Sony Deletes 551 Movies PlayStation Owners Paid For
reclaimthenet.org
reclaimthenet.org
I know it'll never happen with the people we have in government these days, and the anti-consumer organizations, like the ESA, that are out there now claiming things like running private servers for Minecraft is illegal and piracy. (Yes, they really said that. Despite the fact that Minecraft has always provided the server and allowed this for 15+ years)
We seen what licensing ala Netflix and Spotify means artists.
You only need legislation like this to hold in one major market to make a big difference.
Politicians are taking about it. Anyone who purchases media cares about it. Support for copyright reform is only going to grow, so hopefully we'll see some.
Even just open sourcing part of project is expensive. Legal and technical.
Regulation needs to be seen as a trade-off, for example: We get better behaving companies, and the cost is less risk taken. Then the question becomes "is the benefit worth the cost?"
All regulation by default is anticompetitive and also comes with the risk of intended consequences, and thus must prove that they provide sufficient benefit. They are "guilty until proven innocent".
e.g., rather than trying to "just do something" about games, maybe we should revisit copyright law as a whole, instead of slapping a bandaid on a festering wound caused by the first bandaid
Is it anti competitive that your product does what you say it does and is safe? Isn't that just levelling the playing field by allowing consumers to make rational choices?
What about regulation designed to make sure there is competition? Is that anticompetitive???
This could be as easy as releasing the tools they used for development when developing the game.
Most game studios are similar, in reusing and improving a whole development architecture and systems across many titles. I would not agree with making them release that, even an older version. That's a big competitive moat for some studios.
I think if a community group wants to PAY to operate a server, that's quite reasonable. And then you still end up with a fight about how much to charge. But I don't think handing over server code is the right move.
Also what you said about releasing the code and letting the community figure it out was explicitly an example SKG said was okay, from memory.
> For a small game studio it may be incredibly prohibitive.
Alright, you lost me here. All of the games that do not follow what this law would suggest are AAA (or scams, essentially). The smaller studios always have some acceptable end-of-life plan from my experience.
AAA gaming isn't something that needs to be protected. Anything of sufficient magnitude and budget should be made responsibly or not at all. If a game is unable to exist without screwing over the user in a very legal sense, it has no right to exist. The requests of SKG are not only sensible, they impose a serious legal ambiguity in the current system that needs to be corrected one way or the other.
AAA was always an untenable monster that brought obscene risk; this was clear even in the mid-2010s and the industry is rapidly moving away from that model for good reason. The user-base clearly does not look kindly on AAA anymore either. That's why they are not profitable anymore. The SKG requirements would make very little impact overall compared to this.
I don't think what you say in your first paragraph follows. Are you really, really interested in learning more about why, with an open mind?
Here is my impression. 2001 feels like it was still within a golden era of game development; "AAA" games of that time would have been made by smaller studios still, and budgets could be very large, but not catastrophically so. The industry was still expanding. Post-GFC, once graphics scaled, demands seemed to scale, and costs blew out. Games had to reduce risk as a consequence, become more consolidated, more live-service. But the model was never sustainable at that scale. The tech improved so that costs for basic games went down, but big-budget AAA live service costs went to the moon. Volatility skyrocketed, leading to rapid hiring-firing phases. Now it is at its most extreme and the AAA side of the industry is in crisis. Demands for long-term support could be the straw that breaks the camel's back, but it always seems like that back was going to break eventually anyway. What I hope is happening is that talent is falling into the hands of smaller publishers, but that might not be true. What I do think is that the nature of development may need to change so that studios are able to facilitate these requirements while remaining profitable. Some have shown it can be done, anyway.
That's my impression from a semi-outsider perspective. Happy to be corrected though.
Second, I think you're right. The games industry is in really bad shape right now. That's part of why I'm so concerned about putting new requirements on studios. If they have to pay someone to package up software to preserve it like this, that's one less person to generate them revenue, and that means someone gets laid off.
Whether their back breaks or not is not binary. It's measured in careers, and time. Most studios aren't profitable at all, or they're very temporarily profitable after each release. That's why publishers buy them, to keep them afloat during the time when they are losing money, and that's an investment with an expected return from those good times.
If you tell a studio they suddenly have to keep something going when it was already a financial failure, there's no way they can plan for that. They did that planning years ago.
I definitely agree that it is not tenable in any studio to have a full time staff member dedicated to packaging software to be in line with this legislation. The solution has to be similar to a toggle in the engine code itself at the very earliest design phases. That means there has to be sufficient advanced notice and can only apply to future titles. There is hope that an inexpensive industry of third parties may arise to easily handle this aspect upfront with new software, but it would be great if there was a tangible demo of this.
