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Comment Re:Where does the data live? (Score 4, Informative) 26

Thanks for your questions, Freenet caches data but it isn’t meant to be a long-term storage network. It’s better to think of it as a communication system. Data persists as long as at least one node remains subscribed to it. If nobody subscribes (including the author), it will eventually disappear from the network. So yes, if only your node subscribes then the data will only exist there and won’t be available when your machine is offline. But if other nodes subscribe it will be replicated automatically and remain available even if your node goes offline.

Submission + - New Freenet Network Launches With River Group Chat (freenet.org)

Sanity writes: Freenet’s new generation peer-to-peer network is now operational, along with the first application built on the network: a decentralized group chat system called River.

The new version is a complete redesign of the original project, focusing on real-time decentralized applications rather than static content distribution. Applications run as WebAssembly-based contracts across a small-world peer network, allowing software to operate directly on the network without centralized infrastructure.

An introductory video demonstrating the system is available on YouTube.

Slashdot previously covered the reboot of Freenet in 2023 in this article.

Comment Re:Revenge? I doubt it. (Score 3, Insightful) 21

You're absolutley correct that the PSX's ease for developers to write for was a major factor, especially compared to something like the Saturn.

But Sony's real *business* genius was not doing what Nintendo did, which was to artificially limit developer access to the console.

At the time, Nintendo was still whole-hog on the 'Nintendo Seal of Quality' and treated developers like serfs. You had to get Nintendo's approval to publish, you had to go *through* Nintendo for cartridge production, and Nintendo would limit how many games a year you could publish.

They did this because they didn't want a second Great Video Game Crash of 1982.

Because cartridges take a loooong time to manufacture, developers had two choices: go big and hope your game actually sells and you're not left holding a massive inventory of unsold carts, or go little and risk having the game be a hit, and sold out for months while you wait your turn for the next cartridge run.

PSX, on the other hand, ran on CDs, and Sony couldn't care less about what you published. You could get your CDs made at any factor that could press CDs, and you could stamp out an entire run in a weekend at pennies per, compared to tens of dollars per cart in manufacturing and license fees.

Nintendo was acting like it was an inevitable force of nature, rather than a big fish in a sea of competition.

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