that to happen when the service is shut down.  </p>
<p>Also saying things are difficult without having such options built from the start is basically making excuses. It&#8217;s the whole reason why Stop Killing Games is helping enacting laws in the first place in the EU and US.</p>
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