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Onlyfans and Piracy
  • Y'know I think another possible analogy here might be the difference between a videogame and a tabletop game. Especially if we compare RPGs specifically.

    It's one thing to play a computer RPG. It's another thing to play with a human GM who can reshape the story as needed and who can interact with the player in an open-ended manner.

  • Sites more likely to have obscure games

    I've noticed that there's generally good coverage of big-name games, and while that's cool and all, there are still a ton of lesser-known games trapped exclusively on platforms like Steam. Anyone know what sites are more likely to have them?

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    Amazon and Tolkein Estate force author to destroy all copies of his work. Only pirated copies will survive.
  • Heh, more of this shit.

    Remember, the only reason we can still watch the highly influential 1922 vampire movie Nosferatu today is because some people didn't destroy all their copies despite a court saying they had to.

    DISOBEY DESTRUCTION ORDERS.

    COPY ALL THE THINGS.

  • It's funny how google pretends the music on YouTube isn't straight up piracy and everyone just goes along with it
  • Do they still do takedowns for videos based on that content IDing if the video isn't even monetized in the first place?

    Like, I know youtubers who try to make money hate this, but what about youtubers who aren't in it for the money but just want to throw content on the platform? Can stuff like AMVs actually stay up?

    Because, frankly, I've found that it's been pretty easy to dodge YouTube ads, by means of uBlock Origin.

  • I feel like the Steam Deck is the best proof of Gabe Newell's quote that "piracy is a service issue."
  • Any such verification depends on some other party to verify it. If the game requires online services, then the verification is dependent on the online services; the verification can't stand alone. But we already have existing systems for that without the need for NFTs.

    On the other hand, if the game is a standalone game that doesn't require connecting to online services, then if the game can be made to run on one computer it can be made to run on another computer. No matter how you choose to assign ownership, you can't get around this. Videogames are fundamentally data, and data can be copied.

    Besides...inventing a new NFT-based DRM? No matter how you do it, it's not going to be as convenient as simply not having DRM. A DRM-free game is one that anyone can just pick up and it'll work, too. You're proposing a "solution" that doesn't offer anything new, while opening up other cans of worms along the way.

    Also, we already have peer to peer game trades/sales anyway, and we've had these, long before NFTs were a thing.

  • Deleted
    *Permanently Deleted*
  • Frankly speaking, it's not like anyone on the internet can tell the difference. And, at least speaking personally, it's not like I need to know. If they crack stuff well they crack stuff well. If their political views suck their political views suck. So be it.

  • What happened to the PC games (or what happened to consoles)?
  • Oh, I see. That's quite interesting. And I noticed that the Mac version is only split into 4 parts, with one clocking in at 11.6 GB (though others are capped at 4 GB).

    I'm very curious why these differences exist.

  • Does anyone know if pcgamestorrents dot org is trustworthy?

    Found some interesting stuff on that site, but it's not in the megathread, so I was wondering if anyone else had experience with it.

    edit: making the post title not link it

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    InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)SE
    seaturtle @lemmy.dbzer0.com
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