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Comment Re:Funny... (Score 1) 293

I personally don't see and still can't predict significant movements (at least in the SMB market) from proprietary software to Open Source since the initial costs of hardware and of an OEM OS or Office package tend to be buried under the overall costs of maintenance and labour associated with the life of a computer.

As a seemingly unrelated example, it's often cheaper to replace a computer than to troubleshoot it since hardware costs are going dramatically down and troubleshooting a two year computer wouldn't be in most cases worth 4 hours of my time, but can be worth dozens of hours of the time of a third world worker.

In a scenario like this, there's no wonder Open Source works best in third world countries.

The global crisis may help the diffusion of Open Source but I think it's still a bit too early to see a significant overall rise of its market share in the first world where labour is an extremely significant cost, unless the Open Source movement invents a spectacularly visible and marketable way to cut labour costs without making too many victims in the IT community.

Comment I don't really see this tendency (Score 1) 178

Let's see some examples about games I recently played: Bioshock has an ending narrating also the last moments in life of the main character decades after the events played in the game, when he dies for natural causes at an old age. Dead Space has an open ending that leaves room for a sequel, but not really a cliffhanger. GTA IV definitely has an ending for the main story, but since life goes on for Niko Bellic we don't know yet if we'll see him again in a sequel, or in cameos. Fallout 3 has once again an ending for the main character, but it's very likely there will be a sequel with a different playing character. World of Goo, well... it's surreal. It's a game that doesn't need to tell a story to be fun. But overall we assist at the creation of worlds and ambients that can spawn a thousand stories, and commercial considerations aside there seems to be an approach to storytelling that reminds in some way the social sci-fi of the sixties, where stories were often unfinished or widely open to the considerations of the reader who's implicitly invited to fill in the gaps and tie a few knots. The main character may die, but the world goes on.

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