this post was submitted on 21 Jul 2026
468 points (94.5% liked)

Games

49743 readers
1054 users here now

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.

Rules

1. Submissions have to be related to games

Video games, tabletop, or otherwise. Posts not related to games will be deleted.

This community is focused on games, of all kinds. Any news item or discussion should be related to gaming in some way.

2. No bigotry or harassment, be civil

No bigotry, hardline stance. Try not to get too heated when entering into a discussion or debate.

We are here to talk and discuss about one of our passions, not fight or be exposed to hate. Posts or responses that are hateful will be deleted to keep the atmosphere good. If repeatedly violated, not only will the comment be deleted but a ban will be handed out as well. We judge each case individually.

3. No excessive self-promotion

Try to keep it to 10% self-promotion / 90% other stuff in your post history.

This is to prevent people from posting for the sole purpose of promoting their own website or social media account.

4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts

This community is mostly for discussion and news. Remember to search for the thing you're submitting before posting to see if it's already been posted.

We want to keep the quality of posts high. Therefore, memes, funny videos, low-effort posts and reposts are not allowed. We prohibit giveaways because we cannot be sure that the person holding the giveaway will actually do what they promise.

5. Mark Spoilers and NSFW

Make sure to mark your stuff or it may be removed.

No one wants to be spoiled. Therefore, always mark spoilers. Similarly mark NSFW, in case anyone is browsing in a public space or at work.

6. No linking to piracy

Don't share it here, there are other places to find it. Discussion of piracy is fine.

We don't want us moderators or the admins of lemmy.world to get in trouble for linking to piracy. Therefore, any link to piracy will be removed. Discussion of it is of course allowed.

Authorized Regular Threads

Related communities

PM a mod to add your own

Video games

Generic

Help and suggestions

By platform

By type

By games

Language specific

founded 3 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] magic_smoke@lemmy.blahaj.zone 2 points 21 hours ago* (last edited 21 hours ago) (1 children)

Stories being owned is not how things always where, not by a long shot.

Bards, actors, and other performers would re-tell them, adding their own twists and artistic choices.

Paintings and books have been being sold for centuries, which in effect, are treated the same way DVD's are.

The corporate capture of art and , and the monopoly of ideas are newer than you let on.

Remember: the original intent of copyright was to protect the SCIENCES and ARTS, not the copyright holder.

[–] TimothyOilypants@lemmy.ca 1 points 20 hours ago (1 children)

You mention bards adding their own twists. That actually proves my point. The audience didn't "own" the bard's unique performance or get to take it home; they just experienced the bard's specific intellectual labor for the evening. A video game or software platform isn't a public myth; it's a highly specific, unique execution of labor.

Furthermore, you're right that books and paintings have been sold for centuries, but those are static objects. When a painting is sold, the artist's work is done. Modern digital ecosystems are living things that require active servers, database management, and ongoing engineering. If you demand perpetual ownership for a single $60 payment, who is morally obligated to provide the uncompensated labor to keep those servers running for the next twenty years?

[–] magic_smoke@lemmy.blahaj.zone 0 points 20 hours ago* (last edited 20 hours ago) (1 children)

Maybe stop treating private server owners like criminals, and get back to releasing server binaries like we used to?

The original developers of these games aren't the only ones capable of hosting them.

I cut my teeth hosting by hosting game servers for me and my friends, and now work in the tech industry using those skills to pay rent.

Developers who gatekeep server binaries aren't just doing a disservice to players, but to the future generation of IT workers, and those who will depend on them.

Furthermore, for many games, these are tacked on features to an already competent single player that doesn't need online support.

This argument falls apart for anything that isn't live service, which is basically everything I play...

[–] TimothyOilypants@lemmy.ca -1 points 20 hours ago (1 children)

You are conflating predatory always online DRM with actual live-service architecture. You are entirely right that tacking forced online requirements onto a single-player game is a terrible product choice, but it doesn't change the underlying reality of ownership.

If a classical painter decides to hang their masterpiece in a pitch-black room, or a sculptor insists their work only be viewed through frosted glass, it makes for a miserable audience experience. But it is undeniably their right to do so. The creator always dictates the terms of engagement. Even if you are playing a completely offline game, you still do not own the code. You only bought a license to execute it. Feel free to go look at the EULA from ANY video game you've EVER purchased; you never owned the game, only a license.

Furthermore, demanding that developers just release server binaries treats backend architecture as if it is public property. Backend infrastructure is full of proprietary code, licensed third-party middleware, and security architecture that a studio cannot legally or safely hand over to the public. When a developer chooses to release server tools, that is a generous decision they made regarding their own intellectual labor. You do not have a moral or legal right to demand the keys to a developer's proprietary backend just because you want to host it yourself. Whether it is a live-service giant or an offline indie game, the creator still gets to choose how their work is distributed.

[–] magic_smoke@lemmy.blahaj.zone 0 points 17 hours ago* (last edited 17 hours ago) (1 children)

Anyone who puts their own art on a pedastol deserves the anguish that comes from people enjoying it the "wrong" way.

I say this as someone who's been making games since their early teens.

Furthermore, as much as they are the norm in gaming, proprietary software licenses where a fucking mistake, and I'd staple my ballsack to the ceiling before I'd license any code I care about with one.

Like fuck Richard Stallman for being a creep, but everything that man has ever said about copyright is completely accurate.

Even if that means not getting cutting edge toolkits.

[–] TimothyOilypants@lemmy.ca -2 points 16 hours ago

You claim that creators shouldn't put their work on a pedestal, yet you are putting your own ideological purity on a massive pedestal. If you are truly running a Stallman-approved, 100% proprietary-free operation, the reality of your published games is going to be incredibly restricted.

Let’s take a look at the EULA and dependency chain of these games you’ve been making since your teens. Unless you are coding in assembly on a custom-built Linux kernel running entirely open-source hardware drivers, your work is fundamentally built on proprietary licenses.

What engine are you using? If it's Unity or Unreal, you agreed to strict proprietary licenses just to download the executable. Even if you use Godot (which is open-source under the MIT license), it allows for proprietary commercialization, something Stallman actively despises because it permits developers to lock down their derivatives.

Are you using standard audio formats? Proprietary physics middleware? Closed-source anti-cheat or matchmaking APIs? The moment you compile your game using closed-source developer kits (like those required for PlayStation, Xbox, or Nintendo switch), you are legally bound to enforce proprietary terms on your end-user.

How do you distribute these games? If you sell your games on Steam, Epic, or the App Store, you are forcing your players to agree to restrictive, proprietary EULAs and DRM wrappers just to click the "install" button. Steam’s subscriber agreement is the exact opposite of everything Richard Stallman stands for.

If you are actually distributing your games entirely for free, strictly under a GPL-style copyleft license, and hosting them on a self-owned server for players running purely Free Software operating systems, then congratulations, you have maintained your ideological purity.

But if you charge money for your games on a commercial storefront, use commercial engines, or allow your game to be played on Windows, your players are bound by a web of proprietary licenses that you implicitly approved by choosing those platforms. You can't champion Stallman's absolute view on copyright while simultaneously profiting from the proprietary tech stacks that make modern game distribution possible.