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Notes -
As an example, I'd point to City of Heroes as kinda a best-case scenario: an employee of the studio operators for an MMO leaked pretty much everything (source code, development tools, even player data!), the code ended up being relatively drag-and-drop for standard off-the-shelf desktop machines (modulo a pretty steep RAM cost even by the standards of 2020), and the dependency list wasn't that bad while the paid dependencies were scaling up their free versions rapidly.
((And, bluntly, NCSoft pissed off almost every single person at Paragon Studios, in ways that they were quite willing to hurt NCSoft for so long as they couldn't get sued over it.))
But it still had people working on it had to do a ton of tweaking work, either to get it to run even moderately stably without dedicated staff, to update the client to handle arbitrary server addresses, and a decent amount of other black magic that SCORE wasn't talking about publicly. And it is a best-case scenario, without much in the way of middleware, jealously protected internal code for other competing products, or obnoxious infrastructure asks. If rather than free(ish) MS-SQLExpress it'd been some weird solidDB bullshit, or if the instances required some goofy mess of microservices as a minisharding behavior? What if some code dependency had license that couldn't be passed to users or resold?
By contrast, take Glitch. Not only were its assets in a much more complicated state given the development of the game, it depended on Adobe Flash. Some of it was open-sourced, surprisingly, but even before the death of Flash and ActionScript it wasn't anywhere near usable; now, much if it's barely useful. Even had every single part of the game leaked, it'd be a significant project to convert. ((And then OddGiants moved to Unity, right before the license rework.))
In practice, this puts really strong pressures toward either leaving MMOs in maintenance mode forever, breaking them off into other companies that go completely can't-punish-us bankrupt, or not releasing anything but what their investors are absolutely sure will be a forever hit. Maybe that's worth it, or there are ways to reduce these pressures by careful framing of the regulation.
But I'm not optimistic, and too many responses just feel like kicking the can down the road under the assumption someone will fix them, or make them not count.
I had close to zero knowledge of game preservation efforts, but what you describe is exactly what I would expect given my history in software.
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