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Second Life and Open Source

Second Life and Open Source

Posted Dec 17, 2006 13:08 UTC (Sun) by khim (subscriber, #9252)
In reply to: Second Life and Open Source by mikov
Parent article: Second Life and Open Source

The vast majority of users will not crack their consoles.

Right. They just go to the internet shop and buy a cracked one (you do know why the console with long-obsoleted firmware 1.50 will cost $15 more then console with current firmware, right?).

Trusted computing does make the platform more attractive for businesses. Things like: DRM for media. Multiplayer games where one cannot cheat. Better control of what the costumer can do. Etc.

And since all this makes the platform less attractive to the customer in a lot of cases the real penetration only occurs when the TPM-scheme is hacked.

It is not about ethics or "freedom" - the businesses and even the consumers don't really care about that.

Consumers don't care about "freedom" - they care about price. Right now you can buy 10 movies for $3 in Russia on DVD (pirated, of course - but I've not seen noone who actually cares about this when I was there). Movies on HD-DVD or BlueRay discs will cost 50-100 times more at first. Do you really think customers will buy them ? They will wait for DRM to be broken - or the whole scheme will just go nowhere.

We can't realistically hope that most consumers will magically realize the harm of trusted computing and stop buying consoles.

In a lot of cases they just wait till the DRM-scheme-of-the-day is broken. May be not in U.S. - but in less affluent counttries it's the rule...


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