Step 1: Create awesome and secure OS Step 2: License said OS Step 3: Accuse others of license infringement Step 4: Profit... no, wait... multi-billion dollar loss as a result of "no way in hell are we going to win this" lawsuits...
Erm, perhaps you haven't heard of industry-regulated groups like the ESRB, which function exactly like the MPAA Ratings that we all know and love. Note that the MPAA Ratings system is completely voluntary, just like the ESRB ratings system is, leaving your whole arguement bunk.
For any doubters you know that say collaboration can't generate something awesome, Wikipedia is a gigantic, glowing, neon proof that it can, indeed
For another great success story, but one that does not (IMHO, YMMV) seem to have the depth of knowledge that Wikipedia.org has is Everything2.
While I'm not sure if either of these would qualify under an "open source movement," they seem to uphold many of those ideals (both are made by countless numbers of people, both revolve around things that cover broad topic material, both are freely editable and upgradable by anyone/everyone, both are free (as in beer)).
Perhaps people can start to see just how powerful an Open Source movement can be, and begin to use other great tools developed by like-minded people (GPG, *nix, just to name a few!), if they're introduced to wonderful success stories like these.
Spread the word about great sites and projects like this to your non-Open-Source-knowledgable people. Explain to them in plain terms that they can understand ("it's an online encyclopedia, like WorldBook or Encarta, but it's free"), and we can really see this movement take flight.
I'm surprised that no one here has mentioned some biggy indie developments. Granted, they are not necessarily full-fledged games within and of themselves, but the modding community does have the ability to crank out some great games, including the ability to make and/or break a game.
For instance, Half-Life. OK, it's a great game, good storyline, sold pretty decently. Then comes the Counter-Strike mod for it (created by an indie developer). Suddenly H/L explodes, and is still selling thousands of copies per year (don't forget that it came out many many years ago). From here, the CS team has since been "merged" into VALVe Software, and a new game (Counter-Strike: Condition Zero) is the result.
Other great examples of this are the original Team Fortress for QuakeWorld and Action Quake for both Quake I and Quake II. (Action Quake actually partially inspired Counter-Strike).
Independent developers are rampant in the RPG and War Simulation genres. Simple Google searches can reveal a surprising amount of good games out there, including ones that are sold on a per-download basis (thus eliminating the publisher altogether). Granted, they may not be making a tremendous amount of money, but almost no indie in any form of entertainment will make a lot of money... that's just the way our current (crappy) system is set up.
For a more corporate aspect, I would recommend taking a look at GoD Games, which started out as a collection of developers joining together to form their own publishing group. (Publishing is where the actual game is made/broken. If you don't have a publisher, your game, however good it is, will not go very far) It's since been phenomenally successful.
I see no reason that indie developers can't stay together and functioning in the big world of mega-hits like EA's (well, Maxis') The Sims. The form of entertainment is simply too broad for the big wheels to cover everything.
"Customers want a full solution, up to the application level, from a single source," [Metrowerks vice president of strategic marketing John] Smolucha added.
Does this sound a little like the Microsoft/Disney/AOLTW/whoever monopolistic practices to anyone else, or am I just being overly cynical and reading too much into it? How does this fit into the whole free (as in speech) aspect of the Linux developmental ideology?
You can't tell me that theatres break even on admission. I refuse to believe that $8-10 for a ticket x 100 people watching the movie x 4 showings per day (roughly $3200-4000) per day and they're breaking even on admission? And that's not counting the $15-20 the average group shells out for pop/popcorn/candy... ?
Step 1: Create awesome and secure OS ... no, wait ... multi-billion dollar loss as a result of "no way in hell are we going to win this" lawsuits ...
Step 2: License said OS
Step 3: Accuse others of license infringement
Step 4: Profit
Well, that's great and all, but can it run ...
... it can.
Oh
Yeah, that's nice and all ... but can it run Linux?
No, it'd be an Etch-a-Sketch without the screen, just the two knobs.
... I could make a fortune selling just two knobs and calling them "barebones Etch-a-Sketches"!!!
Hey
The full text of the bill, as proposed, is available here in PDF format.
Note that this is not the first time that he has done something like this before.
Now everybody will be able to create Jar-Jar Binks models and insert them into substandard movies!
While I'm not sure if either of these would qualify under an "open source movement," they seem to uphold many of those ideals (both are made by countless numbers of people, both revolve around things that cover broad topic material, both are freely editable and upgradable by anyone/everyone, both are free (as in beer)). Perhaps people can start to see just how powerful an Open Source movement can be, and begin to use other great tools developed by like-minded people (GPG, *nix, just to name a few!), if they're introduced to wonderful success stories like these.
Spread the word about great sites and projects like this to your non-Open-Source-knowledgable people. Explain to them in plain terms that they can understand ("it's an online encyclopedia, like WorldBook or Encarta, but it's free"), and we can really see this movement take flight.
I'm surprised that no one here has mentioned some biggy indie developments. Granted, they are not necessarily full-fledged games within and of themselves, but the modding community does have the ability to crank out some great games, including the ability to make and/or break a game.
... that's just the way our current (crappy) system is set up.
For instance, Half-Life. OK, it's a great game, good storyline, sold pretty decently. Then comes the Counter-Strike mod for it (created by an indie developer). Suddenly H/L explodes, and is still selling thousands of copies per year (don't forget that it came out many many years ago). From here, the CS team has since been "merged" into VALVe Software, and a new game (Counter-Strike: Condition Zero) is the result.
Other great examples of this are the original Team Fortress for QuakeWorld and Action Quake for both Quake I and Quake II. (Action Quake actually partially inspired Counter-Strike).
Independent developers are rampant in the RPG and War Simulation genres. Simple Google searches can reveal a surprising amount of good games out there, including ones that are sold on a per-download basis (thus eliminating the publisher altogether). Granted, they may not be making a tremendous amount of money, but almost no indie in any form of entertainment will make a lot of money
For a more corporate aspect, I would recommend taking a look at GoD Games, which started out as a collection of developers joining together to form their own publishing group. (Publishing is where the actual game is made/broken. If you don't have a publisher, your game, however good it is, will not go very far) It's since been phenomenally successful.
I see no reason that indie developers can't stay together and functioning in the big world of mega-hits like EA's (well, Maxis') The Sims. The form of entertainment is simply too broad for the big wheels to cover everything.
Well, certainly the best method to stress-test any system is to post about it on Slashdot! Good job, Carnegie Mellon!
You can't tell me that theatres break even on admission. I refuse to believe that $8-10 for a ticket x 100 people watching the movie x 4 showings per day (roughly $3200-4000) per day and they're breaking even on admission? And that's not counting the $15-20 the average group shells out for pop/popcorn/candy ... ?
(Long time reader, first time poster)