Interoperability for games is fundamentally flawed reasoning
Posted Aug 25, 2005 8:32 UTC (Thu) by Ross
In reply to: Interoperability for games is fundamentally flawed reasoning
Parent article: On the defense of piracy enablers
Again, you are attributing things to copyright which just don't exist, at least in the law as I understand it (admittedly US-centric). In the US, it is perfectly legal to modify a binary on your computer. You can't distribute the modified binary (well, probably not), and you still need a license for it, but "destroying" the pristine vision of the work that the author had by changing the work is not a crime. In fact, in other examples in this thread people mentioned examples that are prefectly legal. Saying that bnetd effectively does the same thing (which I don't think is accurate) does not justify your claim that it promotes piracy, violates the DMCA, or that it is anti-copyright or anti-capitalist "propaganda".
Then, you say this:
"The question is not whether he has it, but whether it's ascertained that he has it. You can't abolish U.S. border controls because some or most of those who enter the country do have a valid passport and/or visa."
So now people who purchase software are required to prove they own it at some undefined place and to some agency? You had just finished explaining about how Blizzard intended pirated copies to be able to play on LANs but not Battle.net as a teaser. Umm... isn't that basically admitting that it is authorized use? And isn't there a problem with your logic because a player may never connect to Battle.net even if they have a valid key. In that case how are they helping Blizzard "ascertain" they have a valid and unique license? They aren't. So are they protecting Battle.net or the game? It seems to me like the former, even if that was not their intent.
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