[MUD-Dev] BIZ: Who owns my sword?

Daniel Anderson melinko at insight.rr.com
Tue Sep 9 18:44:55 CEST 2003


From: Matt Mihaly
> Crosbie Fitch wrote:

>> Let's say they have to charge more. A LOT more, to cover the
>> risk. I feel pretty safe in saying that what they'd have to
>> charge to make the risk worthwhile (since every additional
>> customer now represents a vastly increased lawsuit possibility)
>> is more than most people are willing to pay.

>> Why not abdicate responsibility for the game infrastructure
>> (saying goodbye to the bad risk and responsibility, though also
>> goodbye to subscription revenue)?

>> Sell the content alone.

>> Just like selling software to run on GNU/Linux. You don't own the
>> hardware or the OS and aren't responsible for anything else the
>> user does, you just sell 'fun' that they can run on it.

> I don't see that that eliminates the risk. If players own a
> virtual sword then virtually every game design decision invites
> lawsuits from players claiming that you've damaged the value of
> their property. Changed the power of the sword? You screwed me!
> Changed how hard monsters generally are? You screwed me! (Cause my
> sword now has less effect on said monsters.) Etc.

I think the only way to find out the answer to this would be to
contact Richard Stallman (GNU founder and advocate of free
software)!

:)

-Daniel Anderson
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