Why couldn't free software activists make a dent on hardware and video games despite having varying degrees of success anywhere else?

Why couldn't free software activists make a dent on hardware and video games despite having varying degrees of success anywhere else?
All hardware being manufactured is proprietary and very often with backdoors, and 99% of video games are proprietary.

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  1. 2 years ago
    Anonymous

    >why didn't free software guys fix hardware
    >software guys
    >hardware
    lol
    >why didn't the smart people fix my gaymes
    nobody with a job plays or cares about childrens games.

  2. 2 years ago
    Anonymous

    because nobody worth a shit cares enough

  3. 2 years ago
    Anonymous

    Ironically because of their extreme egos. If they had engaged with their users more and listened to their opinions, FOSS would be much more popular.

  4. 2 years ago
    Anonymous

    0 ad was good. Shame their online servers are empty though. After seeing that i woukdnt want to make a foss game myself. All of the work none of the glory.
    As for open hardware riscv has been pretty successful.

    • 2 years ago
      Anonymous

      >glory

      The point of doing things for free isn't glory. It's to help society become a better place.

      • 2 years ago
        Anonymous

        Yeah but dude imagine making an entire game and nobody plays it and it just getsvforgotten and you got nothing out of it

        • 2 years ago
          Anonymous

          Welcome to indie game dev. The handful of indie games everyone knows are the exception, the vast majority are super-obscure. 0 AD had better luck than most still.

  5. 2 years ago
    Anonymous

    >video games
    Because there's no tried-and-true successful business model for FOSS video games. Closest we've got is open-source clients for games with closed-source servers.

    • 2 years ago
      Anonymous

      >Because there's no tried-and-true successful business model for FOSS video games.
      Releasing the source code under a FOSS license is good enough, and it works for a lot of developers. Of course, this requires having the developer using only internal or FLOSS solutions, that's a bit harder to achieve.

      • 2 years ago
        Anonymous

        What advantage does that offer compared to closed-source development? Community-driven maintenance does not significantly increase sales, but closed source does make IP sale more valuable.

        • 2 years ago
          Anonymous

          >What advantage does that offer compared to closed-source development?

          >Being able to take advantage of the GPL code that other people have maintained and improved over the years has been very satisfying for me. I always argued that we got worthwhile intangible benefits from my policy of releasing the source code to the older games, but with Wolfenstein Classic and DOOM Classic I can now point to significant amounts of labor that I was personally saved. In fact, the products probably never would have existed at all if my only option was to work from the original “dusty deck” source code for the games. If we were even able to find the original code at all. Hooray for open source!
          https://web.archive.org/web/20140923021813/http://www.bethblog.com/2009/11/05/john-carmack-on-doom-classic-development-fan-questions/

          >Community-driven maintenance does not significantly increase sales
          There are games sold nowadays only because fan patches exist.

          >but closed source does make IP sale more valuable
          Does it? That could have been the case when tech advanced fast, but nowadays most games use the same two engines. Both proprietary, but the point is that the things that sell games are names and assets, not the engine.

  6. 2 years ago
    Anonymous

    yeah lets create our microchip factories, idiot

  7. 2 years ago
    Anonymous

    Video games are entertainment software entirely dependent on creative assets, including music, spoken dialog, 3D models and images which are usually copyrighted because those are several different creative disciplines and many of the free software principles like being forced to give people the source code to your work if you redistribute it are antithetical to making money or even impractical.
    How do you deliver the preferred form for making edits to the copylefted work in any of these creative disciplines?
    What if they used proprietary software to make them?

    Artists of every kind are some of the biggest stuck up arrogant divas you will ever meet and the prospect of giving away your work to anyone who buys a copy of your completed video game so they can mercilessly edit it and make derivative versions from now until forever makes their skin crawl.

    • 2 years ago
      Anonymous

      I forgot to add, the closest you'll get is artists licensing their work as creative commons ShareAlike-Attribution, the closest equivalent to GPL, CC completely killed any future copyleft ever had by allowing bullshit like NonCommercial and NoDerivatives options in their licenses so misguided artists could use CC but not actually make free cultural works, which is the entire point of CC.

    • 2 years ago
      Anonymous

      I forgot to add, the closest you'll get is artists licensing their work as creative commons ShareAlike-Attribution, the closest equivalent to GPL, CC completely killed any future copyleft ever had by allowing bullshit like NonCommercial and NoDerivatives options in their licenses so misguided artists could use CC but not actually make free cultural works, which is the entire point of CC.

      To add to this, a free software game would realistically be just the source code, but most games have their assets and source codes inseperably mixed because they were making a GAME and not a generic engine framework that lets you load proprietary assets from a file not provided in the source code.
      And then, what do you do with the source code?
      It's completely worthless without the assets and nobody will bother making copyleft alternative assets because the glue code in any game is the most inconsequential part of developing video games, it's an afterthought, you can literally pay pajeets to do it, the assets are what's important.

  8. 2 years ago
    Anonymous

    it's called free SOFTWARE foundation for a reason.
    There has to be a bigger umbrella for hardware not designed for abuse, yes, but then the entire US govt would make an Nth amendment saying thou shall not be bad goy

  9. 2 years ago
    Anonymous

    Game development requires a lot of work from programmers, artists, and graphic designers. You can't realistically expect people to put in thousands of hours of work and hope they get paid in donations. FOSS is a hobby. Everyone that contributes still has to buy groceries and pay their mortgage.

  10. 2 years ago
    Anonymous

    Its the same reason communism doesn't work. People that work for free aren't very productive.

    • 2 years ago
      Anonymous

      I dont pay my slaves and you wont beoieve how much cotton they pick

  11. 2 years ago
    Anonymous

    GNU/MGTOW

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