Devs have numerous options for how to address the SKG initiative. The top three that come to my mind are:
Release server binaries (along with modifying clients to have a setting to connect to the right server)
Modify multiplayer to work over LAN (good when the server’s only/main job is matchmaking)
Modify the game itself to no longer require online connectivity
In the case of live service games, I would suggest option 3 is the most appropriate. If the main gameplay is singleplayer, but it’s online so you can dole out achievements and gatekeep content, the answer is simple: stop doing that. Patch it to all work in-client. And keep in mind that this will be a requirement at end-of-life from the beginning. If it’s an unexpected requirement, that’s going to be a huge development cost. If it’s expected, making that EOL change easy to implement will be part of the code architecture from the start.
Devs have numerous options for how to address the SKG initiative. The top three that come to my mind are:
In the case of live service games, I would suggest option 3 is the most appropriate. If the main gameplay is singleplayer, but it’s online so you can dole out achievements and gatekeep content, the answer is simple: stop doing that. Patch it to all work in-client. And keep in mind that this will be a requirement at end-of-life from the beginning. If it’s an unexpected requirement, that’s going to be a huge development cost. If it’s expected, making that EOL change easy to implement will be part of the code architecture from the start.
Comes to mind as an example that already exists, https://store.steampowered.com/app/2183650/MEGA_MAN_X_DiVE_Offline/