There’s a lot of talk currently about the Level-3/Comcast mess, where Comcast is demanding additional money from Level 3 (an internet backbone and current partner with Netflix for providing streaming media) before they will allow streaming media onto their network. Comcast’s reasoning is that Level 3 is acting as a Content Delivery Network (CDN), not just as an internet backbone, and thus no longer qualifies for the peerage agreements that would allow for traffic between the two networks without additional fees. Which is a bogus assertion, and feels like a money-grab: Comcast’s customers are paying for that bandwidth already, and making a legitimate request for the data being provided — all Level 3 is doing is sending the requested data. To then block the data that the customer has paid for (twice: they pay Comcast for the bandwidth, and Netflix for the content) directly violates the principles of an open internet.
This is a prime example of why there are concerns over the imminent Comcast-NBC Universal deal (for those who haven’t been paying attention: Comcast is trying to purchase NBC Universal from General Electric for $6.5 billion dollars CASH, plus investing an additional $7.5 billion dollars in programming), in terms of media consolidation and vertical control effectively creating a walled garden. To quote Senator Bernie Sanders:
The sale of NBCU to Comcast would create an enormously powerful, vertically integrated media conglomerate, causing irreparable damage to the American media landscape and ultimately to society as a whole.
This is hardly the first time Comcast has been caught with their hand in the proverbial cookie jar, taking censorial action while claiming to be in favor of an open internet. Their behavior is antithetical to net neutrality on a fundamental and obvious level.
So, why does this matter to game development? A variety of reasons, actually. Regardless of what type of games you are talking about, modern gaming takes bandwidth: assets need to be downloaded, whether as a standalone game title, or even the casual, cloud-based games you find on Armor Games or Kongregate or even Facebook. If there is any type of online component, there will be regular communication between client and server. This sort of bandwidth costs money, and if developers have to start paying additional fees to be allowed into walled gardens, the cost may reach a point where it is no longer feasible for many developers to continue. Even already, a number of games are looking at solutions to mitigate the costs of hosting content, such as distributed downloading solutions like BitTorrent (yes, believe it or not, peer to peer isn’t just for illegal uses). While some price fluctuation is expected and reasonable as the market shifts and costs of hosting and bandwidth change, at what point do developers (including smaller developers without the resources of large publishers) have to start dealing directly with Comcast (or other gatekeepers) for the right to sell their own product to the public? One of the biggest benefits of the internet, open access, not having to go through a gatekeeper process and large publishers to share your work with the world, is already being challenged by device-specific gates, like the Apple App Store for the iPhone, and to a lesser extent the Playstation Network and Xbox Live Arcade and WiiWare. (I say lesser extent because those networks are ones that ostensibly can’t reach the rest of the internet without additional effort, if at all, whereas the iPhone App store has no such issues.) We do not need, nor want, service providers blockading legitimate customers from our products.