Good point about publishers providing the cash to get the studios through the bad times. I think where this falls apart now is in the modern big-budget live service model itself, since these projects are expected to be so long term, so expensive, and gain so much income, that their lack of success now seems to end up in a studio turning the lights out altogether. Concord comes to mind here. Bungie's reliance on the new Marathon is not something I would wish upon any studio either. These kinds of game development strategies do not seem to be healthy for the industry anymore, and some diversification is really needed. These comments here are not really an SKG thing, it just feels like a far bigger issue from the dev side right now. I hate that devs are constantly losing their jobs in the current market, and I think gamers do too. I just can't see the status quo as sustainable. I guess that's why I treated the "back breaking" as binary, but it is true that there is a whole range of suffering inbetween.
A studio should never be forced to keep something going when it is deemed a financial failure. Again, it has to be an upfront design decision during the early planning years so that the end of life version is mostly a compilation target. Latest version goes out, no more updates, no more servers to run. There were more specific solutions discussed by other devs in a video on Ross Scott's channel, but that's the general idea. Does this seem even remotely possible from your viewpoint? Maybe not on current projects, but for projects five to ten years in the future?
If it is too hard to implement in this way for the team, the legislation may force to accept that the nature of the project may be so inherently risky with the current staff resources that it should not come to fruition until new software developments have made it less risky. But you are right that it might just end up as one less person with an actual dev job at the studio, which isn't great in the current economy. Either way, I think many users feel their hands have been forced by the publishers as I understand.
But I'm still unsure that there's a good reason to require this. Basically we are saying that if a hobbyist really wants to operate and maintain something, they should be allowed to after some amount of time if the studio stops. It's a chink in the armor of copyright law, really - if a rights holder decides not to continue to license a film or TV show or book for publication, we let them.
I think it's a good idea to figure out who pays for this outside of the studio - I want studios to take risks, honestly the bigger the better, because that's how really interesting ideas get made. I recommended an auction in another thread about this, having a reserve and required auction at shutdown might be a good idea.
I don't believe that is the problem as defined by SKG. I think the issue is less about empowering users to make use of the property afterwards (although that is nice), and more about the legal ambiguity in the process where products are removed from users without effective prior notice (from purchase date). Games without subscription fees are traded as effective goods by commerce law, but publishers operate as though they are services without a defined end-date through a EULA. IANAL, but my understanding is that whole concept is not legally tested. A one-time purchase should include a contract where the terms for revocation (ideally none, but we can't have nice things) are agreed upon and cannot change at the discretion of one party. You cannot have a license that essentially says "we can do whatever we want at any time". That has never been okay in the history of commerce. A subscription is different, since you know exactly how temporary it is at any particular time. Of course, both a defined lifetime or a subscription are tactics that have been tried and were not as popular with users, so companies resorted to effective trickery while users looked the other way for a time. The social contract is changing as users are watching games they loved die. So overall, the better solution for every party now is a minimal EOL. This isn't a precise threshold and it isn't an expectation that the game would continue to function as normal. It's a minimal effort taken to ensure that the customer still has something left to play around with which is in the spirit of the intended customer agreement; in the California bill, either patching for reasonable offline play (the command-line switch), providing server binaries (I can see this as more of a problem more often), or refunding (no-one wants this).
> if a rights holder decides not to continue to license a film or TV show or book for publication, we let them.
We let them, provided they don't rip the product we buy out of our hands. That's not new for games, but is only now happening for movies. It's unacceptable in every domain. It's like a user being told they can rent a movie, but it isn't clear how long for, so the movie can be requested back after only 5 minutes or could be after 5 years. It is fundamentally unfair. That comparison is quite real too, since some have bought a game, only to find it to be shutting down soon. That feels like theft. Sony removing movies from users libraries and from their computer feels like theft. I would argue it is theft, but that is part of the legal battle here.
> I want studios to take risks, honestly the bigger the better, because that's how really interesting ideas get made
I agree that creative risks should be taken, and also that bad economic strategies should not be rewarded. That's the natural course, and it seems that is happening right now just as one would expect. Many AAA studios are not taking many creative risks according to users (it's almost in the definition of AAA at this point), but are making poor economic decisions by not handling volatility with diversification. It's a recipe for disaster and the developers suffer most it seems.
