How is that extortion? If you use a library/project with a licence you need to abide by its terms. If you don't want to do that, then either write it yourself or find an alternative. People asking for the source code is not extortion, they're fully within their rights to do so.
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Just anecdotally, but this aligns with my observations on the trend/growth of successful useful open source projects that go with permissive BSD-like license. ~20 years ago there were way less of those than now.
And as a SW developer doing client side/apps as well, using GPL/LGPL is a total pain and basically cost prohibitive, unless I work on my personal small project where I don’t care about having to/risking to open source the rest of the code and getting sued/cloned…
Real life example from ~2010 - we ended up including an LGPL library in our mobile app code, and published/upstreamed all the modifications we did to that code (mostly ARM optimizations). Once the app became popular, our competitors came to us demanding the source code of our app - just because iOS didn’t support dynamic libraries (so we had to statically link it), and giving them the object code to relink it wasn’t enough for them (which would satisfy the spirit of LGPL), because they really wanted to see how we hacked around iOS camera input APIs…
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Arguably the competitors didn't have a case as the object code was provided, so I would stand by calling this extortion. Maybe the legal burdens were too high, so the company complied.
Have you donated to anti-Muslim, anti-Christian etc. platforms in a public fashion while working with them? Because you would've found quite quickly how that changes the interactions.
I don't mind working with someone who has incompatible views with me, but I'd be quite unhappy working with someone who was actively working on undermining my rights.
That depends. I have donated to Religious missionary work publicly, that could be seen by an extremist of any other religion who sees this as a zero sum game as anti their religion. But I don't bring this up in work because that is uncouth and not what my job is about, and would expect the same from co-workers. Eich also didn't donate publicly, this was dug up and then foisted upon him. If someone were to dig through records they could find my donations and party affiliations, which is what they did to him. He was being professional, they were the ones that were taking his private views and forcing them into the public sphere.
> taking his private views and forcing them into the public sphere
Donations in an effort to change the law are fundamentally a public action, whether or not the government requires the fact of your donation to be publicly disclosed. Seeking to use the law to hurt people is not a private view.
And do you think PC has less exclusives compared to PS5 / other consoles? How many games on Steam has never been released on consoles vs the other way round?
By that logic I'd expect this one to completely dominate.
So, we should define terms. To "dominate" should mean to sell more than or make more money than the competition, which may include taking market share from the competition. I don't doubt valve will continue to make money in an absolute sense, it already does and this likely doesn't change that.
Steam already has a monopoly in the PC space and has the "exclusives" you talk about, essentially games that never were ported to the PS5 or the switch. Thus, in order for the steam machine to take market share from the other consoles, you a) have to take console share from those players, likely by pressuring those developers to port from the consoles to PC. That could be something, but no doubt that pressure already exists, as steam already exists. I don't see how the steam machine changes that. In fact, the opposite situation exists which is why steam makes so much money, as you said. To actually dominate, it can only happen after situation c) below.
New customers or dollars cannot come from people who have a PC and can now forgo using their pc for gaming (by neglecting to upgrade their pc to keep up to date to play new AAAs), as the assumption here is they are selling the consoles at a loss (which may not be true, we'll have to find out). That if anything, is essentially a soft form of b) cannibalisation. So that isn't really "gaining market share" more so than it's changing the means of consumption of the same thing. Moreover, if they choose to sell at a loss, then I only can imagine this leading to actual cannibalisation from their existing PC customers as there isn't really any actual profit being made here.
So finally, the only route they have to expanding their player base in my mind is c) new gamers, that is casual phone players or other non-enthusiast gamers who don't really play games but will be willing to buy a console. This is how the Wii excelled in its generation and how the switch won the last one. Here, it all comes down to price and thus how much Valve is willing to sell at a loss or otherwise subsidise the steam machine using steam proper. So, this to feels like their only real route to "dominating."
As I alluded to above, a) can only happen if c) happens, as Steam already has the mindshare it does and thus it already has the same allure to developers as is the case today, and those developers are still pursuing exclusives with the PS5 and the switch. Thus, if certain developers or games are stuck on the switch or the PS5 with current conditions, they won't move enmass to the steam machine unless c) happens first and thus their calculus changes. And of course, selling at a loss means that they also run the risk of only b) occurring if they don't gain enough new players fast enough to offset the loss from selling consoles.
That leaves them not selling the hardware at a loss, then I don't really know. It's just the steam machine will likely be north of 700 usd if you're not subsidising it, and like the steam deck it will be a novelty item they may or may not make a profit off of. That I wouldn't call "domination", although they may make money overall so I don't doubt they will end up happy.
JavaScript has success because it has a monopoly in the browser, anything you want to do there has to go through JavaScript, not because of any merit of the language.
The game is rated as 'Mature 17+', and Steam has an age confirmation page before accessing the store page of the game. Are you expecting Valve to add ages verification based on ID like the new UK law to block all the kids?
I thought we had parents for you know, parenting. It shouldn't fall into a company to manage what a kid is doing when the product is not for kids.
