> Look at my industry. Videogames. What did make games tinkerable? Liberated individual creativity, art, even the ability to make a living?
> Steam, the Apple app store, Microsoft XBLIG, Youtube, Twitch, Spotify, Patreon... Unity, Pico8, Dreams passing through Minecraft and Roblox and the game modding community... Not the blockchain, not linux or torrents and so on.
I interpreted this as saying the free software, linux, torrent, blockchain, torrent communities, which are nominally attempting to empower and liberate users ultimately failed to do so, and it was actually these proprietary products which successfully did by focusing on an accessible user experience open to tinkering. He compares these proprietary products to the proprietary C64.