> having a reserve and required auction at shutdown might be a good idea
I think that's fine, but I'm not sure whether it addresses the legal issues if the new rights holders do not uphold the original understanding of the purchase.
There are many possible ways to enable game preservation and SKG is pushing for game studios to pick one and implement it, instead of not doing anything and letting games die when they become unprofitable.
There's nothing illegal about selling a game where the servers only work for a week, if you say the servers are only going to work for a week unless you pay more.
The question is, what's reasonable if you don't say anything at all? Forever? A year? Five years? And that's not a trivial question.
If copyright law lasted two years, there would be nothing stopping someone from reverse engineering the service under one of these games after two years and running it themselves (barring serious cryptographic blockers).
Furthermore, the developer would have planned for that expiry of their IP protection. There's a loss to the game studio if they give away their intellectual property while it is still protected.
The only reason this is difficult at all is because of copyright law, and I suspect patent law as well but I think that's murkier.
If you start looking at this through that structure, I think it will make a lot more sense to you why each entity involved takes the actions they do.
I don't get why you think that makes it harder? Right up until the final version of the game their developers were somehow making changes and testing their changes. It's not like the game grew on its own. What were they using to test those changes? Release that. Job done.
Could you explain this? I understand that for things like emissions regulations on cars, where it’s very expensive to invest R&D and production capacity into different SKUs for different markets. I can’t see why it would help in other markets in this case though (beyond potentially inspiring similar regulations elsewhere).
This is their policy for all users, but was a direct result of an Australian consumer watchdog lawsuit [0].
[0] https://www.accc.gov.au/media-release/valve-to-pay-3-million...
Legislation in one market didn't impact the state of things in the others, and some countries get screwed over.
The most likely outcome is that they’d change their storefronts to use the word “rent” but that’s a good outcome (it encourages buyers to accurately understand what they’re paying for) and it would allow other options like releasing an old game without DRM prior to killing servers.
In a an ideal world, if you bought the title then you'd have the ability to download it locally. I understand the licensing is a main driver of taking titles down, but these agreements are completely opaque to the customer at the time of purchase.
https://en.wikipedia.org/wiki/Sony_BMG_copy_protection_rootk...
We need both. 'Buyer Beware' and 'The invisible hand' are necessary but insufficient to correct corporate bad behavior.
There's only 3 major companies at this point in the home entertainment system market. Sony, Microsoft, and Nintendo. Microsoft has indicated they want to get out.
When so few companies have so much control over a market boycott becomes pointless as you are basically saying "You need to give up a product you like and there is no real alternative".
That means we need regulation, legislation, and enforcement.
We need better antitrust enforcement and tweaks to to give it more teeth. We should be seeing more corporate breakups.
Memory is in the same boat. There's only 3 major companies producing most of the RAM and they've repeatedly colluded to raise prices.
I really do not understand how it is not considered treason to give blatantly false testimony to lawmakers. Lawmakers, even the most upstanding and righteous ones, have to rely on the testimony of experts and if those experts can just make up whatever they want then democracy is not worth shit when it can be circumvented like that.
Solutions for liberating media of all kinds, from P2P file sharing to DRM-stripping, have roundly and soundly outpaced all this other corporate knowledge control nonsense at every turn since the invention of the printing press.
All we need to do is make the simple choice to stop recognizing ownership of ideas (and thus, bytes) as a conceptually coherent phenomenon, and carry on.
I'm a full-time professional bluegrass musician, and like most of my peers, I release all of my material DRM-free. I invite you to get my new record from IPFS or Bit Torrent, and to pin/seed/encourage your friends to steal it also:
https://pickipedia.xyz/wiki/Release:QmUWtV7fG1K9pM5TQSf5c38v...
Starve 'em!
Wouldn't this incentivize people to buy the game, play it and once they are done with it get banned to get a full refund?
Maybe not a major problem since almost no centralised multiplayer games are one-time purchases.
I don't think it is reasonable to bundle those ideas together.
Companies renegading on their promise of perpetual access is not the same thing as a right to resell at all
Right to resell is just going to warp game prices in a way that is bad for everyone
After all how do new games compete with used games in that setup? Given the way engagement with games works there will basically always be spare copies
Key sales already happen at below new game value at nearly all times and that is unused games
> they can ban you which deprives you of being able to use what you bought
Also not the same thing at all, bad behavior removing access and no refund is normal
> that should come with requirements that the company must provide full compensation of the purchase price
Ah yes cheating in an MMO results in a full refund of all money paid that wouldn't be abused by anyone
https://www.eff.org/deeplinks/2005/12/summary-claims-against...
