The problem with this being they're already owned by Vivendi-Universal -- a HUGE media conglomerate that owns Universal Studios, Universal Pictures, MP3.com, and many, many other holdings all over the world.
Pay off BIG? I know donations have been made to some projects, but I don't know of anybody who makes LOTS of money on the donation system. Can you give us more specific examples? How much have these projects managed to rake in via donations?
I would like to see a major studio game go open-source out of the gate as much as the next guy, but I'm not sure donations are the way to go. Maybe a game with a huge community could make some money selling swag, or going on network party tours (ticket sales)...
The IP solution has serious flaws, because essentially, your IP address is your key to your e-mail, but your IP address is not something you necessarily have control over, especially if you're using a mobile device that might connect to the net from different locations at different times of the day (through different wireless access points).
IMO, key authentication schemes are a much better area to research. This IP address based solution just won't fly.
I didn't say that. Actually, I dislike most of the regulation in the telecomunications industry, but I also can't overlook the possibility that competition could lower my cable bill, or at least give me an alternative provider that might not screw up my billing every month
Good solution for movies. What about books and music?
The fact is, all forms of information are facing the same threat. P2P is huge. According to the EFF, 60 million Americans are engaging in P2P, and that's just a drop in the bucket on the global scale.
As technology progresses, adding value will probably help attract serious fans to art (movies, videos, etc..), but bandwidth will continue to improve, and download quality will begin to improve.
Where is all of this leading?
Content providers will quickly discover that they have no way to protect their copy right (yes, I separated that on purpose). If something can be seen, heard, or read, it can be copied, and will be (if it's any good).
This is a reality that content creators will just have to face. Does it make sense to try to sell something that people can get free anyway? Does DRM make any sense when it can be easily circumvented?
So far enforcement doesn't seem to be a winning strategy, and in the mean-time, researchers, scientists, artists, and consumers alike are all casualties of war.
Of course, things like this would not be an issue if the game was open-source.
But how do you sustain a game studio that releases open-source software?
I have a proposition that may or may not work.
Network party tours. Sell lots of swag. Announce regional, national, and world champions based on tour tournament results.
Just a glimmer of an idea. I go into other copyright/ip/money issues in today's journal entry. Check it out and comment if you want to.
The problem with this being they're already owned by Vivendi-Universal -- a HUGE media conglomerate that owns Universal Studios, Universal Pictures, MP3.com, and many, many other holdings all over the world.
Pay off BIG? I know donations have been made to some projects, but I don't know of anybody who makes LOTS of money on the donation system. Can you give us more specific examples? How much have these projects managed to rake in via donations? I would like to see a major studio game go open-source out of the gate as much as the next guy, but I'm not sure donations are the way to go. Maybe a game with a huge community could make some money selling swag, or going on network party tours (ticket sales)...
The IP solution has serious flaws, because essentially, your IP address is your key to your e-mail, but your IP address is not something you necessarily have control over, especially if you're using a mobile device that might connect to the net from different locations at different times of the day (through different wireless access points). IMO, key authentication schemes are a much better area to research. This IP address based solution just won't fly.
I didn't say that. Actually, I dislike most of the regulation in the telecomunications industry, but I also can't overlook the possibility that competition could lower my cable bill, or at least give me an alternative provider that might not screw up my billing every month
Typically they add a service (tech support, system design, installation, etc...)
Sometimes they package it in a neat box and include a manual.
Actually, a neat box with some type of book would be cool for some movies - lotr, the matrix...
I'd like some cable modem competition here.
*clap, clap*
Good solution for movies. What about books and music?
The fact is, all forms of information are facing the same threat. P2P is huge. According to the EFF, 60 million Americans are engaging in P2P, and that's just a drop in the bucket on the global scale.
As technology progresses, adding value will probably help attract serious fans to art (movies, videos, etc..), but bandwidth will continue to improve, and download quality will begin to improve.
Where is all of this leading?
Content providers will quickly discover that they have no way to protect their copy right (yes, I separated that on purpose). If something can be seen, heard, or read, it can be copied, and will be (if it's any good).
This is a reality that content creators will just have to face. Does it make sense to try to sell something that people can get free anyway? Does DRM make any sense when it can be easily circumvented?
So far enforcement doesn't seem to be a winning strategy, and in the mean-time, researchers, scientists, artists, and consumers alike are all casualties of war.
Where does this end?
I opted out of the whole mess...
creativecommons.org.