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Comment Re:Maybe... (Score 1) 72

1. The same way 99% of content producers do it today. Less than one percent of youtube content is monetized in any meaningful way.

Would it benefit the public to completely do away with the other 1%? How could something like The Amazing Digital Circus have been produced purely on a hobby budget?

2. Word of mouth. Curated lists.

How does the producer of a video go about seeding "word of mouth" and getting onto "curated lists"?

3. The protocol already handles this.

Yes, by excluding a lot of viewers who lack an IP address that can accept inbound TCP connections, unless I'm missing something. It also excludes viewers who have an iPhone or iPad and don't have a Mac with which to build and ad-hoc sign an app because Apple has reportedly banned BitTorrent clients from the App Store.

Comment Re:Maybe... (Score 1) 72

The same way it all worked before youtube.

And how might that have been? I might be misremembering, but this was my recollection:

1. Movie studios and TV channels funded production of videos to be viewed by the public. Very few pitches got funded.
2. Movie studios promoted upcoming and newly released movies through television advertising, and TV channels promoted shows to the channel's own viewers.
3. Movies were paywalled, and TV was ad-supported (in the case of broadcast) or behind the combination of ads and a paywall (in the case of cable).

Also, before YouTube, most end-user devices on the Internet had an IP address, even if dynamic, which could accept incoming connections. Nowadays, a lot of Internet subscribers' devices are behind network address translation (NAT), and if you share your IP address with the whole neighborhood, the ISP is unlikely to forward a port to your device.

Comment Re:Maybe... (Score 1) 72

Under your proposal:
1. How would the producer of a video cover the cost of producing the video before it even reaches BitTorrent?
2. How would a viewer learn of a video that they are likely to enjoy?
3. How would the system work around users who "leech", or view the video without contributing to its decentralized hosting?

Comment Re:Aren't they the same thing? (Score -1) 86

If I'm understanding right, 'OS X' means versions of macOS where the version number was 10, google says the last version like that was macOS 10.15 Catalina.

Very surprising if there's still way more OS 10 users than current macOS users, because Apple goes out of their way to make old versions of their OS really painful to use, aggressively dropping support etc.
I guess maybe there's a lot of grannies or tech illiterate people out there who are still using their 10 year old iMac or macbook for email and youtube or something like that. I think you can still run Firefox on macOS Catalina, maybe that's enough for a lot of people.

Comment Irrevocable license per 17 USC 117 (Score 3, Informative) 79

The copyright statute of Slashdot's home country defines a "copy" as a physical object in which a work is embodied, such as a book, ROM cartridge, or optical disc. The statutory license associated with ownership of a copy of a computer program includes making intermediate copies "as an essential step" in the use of the program. Title 17, United States Code, section 117. Historically, console makers and game publishers have lacked power to revoke this license with respect to a particular copy of a game that isn't online-only. With the end of video game distribution on optical disc, this license becomes revocable, and that's the problem.

Comment Once the console's servers are shut down (Score 1) 154

Developers can make the license whatever they want including on consoles.

Not once the console maker shuts down the platform's reactivation servers.

Or say the publisher wants to publish a multiplayer game where players 2 through 4 can download a limited-functionality version of the game without charge so long as player 1 is a paying licensee and on their mutual contacts list. This resembles the model used by StarCraft spawned installations, single-Pak multiplayer on Game Boy Advance, and DS Download Play on Nintendo DS. I don't think all consoles support this sort of game sharing.

Comment Re:Two statutory carveouts: first sale and RAM cop (Score 1) 154

Which is not an ownership issue, it's a DRM/license enforcement issue.

Correct. The digital restrictions management regime on paid downloads from PlayStation Store doesn't grant rights to a licensee that are equivalent to those that the law reserves for the owner of a copy. The complaint, as I understand it, is that the required notice of inequivalence is not conspicuous enough.

The plaintiffs can still get the same benefits of the product even if their purchase is just for a license.

The benefits are not the same if the publisher or the platform gatekeeper retains the ability to remotely disable licensed software.

Comment Re:What does someone think "owning" a game would m (Score 1) 154

The only thing you really lose is the ability to resell your license easily.

Or, in the case of certain failure modes of PlayStation Store (such as end of support for a particular platform), the ability to restore your license to replacement hardware.

Comment Re:revocable (Score 1) 154

Narrowing:
1. The right answer in the case of games with a substantial offline experience is to not make the license for the offline portion revocable.
2. The right answer in the case of games without a substantial offline experience is to describe the license as a rental at all times.

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