It should, however, be illegal to tell your customers that they are purchasing/buying media without explicit "Rent" language (which implies a non-expiring license) when you do not yourself have the right to grant non-expiring licenses.
The difference between "rent" and "purchase" has always been very clear: with the former you have to give it back, with the latter you own it forever. It is only very recently that this kind of steal-back has even become possible at all, as it can only be done with digital content delivery to an entirely-closed platform.
"You should assume that words have the opposite meaning and that big companies can steal from you with impunity" is a world I don't think I want to live in.
The "rent" vs "purchase" has never been different than it is now. Yes, purchase is a very deceiving word by design. The thing bringing it to the forefront is that they never were able to rip that physical product sold to you in the way they can with the digital product. That seems to have made people pay attention to the legalese that has always been there.
Many of these services offer cheaper rental options. When you go for the more expensive "buy" option, the assumption that you are actually buying it to keep should hold true.
And Sony made it easy for them too by using this verbiage: “previously purchased content”
"The feature was controversially removed by Sony since system firmware update 3.21, released on April 1, 2010.[2] A class action lawsuit was filed against Sony on behalf of users, but was dismissed with prejudice in 2011 by a federal judge. The judge stated: "As a legal matter, ... plaintiffs have failed to allege facts or articulate a theory on which Sony may be held liable."[3] However, this decision was overturned in a 2014 appellate court decision[4] finding that plaintiffs had indeed made clear and sufficiently substantial claims. Ultimately, in 2016, Sony settled with users who had installed Linux or had purchased a PlayStation 3 based upon the availability of OtherOS."
[0] https://en.wikipedia.org/wiki/OtherOSAnd with games it's just getting worse (Sony announced they won't make discs starting 2028; the Switch 2 takes carts but very, very few games release on a cart). If you care about control over the games you purchased, if you care about going back and playing older games, then the only choice is to use platforms that are DRM free. (Or, well, non-legal means.)
Still walled garden, but they act way better.
Now if the RAM companies make it so you won't ever be able to afford your own hardware and every game company pushes cloud-only gaming... Well, we aren't there yet thankfully, but I fear it'll happen.
There's a lot that I love about it, but "choose which of these thousand settings permutations to get the game to look good without crashing" is a major chore.
One nice thing about Valve/Steam leading with hardware is that it gives console-esque performance targets. If you know your device is a bit better than a Steam Deck, you can probably start at the Steam Deck preset and adjust accordingly.
We've reached a sort of gaming singularity where nearly every video game can be run on any hardware you choose or be streamed over the network to a thin client. PlayStation and XBOX consoles are basically dedicated gaming PCs that can only run Sony or Microsoft's version of Steam. DirectX is losing ground too thanks to Proton and Vulkan, so Microsoft won't have the last laugh there either. If Valve controls the store you purchase games from, the software which runs the games, and the operating system running the software, they are an ODM contract away from becoming Sony's PlayStation division, and look where they are now.
And even if they somehow arrived in a market position where being less benevolent would make more money: Valve isn't publicly traded, nobody is forcing them to make the most profitable move. As long as Gabe and the other owners prefer being benevolent they can continue doing it
(not that they are all around benevolent. "consistent" and "usually choosing the side of the customer over the side of the publisher" is maybe the better framing)
I think Gabe prefers hanging out on his yacht nowadays looking at fish, his son is the one running Valve?
[citation needed]
My understanding is that Proton is effectively a distribution of WINE + DXVK, which does for DirectX what WINE does for Win32. Valve is even on record saying "make one good copy of your game and trust our compatibility tools to port to other platforms" which is effectively saying "use DirectX if you want - Proton will run it just as well."
Gabe seems like the kinda guy who is in the Game for the love of games.
It would be a legendary legacy indeed to commit Valve and it's profits to a trust which defends digital rights and freedom.
Also piracy will go rampant if Steam stops being a good actor.
That being said, what alternatives you have? GOG lacks support for Linux, Sony cares doesn't care for you, Nintendo likes to s** all over you and their most passionate fans, Microsoft killed itself.
There is just no other option
And "gamers" refuse to listen to reason and assume physical copy = they can play it for eternity, when in reality, in 5 or 10 years when a server is inevitably shut down, they're forced to pirate. Nintendo does not allow offline patches.
I believe the switch 2 carts don't contain the actual game, just a license key. The game is downloaded on first run.
You don't own anything.
