> Smaller developers don't usually build games that require huge online components that will be hard to release to the public.
Yes, they do. Small developers disproportionally have to rely on online services to make their multiplayer games work to a playable standard acceptable to the users, as they can't afford to write them from scratch (and couldn't even afford to do the devops work that comes with a self-hosted alternative).
Example: PEAK, on of _the_ multiplayer hits of last year from a small studio is built on top of Photon[0] for their multiplayer. If you were to remove that component you might as well completely rewrite the game.
> Small developers disproportionally have to rely on online services
I'm not convinced that that's the case. If you're talking about cloud providers then the cost can become very high very quickly, so smaller developers have to carefully manage the budget. To my knowledge, cloud services are usually used for simple stuff like logs and analytics, and games don't really need that to play the game.
Also, don't forget that it's not just multiplayer games. Singleplayer games suffer from this as well.
If the law were to be passed, surely Photon would be incentivized to make a self-hosting alternative, no? Something that uses the same API but is self-hosted.
> PEAK, on of _the_ multiplayer hits of last year from a small studio is built on top of Photon[0] for their multiplayer
How did studios deal with multiplayer in the 1990-2010? That's right, server binary and in-game server browser. These days you don't even need to enter an IP address, just use Steam to invite/join friends. Using third-party or cloud online services is just pure laziness/convenience, and allowing for players to host their games is not rocket science.