Second Life and Open Source
Posted Dec 21, 2006 17:59 UTC (Thu) by
mikov (subscriber, #33179)
In reply to:
Second Life and Open Source by rwmj
Parent article:
Second Life and Open Source
No it's not. The true solution is not to have a business
model
which depends on computers not to copy stuff. [...] Why not have a
business model like Red Hat's where copying is a Good Thing?
I don't see the connection. Second Life is a game. People want to
pretend they are in the real world there. In the real world you can't
arbitrarily copy physical objects.
Secondly, it is not clear at all how such a business model can be
applied to a game and whether it would be profitable. AFAIK, RedHat makes
most of its money from support for corporate customers. Again - nothing to
do with Second Life's customers.
Besides, "trusted" computing is just as likely to fall to some
sort
of class break as any previous attempt to do the same (eg. Xbox and
numerous other game consoles, printer port dongles, strangely formatted
floppy disks, etc. etc.)
Don't get me wrong. I want this to happen. I hate trusted computing.
However, XBox was only Microsoft's first attempt in trusted computing.
They are bound to get better at it and it will become progressively harder
to break their next attempts. For example if everything is on a single
chip, it is practically unbreakable.
Even now most people wouldn't/couldn't do the required hardware
modifications themselves and in some countries it is illegal to sell
already cracked consoles. On top of that in the US it is probably illegal
to crack your own console ...
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