> The most obvious example is pretty much any form of inviting a player/having idenities. The storage of users and inviting them is what brings in the scaling complexities in your average online game, and that's when you'd use a service harder to have a self hosting equivalent of.
A bill like this isn't asking for a 1-to-1 level of service once the company servers are turned off, it's a minimal product to make multiplayer play at all possible. The assumption is that, like with most fanbases for a product, you'll have to form a community of people to engage with it on your own.
The solution is to do what so many older games like Quake or Minecraft or TF2 have done since day 1: Release the server executable, and allow direct LAN connections (and disable login requirements).