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Cake day: June 12th, 2023

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  • It’s easy to get pressured into thinking it’s your responsibility. There’s also the risk that an unhappy company will make a non-copyleft clone of your project, pump resources into it until it’s what everyone uses by default, and then add proprietary extensions so no one uses the open-source version anymore, which, if you believe in the ideals of Free Software, is a bad thing.





  • You can’t trust users to make informed decisions about cybersecurity as most users don’t have the necessary background knowledge, so won’t think beyond this popup is annoying me and has a button to make it go away and I am smart and therefore immune to malware. Microsoft don’t want Windows to have the reputation for being infested with malware like it used to have, and users don’t want their bank details stolen. If something’s potentially going to be a bad idea, it’s better to only give the decision to people capable of making it an informed decision. That’s why we don’t let children opt into surgery or decide whether to have ice cream for dinner, and have their parents decide instead.

    The comment you’re quoting was replying to someone suggesting a warning popup, and saying it would be a bad idea, rather than suggesting the secure boot UEFI option should be taken away. You need at least a little bit more awareness of the problem to know to toggle that setting.



  • AnyOldName3@lemmy.worldtoMemes@lemmy.mlplease
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    2 months ago

    It does ask, but often the Yay, thanks for changing my setting that I didn’t ask you to change button is much more prominent than the Wtf I didn’t ask for this put it back how it was button, so people think they’re being told rather than asked and just confirm it without realising they had a choice. Also, a lot of people just click the Next/OK button without reading and are surprised by the consequences. It’s not a major difference than just changing the setting of people don’t realise they’re being asked to opt in and can therefore opt out, but it is a bit of a difference.


  • It doesn’t necessarily work that way, though. If tests tell you you broke something immediately, you don’t have time to forget how anything works, so identifying the problem and fixing it is much faster. For the kind of minor bug that’s potentially acceptable to launch a game with, if it’s something tests detect, it’s probably easier to fix than it is to determine whether it’s viable to just ignore it. If it’s something tests don’t detect, it’s just as easy to ignore whether it’s because there are no tests or because despite there being tests, none of them cover this situation.

    The games industry is rife with managers doing things that mean developers have a worse time and have the opposite effect to their stated goals. A good example is crunch. It obviously helps to do extra hours right before a launch when there’s the promise of a holiday after the launch to recuperate, but it’s now common for games studios to be in crunch for months and years at a time, despite the evidence being that after a couple of weeks, everyone’s so tired from crunch that they’re less productive than if they worked normal hours.

    Games are complicated, and building something complicated in a mad rush because of an imposed deadline is less effective than taking the time to think things through, and typically ends up failing or taking longer anyway.


  • I think you’re reading things into my comment that I intentionally didn’t put in it. I’m just making the point that games already don’t get to control the amount of hardship the player experiences because some players start out better than others, and some improve faster than others. If a game has a fixed difficulty level, there’ll always be people who find it easier than the developers intended, and people who’d still be unable to finish it with thousands of hours of practice (and plenty of people will play for ten or twenty hours before deciding they don’t have time to find out if they’d eventually get good enough). On the other hand, if a game’s got several modes, then there’s a good chance a player will pick a difficulty level that’s too easy or hard for them, so it could make the problem worse, but, critically, it wouldn’t be what introduced it in the first place.

    Regarding your point about Animal Farm, it’s a bit more like deciding not to read an encrypted copy of the book. It might be a trivial Caesar cipher that could be easily broken, and you could be reading about some animals being more equal than others in a few seconds, or it could be modern AES that can’t be broken before the heat death of the universe, or it could be anything in between. If you don’t quickly make enough progress to see that you’re actually going to get to read it, then you’ve no way to know whether it’s seemingly insurmountable or literally insurmountable.

    If someone’s saying they don’t have time to get good at Dark Souls, they’re agreeing with you that not everything has to be for everyone, and they’ve decided that Dark Souls isn’t for them. They don’t have to be happy about that, though, especially if they’ve had to pay for the game to find out.


  • AnyOldName3@lemmy.worldtoMemes@lemmy.mlGame difficulty
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    4 months ago

    Different people have different skill levels, so will experience different levels of hardship. Someone who’d played every Dark Souls game ten times (which isn’t that rare) would find Elden Ring much easier than someone who’d never played a soulslike before. If the difficultly could be scaled to normalise for that, then everyone would have a more consistent experience closer to the intended one. It’s probably not remotely practical to achieve that in every case, though.


  • Circumventing DRM is illegal under the DMCA, but the DMCA has an exception saying you’re allowed to ignore parts of the DMCA if it’s for purposes of interoperability between different computer systems. It’s that exception that makes emulators legal in the first place. However, there’s no case law setting a precedent as to whether the DRM circumvention prohibition or interoperability exception wins when both apply.

    That means that the decryption is in a grey area if it’s part of an emulator, but definitely illegal if it isn’t.

    We also don’t know if this is an argument Nintendo relied on to stop Yuzu. Their initial court documents claimed things like emulators being totally illegal and only invented for piracy, which weren’t true, and they settled out of court, so the public can’t see what the final nail in the coffin was. It could simply be that they’d make Yuzu’s position expensive to defend with spurious delays until they were bankrupt or shut down and gave them all their money, which doesn’t require Nintendo to be legally in the right.

    Not long before this, Dolphin’s Steam release was cancelled because Nintendo asked Valve to block it, so the Dolphin team double checked they were entirely above board with their lawyers. Despite Dolphin containing the decryption keys from a real Wii, and using them to decrypt Wii games, they were confident it wasn’t at risk. The keys are an example of a so-called illegal number, but they’re generally believed to not actually be illegal (hence the Wikipedia article about them featuring several examples). The decryption should be safe as the lawyers thought that if push came to shove, the interoperability exception would beat the DRM circumvention prohibition.







  • Shared components work brilliantly in a fantasy world where nothing uses new features of a library or depends on bug fixes in new versions of a library, and no library ever has releases with regressions or updates that change the API. That’s not the case, though, so often there’ll exist no single version of a dependency that makes all the software on your machine actually compile and be minimally buggy. If you’re lucky, downstream packagers will make different packages for different versions of things they know cause this kind of problem so they can be installed side by side, or maintain a collection of patches to create a version that makes everything work even though no actual release would, but sometimes they do things like remove version range checks from CMake so things build, but don’t even end up running.



  • The way I like to think of it is that non-copyleft licences are like giving everyone freedom by saying there are no laws - suddenly, you can do anything, and the government can’t stop you! However, other people can also do anything and the government can’t stop them, either, and that includes using a big net to catch other people and make them their slaves. The people caught in the nets aren’t going to feel very free anymore, and it’s not unreasonable to think that a lot of people will end up caught in nets.

    Copyleft licences are like saying there are no laws except you’re not allowed to do anything that would restrict someone else’s freedom. In theory, that’s only going to inconvenience you if you were going to do something bad, and leaves most people much freer.

    The idea is basically that you shouldn’t be able to restrict anyone else’s freedom to modify the software they use, and if you’re going to, you don’t get to base your software on things made by people who didn’t.