Interoperability for games is fundamentally flawed reasoning
Posted Aug 24, 2005 19:41 UTC (Wed) by
khim (subscriber, #9252)
In reply to:
Interoperability for games is fundamentally flawed reasoning by FlorianMueller
Parent article:
On the defense of piracy enablers
Comparing Samba, OpenOffice etc. to a game doesn't take into account how disparate entertainment software is from productivity software.
Ok, let's compare two cases for my friend in small town.
1. BattelNet vs bnetd. He can use the "buy the game once and never have to pay any fees" model. $100-$150 per year (~1 hour per day: there are only dial-up in town and it's not cheap; Internet Cafe is cheaper but there are no way to install it's own game there) for one user. Or he can install bnetd and play with it's friends - not as fun but $0 for all. If there are 10-20 we are talking about $1000-$3000 here.
2. Windows 2003 server vs samba. He can use Linux with samba ($0) or he can buy Windows 2003 server for ~$1000 for 10 users and for ~$1500 for 20 users. Or he can use ftp to transfer files (no need to reverse-engeener protocol at all).
Why we should forbid to do reverse engeenering in first case and permit in second case ? In Russia, for example, unlimited traffic planes are only available in Moscow and St. Petersburg, so for 85-90% or users "a monthly fee" and "buy the game once and never have to pay any fees" models are indistinguishable...
So no, I do not think there are any difference between Battle.Net servers, ICQ and samba. In all cases it's pure convinience (you can live without ICQ and samba at all, right? ntalk and ftp are there, you know and if in doubt there are Web-based ICQ as well), in all cases we are modifying data produced by programs and return data back and we never modify program itself.
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