So what? Nothing about software development is 'natural'. I don't even know what definition of 'natural' you're using here.
> It's a phony concept that exists to support an unnatural business model.
It's a social construct that we've adopted in society because it allows for things we like.
> The real business model should be players paying you directly to develop and update the game they want to play for as long as they want to play it.
This is a valid business model for some games, but there are many games that would not exist without such a model. I'd prefer that those games exist instead of insisting that reality should be the way that fits nicely with my arbitrary mental models.
Copying data is a fundamental operation that all computers are able to perform and it costs nothing. Therefore, data is naturally easy to copy.
Software doesn't need to be manufactured like physical goods do: the software construction step is fully automated by compilers and build systems. The cost of all this is approximately $0. Networks aren't free because of bandwidth costs, but they still make it really easy and cheap to copy data to a lot of computers.
Since games are software and software is data, it is rather easy to distribute them to an unbounded number of machines. Even if you come up with some complicated copy protection scheme, people only need to crack it once and produce a DRM-free version of the game that will work everywhere and won't do stupid things such as require an internet connection. Even cryptographically secure platforms such as the PS4 eventually got cracked and the first thing people did is enable the execution of unsigned software.
>insisting that reality should be the way that fits nicely with my arbitrary mental models
That's exactly what copyright does.
Source code surely is manufactured. I write it with my hands, using years of knowledge and experience, spending a lot of time on it.
Right. We not only write it with our hands, but with our brains too, as well as with the effort we put in over years to gain the skills needed to write the software in the first place. Otherwise any newbie programmer could write any of the software in the world, including complex ones.
This reminds me of that story of a senior retired engineer who was called in to diagnose a problem with some expensive, complex machine that he had worked with or operated a lot earlier (and/or maybe had invented). He walks into the room, bends down near the machine, taps it a bit, then makes an X mark with chalk near the bottom left corner. "There's your problem", he says. They open the machine, check that area, and sure enough, the fault is found and fixed. They ask him what his fee is. "$50,000", he replies. "What?", they ask. "$50,000 for making a chalk mark?". "No", he says. "$1 for making the mark. $49,999 for knowing where to make it."
In order to pay for your software development services and turn a profit, the digital goods you produce are made artificially scarce so as to enable their sale. However, that does not change the nature of those goods. Copying them is still trivial.
That is not true. Running, maintaining, etc the IT infrastructure is costing money, electricity etc. It doesn't come for free.
But you are right on the principle : storing, copying and transferring data always costs energy (in physics, temperature, energy and change of entropy are linked together)
¹ https://en.wikipedia.org/wiki/List_of_best-selling_video_gam...
If we have 400 W sustained for one second, that equals 0.000111111111 kW * h. (400 Watt * second) * (30 cents / kWh) = 3.33333333 × 10^-5 U.S. dollars. In Hawaii, that one copy would cost $0.0000333333. If one were to make 100 000 copies of that same data, it would cost $3.33333333.
¹ https://www.electricchoice.com/electricity-prices-by-state/
I'm quite sure they're referring to artificial scarcity. Making copies is very easy, making games is very hard. Therefore it makes much more sense to charge for the development of the game rather than the copies. Making abundant resources artificially scarce is either frowned upon or flat-out illegal in pretty much every other industry.
> there are many games that would not exist without such a model
How do you know?
The issue here is that there seems to be a fundamental misunderstanding of how markets work. Toro could choose to cut production of their lawnmowers by half and double the price, and this would cause "artificial scarcity". However, it would also be perfectly legal and downright stupid of Toro because the competitive lawnmower market would punish them dearly for it.
It's not my job to invent business models for other people, but all Kickstarter-type funded software is a good example of one possible way. Another is maintaining and updating a gaming server and charging for access to it, like World of Warcraft does.
> The issue here is that there seems to be a fundamental misunderstanding of how markets work. Toro could choose to cut production of their lawnmowers by half and double the price, and this would cause "artificial scarcity". However, it would also be perfectly legal and downright stupid of Toro because the competitive lawnmower market would punish them dearly for it.
If you had a device to copy lawnmowers, but the lawnmower industry fought back to make copying lawnmowers illegal, then you'd have a working comparison.
As for your other comment: I believe there's a saying that covers this:
https://en.wiktionary.org/wiki/if_my_aunt_had_balls,_she%27d...
Why do you say so?
> I don't even know what definition of 'natural' you're using here
I think that he's talking about the ease of copying software: it's quite hard to make people pay for something so easy to duplicate..
In the scientific sense, everything is natural. Truly "unnatural" things are like supernatural things -- stuff that exists only in fairy tales or horror stories or some metaphysical religions.
Saying that something is unnatural is typically a value judgement meaning that it is unhelpful, damaging, or against a goal considered inherent in some area of life, and so on.
Otherwise, a more valid if unfortunate use of the word "unnatural" is as the common short-hand for "human-made" or "artificial", similar to the way that "animal" is used as a short-hand for "animal that isn't human". Of course propulsion labs, parliaments, and property laws are absolutely as natural as mushrooms, mollusks, and manatees, but in addition to being natural the former are also human-made. In this truest and widest sense, everything that is artificial is also natural.
Other uses of the words "natural", "unnatural", and "nature" should be informed by this broadest and truest one, especially when making judgements about laws or norms or behavior. This might sound pedantic, didactic or even obvious at first, but with some consideration it may reveal itself as a surprisingly useful and clarifying point to keep in mind.