Gosh this is ridiculous
It's worse than simply depriving consumers of their rights/games/music, but actively and knowingly installing malware on their computers.
It was a copyright violation. Which, I don't give one fuck about.
And then Anthropic publically bellyaches that "WAHHHH CHINESE ARE STEALING OUR STOLEN DATA WAH". Lemee get that worlds tiniest violin for that sonata!
These days if you're following the rules, you're a rube and a stooge. And you will be taken advantage of again and again and again.
One would think dozens of SWAT officers would rappel down helicopters and storm the mansions of these big tech CEOs. Unpayable trillion dollar fines, actual prison time. Instead the AI companies reached some absurd settlements with publishers that made a mockery out of all the previous copyright enforcement victims.
In the digital age where the cost of copying itself is functionally zero, we're supposed to pay people over and over again for a thing created once is like the human race taking advantage of itself.
I get making money for labor, novelty, and producing things but repeated payments thereafter would feel like a scam to any reasonable alien.
'Copyright' is humans at their most greedy and selfish.
Sad that most executable code (games, software, etc) these days is digital only and requires drm calls to a license server to install. I will not pirate executable code.
"It's not about what they are doing NOW with the data, but what they could do in the future" . Back then I thought he was a bit paranoid. These days... not so much.
So, regarding owning/buying stuff, im glad I have a collection of CDs and ibe bought most of my games in physical There are some which are actually hard to get in pirate sites.
For Sony, the correct move here would have been to not list Studio Canal titles in the first place, and put out a very public statement saying that they aren't being listed until Studio Canal agrees to make purchased licenses perpetual as they should be.
IANAL but I think the US law approach is to rely on chaining, so the #1 blame is on Sony until Sony proves it isn't.
1. Consumers who were damaged sue Sony for damages.
2. If Sony loses, Sony sues Studio Canal for damages.
3. If Studio Canal loses... ?
If that's the case, why isn't Sony suing Studio Canal? The proper license for Sony to get is one which doesn't allow Studio Canal to take it away after sale in any way. So did Studio Canal somehow hack into Sony HQ to violate that license, or did Sony simply screw over its customers by not getting the proper license in the first place?
I'd like to see Sony executives put in prison for fraud for this.
Except that no part of what you claim is true:
https://support.apple.com/guide/iphone/back-up-iphone-iph3ec...
Yep. I've been using an iPhone since 2012, so about 14 years. I do a local backup to my Macbook and then perform upgrades via USB, I don't do over the air upgrades. I also don't sync my photo albums into iCloud. I do have iCloud backups enabled also. It's not even a concern about privacy, per se, it's a question of whether or not I actually control my data if its not in my possession. More copies is good for resiliency.
Watch ... it'll fail on me later today. :-D
In fact, though I don't use a lot of SD cards, I don't recall having one go bad. I'm sure it's happened, but obviously not often enough for me to remember.
But that's a separate issue altogether
We still don't have an easy solution to this problem.
Nobody would buy that. So they say "buy" instead, and courts have largely let them get away with it. Until legislation actually forces the word "buy" to mean ownership, this will keep happening.
There's a dangerous path where the companies are required to describe these transactions as "rentals", but that wont actually solve anything. If we require clearer advertising, we're going to end up with a world where everything is very clearly a rental, and there simply is no option to purchase. People will still buy the $40 "rentals" because it's their favorite movie and they want to watch it multiple times, and it's Friday night and they want to watch it right now.
I think people understand the situation when they "purchase" digital media. They know it might not last forever. They do it anyway. They don't like it though. They would prefer genuine ownership, but it's not an option.
We either need to outlaw these long term rentals, or break up monopolies until companies that are actually offering genuine purchases arise. Or we could do both.
We need to regulate more than just the wording on the "purchase" page. This isn't just a problem of wording.
I don’t think this is true at all because 1) truly nothing is forever, i.e., even physical media degrades over time or gets lost, stolen, etc., and 2) the customer is absolutely led to believe that “purchase” means ownership similar to having a physical copy, as long as that service provider exists. Otherwise it’s clearly a rental.
it is more immoral to sell something you can't legally "sell" (permanently and irrevocably transfer ownership of a product), than to pirate that content (which has no level of expected payment)
Then they did not sell them.
People don't like that though. We should change the laws so that is illegal. We can just make laws we want--we're allowed to do that.
I'm curious. What are the best sites nowadays? Still torrents, right?
I used to be in the know but switched to legit things a while back so I wouldn't have to explain how dad is getting Bluey episodes.
