Interoperability for games is fundamentally flawed reasoning
Posted Aug 24, 2005 18:48 UTC (Wed) by
corbet (editor, #1)
In reply to:
Interoperability for games is fundamentally flawed reasoning by FlorianMueller
Parent article:
On the defense of piracy enablers
Hmm...I've written a network filesystem, and I think your reasoning applies to me too. I don't want anybody to get around the proprietary licensing on my filesystem client ("circumvention of copy protection schemes"). I wouldn't want any particular client to adopt techniques which might get it an unfair share of bandwidth out of the server ("cheat programs"). Denial of service is undeniably a bummer. Heaven forbid if a third-party client could find a way to get around file permissions ("security risks"). Etc. Clearly, the creation of alternative CIFS servers and clients (for example) should not be allowed.
For that matter, the same could be said for a web service. There's a good reason for IE-only web sites after all.
You know, the netrek people were faced with all this stuff fifteen years ago, and they coped with it. And alternative servers (remember "paradise"?) with new features resulted.
The right to create interoperable software doesn't go away just because the creator decrees that two sides of a protocol are a "unity." I must disagree, sorry.
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