Rather than proclaiming copyright laws unnatural -- a value judgment masquerading as an objective fact (perhaps unintentionally) -- it would be more fruitful to ask questions such as, "How does copyright differ from other property laws?", "How are property rights justified?", "What are the differences and similarities between physical things and ideas?", and so on.
Yes, it's nearly free to copy digital works, which therefore lack the same level of scarcity that we experience in the rest of our lives.
Yet the creators and consumers of intellectual and digital works have little choice but to create and consume those works in the broader context of the world of physical scarcity in which society is embedded. It's sad, but you can't stop burning calories and taking up space just because you are consuming digital media.
> Why do you say so?
Because building even the simplest computers requires large-scale industrial processes. All of this is based on a social/economic system that required the intelligent design of many many people and organizations.
They have to find your game and know they want it first, and it might not be too obvious to other people why they might want your game until it is already far enough along that it might as well be released. And by then it might be too late, unless you've made a game that can be endlessly added to.
First impressions count for quite a bit, so if you make your game available before it's really ready, when there's only a small amount of content, etc, then people (who might have loved your completed game) might give it a try, decide 'This game is broken and there's no content' and then never bother giving it a second chance.
Not to mention that indie game developers (especially those that get funding ahead of time, like on Kickstarter) tend to overpromise and and underestimate how much time and money those promises will take. See: Mighty No. 9, No Man's Sky, Star Citizen. Even the mega-hit Shovel Knight burned through all the money it crowdfunded and the developers had to work for zero salary for four months before the game was released.
Finally, the moment you make your game available for others to play, you're instantly on the hook for technical support, which could take a large amount of time, especially if you're one of only a handful of developers, precious time that could be spent developing the game instead.
So long story short, if developers want to get paid as they are developing a game, they will have to spend an inconsequential amount of time marketing and supporting an unfinished, broken buggy game, which could easily take 60% or more of their time (a percentage I often see people claim is needed for the non-software side of their software business).
It's a business model that works in some instances, but it doesn't work for everyone.
What if everyone had a Star Trek replicator? Would they still pay for products according to their value? That's what a computer acts like.
As for Star Trek: when that day comes, we'll deal with it then.
This may be an acceptable model for games-as-a-service, but how is anyone supposed to make money on single player puzzle or story-driven games? I enjoyed westworld, but I have no desire to replay it. By this same logic, it's also 'unnatural' (whatever you think you mean by that) to pay an author for a book. Some software products don't necessarily fit with your proposed update cycle, there are a significant number of games that get developed, released, and that is it aside from bug fixes.
Neither are money or laws, in that sense.
Indeed. Neither are money or laws. Or promises, for that matter.
Lack of incentives didn't stop the artists of the past. Many were able to secure patronage.
It is really, really difficult to build a career around patronage. A few people can do it. Most cannot.
The fundamental flaw of the "software should be free because duplication costs are zero" argument is that it ignores the total economic picture of software development. It's like saying "gasoline should be free because it costs next to nothing to run the pump motor at the gas station". Without someone's significant investment of time and money, that software (or that gasoline) is not going to exist. For software, the means of production is not a simple file copy, no matter how easy it is to invoke that COPY command.
We've been paying craftsmen for their work for many thousands of years. Software isn't any different if you take an honest view of the whole process.
What I've been observing, though, is people acting as if the software is free because copying is practically free. This happens all the time and nobody even thinks about it. Friends share programs, music, movies, pictures, documents and all kinds of data among themselves and they may not even realize the fact they're infringing copyright. I see my colleagues sending each other copyrighted scientific articles via messaging applications every week. Nobody really thinks about some journal's copyright, it's just "those people need this file and I have it, so I'll send it to them". Companies have been trying in vain to police this behavior for years. I don't think they're ever going to succeed. I think that's a sign this system is incompatible with current technology. What good is a law if you can't enforce it?
>It's like saying "gasoline should be free because it costs next to nothing to run the pump motor at the gas station".
I don't think this is the same thing. A more apt comparison to software would be "gasoline should be free because the pump is magical and can somehow duplicate existing gasoline, creating new matter in the process, and the cost is so infinitesimal we don't have coins worthless enough to pay for it unless we purchase a whole tanker's worth of fuel". I'm willing to bet that such a magical pump would drastically change how people perceive the value of gasoline. Even though creating that first volume of gasoline required a substantial amount of money, the magical pump can simply duplicate it endlessly.
In your patched-up analogy, someone has to pay for that first billion dollar gallon of gasoline. Someone did pay for the exploration, drilling, extraction, transportation, refining and marketing of the fuel; they paid for equipment, for people's salaries, for mineral rights, for the overhead of keeping a company running. It's a lot of money; it's an investment, and the investors expect a return. Take away the return and you'll find that none of the exploration, drilling, refining, etc. are going to happen. Have fun starving in the dark.
Software is no different, except that the "transportation" costs are close to zero. None of the other costs are zero, but the cheapness of that COPY command is all people really think about. They don't want to think about the engineers, the animators, voice actors, IT staff, management and rooms full of equipment necessary to create the product. They don't want to know about buying servers, spending money on marketing programs, creating sales pipelines, paying taxes and permits and making sure companies can hire and retain the folks necessary to make more product. I guess it's inconvenient to the rationalization.