It's not that simple. The real problem is that Valve allows items to be sold in markets outside of Valve's control which allows third party gambling websites to operate. And you guessed right, they basically don't care about your age. Valve of course knows this but won't do anything, because they make profits off all transactions happening in third party markets. Plus the whole professional CS tournament scene is sponsored by these predatory casinos. Coffeezilla did an in-depth piece on this: https://youtu.be/q58dLWjRTBE
> Plus the whole professional CS tournament scene is sponsored by these predatory casinos
I once had a glimpse behind the scenes of the online sports gambling industry (only for a few months—turns out that was my limit of how utterly disgusting an industry I could participate in and still, literally, sleep at night!) and it answered a question for me.
The question was: “How did professional gaming get so incredibly big so very fast?” Its quick rise seemed to me to have started well before the broad normalization and rise of gaming in mainstream pop culture, so had always seemed to me like the cart coming before the horse, and I’d never been able to figure out how or why it’d happened that way.
The answer was gambling. Professional video gaming is all but completely a gambling industry. That’s where the money and promotion came from. Sponsorships, sure, but that’s secondary and would drop off to a large degree without the boost from gambling. And I mean gambling on the matches, not just sponsorship by gambling sites. It’s a betting industry.
(Online gambling’s also all wrapped up in right wing political money and funding right wing media[!] in, at least, the US, was another thing I learned that I hadn’t expected)
I think gambling came in more in later waves. The first wave of popularity (mostly StarCraft, LoL and fighting games) tended more towards funding from sponsors, and not gambling ones (red bull, monster energy, gaming peripheral makers, the game devs themselves, mobile games).
I don’t know much about lol or fighting games but the starcraft pro scene exploded after a gambling/match fixing scandal back in 2010! The first wave absolutely had this problem
> I once had a glimpse behind the scenes of the online sports gambling industry (only for a few months—turns out that was my limit of how utterly disgusting an industry I could participate in and still, literally, sleep at night!) and it answered a question for me.
I worked in online gambling for about 10 years in the UK. I found how charities and local/national government worked far worse and I was far more frustrated with their attitudes.
e.g. I found an SQL Injection vulnerability with dynamic SQL in a large UK charity (I won't say which one). I reported this to my boss. He kinda just shrugged his shoulders. Similar attitudes were present in local government. The gambling industry was the complete opposite and took security very seriously.
What bothered me the most about charities and government was that on the outside they were giving the impression of having a virtuous purpose. Whereas the gambling sites didn't, it was simply "Try to win some cash".
As a former addict (alcohol), I don't have much sympathy for people that blame the companies for the problems of addicts. The problem ultimately lies with the individual. I was the one that choose to drink. The brewary, the bar, or the off-license never forced the drink down my throat. People choose to go to the casino, in the same way they choose to go to the bar.
> The question was: “How did professional gaming get so incredibly big so very fast?” Its quick rise seemed to me to have started well before the broad normalization and rise of gaming in mainstream pop culture, so had always seemed to me like the cart coming before the horse, and I’d never been able to figure out how or why it’d happened that way.
Many of the classic videos games were made to relieve you of change in Arcades. Nearby to where I live there are still classic seaside arcade. They still have machines similar to Sega Rally and Time Crisis there. Video gaming and quasi-gambling have been intertwined since the birth of the industry.
> The answer was gambling. Professional video gaming is all but completely a gambling industry. That’s where the money and promotion came from. Sponsorships, sure, but that’s secondary and would drop off to a large degree without the boost from gambling. And I mean gambling on the matches, not just sponsorship by gambling sites. It’s a betting industry.
This is all professional sports (even going back to long ago as the Roman Empire). There is nothing special about professional video gaming.
The industry saw that people were interested in watching matches between highly skilled people. Any form of entertainment/news/sports is bankrolled by advertising and/or gambling.
Many of these large events came out of more grass roots events like large lan parties. These were pretty big in the late 90s to early 2000s.
> (Online gambling’s also all wrapped up in right wing political money and funding right wing media[!] in, at least, the US, was another thing I learned that I hadn’t expected)
Gambling tends to attract the more profit orientated which roughly aligns with what is considered "right wing" (at least in the US). I found the industry to be pretty apolitical as a whole. Many of the C-suite and above seemed to be actually relatively left-wing at least in some view points. It was odd when the top executives were far at least on somethings far more to the left than I was.
Should 17-year-olds be gambling? They're still in high school, the high-tech excuse of blaming the parents while pocketing billions of dollars is odious and convincing a jury to slap these companies with tobacco industry levels of damage remains feasible.
You can make a non-toxic, high quality free to play game, e.g. Beyond All Reason. Of course there will be no marketing budget for that game so most people won't know it's there.
> It might've affected me negatively when I was younger or a teen
Isn't this the point, though? Considering how online gaming is generally focused more on younger demographics, being harsh on hateful speech is likely to improve the experience of those who are vulnerable to it.
Detecting hate speech is much easier compared to intentional feeding or throwing.