- Click search.
- Close the tab tab that opens to opera.com
- Click search again
- Close the starfleetacommand.com tab
- Click search again
- Close the jerkmaate.net tab
- Find your media.
- Click the magnet link
- Close the livetruematch.com tab
The site is garbage.
People keep complaining about it, so I'd like to ask again... what websites aren't getting ads blocked by ubo lite? Everywhere I go, I haven't actually noticed any degradation in blocking capability.
Why anyone still uses vanilla Chrome for personal use is beyond me while brave exists and is actively maintained. It's essentially youtube premium for free even on mobile.
uBlock Origin is the one that Google blocked on Chrome by redesigning how extensions work, creating a big fuss. You could try uBlock Origin Lite but, well, it's called Lite for a reason, as it can't block as much stuff. Or you could switch to a browser that supports adblock extensions, which is Firefox.
Fun fact: internet speed tests have been reliably faster in firefox for years for whatever reason. And the volume boost extension I use there doesn't work in fullscreen on brave for some reason, which is mostly why I watch videos predominantly in firefox.
o7
>no RuTracker
lol
I still make digital purchases, but at the first sign of friction, at the first indication that I'm gonna get screwed somehow, I leave port and off to the open waters. Fuck 'em, I played by the rules until I discovered that I was the only one doing so.
4 days ago: https://news.ycombinator.com/item?id=48691346
4 years ago ( so it's not the first time studioCanal has done this): https://news.ycombinator.com/item?id=32010317
Another perspective: In accordance with the licensing system that Sony and their lobbyists helped establish, Sony's licensing agreement with StudioCanal came up for renewal. Sony decided that they didn't want to pay StudioCanal's perfectly reasonable() asking price.
this is StudioCanal's perspective.
Sony isn't a naive child, they've got whole armies of lawyers analyzing the deals they sign. If Sony knowingly signs a horrible deal (such as a Netflix-like "you can show this bunch of content to users and let them download it for X years") which due to their desire to sell movies leads to them inevitably getting screwed over on their (now-mandatory) contract renewal, that's on them.
Either Sony should've insisted on a contract which included a right to sell perpetual sublicenses, or they shouldn't have "sold" those inherently-temporary movies to end users. It really is that simple.
StudioCanal wants to make as much money, like any publisher, but we don't know how much they wanted for this deal or how that compares to pricing for other IP. Movies are not fungible, really, and StudioCanal has a lot of classics. Like Disney, they keep the price up by rotating out of streaming licensing windows regularly; for example if your copy of terminator II disappeared from your Playstation you might be doubly upset to note it's also vanished from Netflix (or is just about to, I don't remember the exact dates).
Also, I think it's an misrepresentation (though surely unintentional) to talk about Sony's unwillingness to pay in the present tense. These movies were originally licensed/bought years ago, and Sony shut down movie sales on the Playstation store in 2021. I presume this was because they couldn't make the economics work, but it's possible that there was some antitrust angle since Sony produces films and antitrust in the US has historically frowned on film companies controlling both production and distribution. The DOJ repealed the 1948 'Paramount Decrees' in 2020 which might also have been a factor in Sony's decision-making.
[0] https://blog.playstation.com/2026/07/01/physical-disc-produc...
I have a similar grief with YouTube movies although in that one, they don't play UHD. Some do like Valerian plays at least in 1080P, most movies are capped to 480P unless you have an "approved device" eg. something probably riddled with ads.
I don't partake in downloading anymore but I do go to streaming sites
Not sure if it is still the case today with the latest generations of ultra-advanced codecs.
And Coraline is just amazing, although it's not a cartoon...
I guess residuals are a made up thing.
At some point, being more honest about what artists get paid will probably help the middlemen more than harm them.
Now we're not even getting to retain what we buy, this is not a streaming service, these were sold to users individually.
We've gone full circle where I honestly believe pirating is a far better offering.
The root of the problem is these ridiculous content licensing agreements, it should be very very obvious to the customer when they're buying that "Hey, you will own this until X date when our content licensing agreement is finished"
Not hidden by design in some dense ToS.
They named the price, and the price was paid. The licensing and rent seeking shenanigans of corporations and their lawyers are utterly irrelevant.
Therefore, if you have compensated creators, you are morally in the clear, objectively, no matter what else you do.
It's typical "you own nothing" logic to the point the companies selling you that also don't even own it.
- Disney -> Disney+/Hulu
- Universal/NBC -> Peacock
- Warner Bros. -> Max
- