this post was submitted on 11 Oct 2026
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I do think some implications not many people think about is how companies will combat this. Of course there's copyright and patents, though I'm not sure how all that will pan out.
A more impactful implication, in my mind, is this will create a larger push to move applications and/or games to be online only and not distribute any version of the application; since, as far what I can imagine, that is the best and potentially only way to combat this. Just don't give people the compiled programs. Which sucks.
This largely stemmed from modding games together and expanding the capabilities of modding, but I think this may seriously harm modding by preventing it from even happening on new games, which does scare me as a modder.
Granted, we sorta had this already - many Godot and Unity games were relatively easy to decompile, and many popular games are still released using those engines. Though, most, if not all, triple A games have moved away from Unity, if there even were that many to begin with. And that may be because of the fact that Unity games are easy to decompile.
This is all guessing, but I do suspect you'll see the largest impacts of this in triple A games and large consumer-oriented software; commercial-only software may not see as much impact due to security, liability, and licensing implications of using (potentially unsupported) clones.
I did think about games too and I was about to use it as an example, but as software, I think games are actually much harder to legally copy and distribute, because so much of a game is its art assets. Sure you can copy the software no problem, but you can't really copy the artistic expression of the game. You can't copy Hades and keep the great illustrations and animations. You couldn't keep the music or voice acting. All of that would be copyright infringement.
So games are actually somewhat legally protected still, I'd say, basically because they contain much more art and creativity than most other programs.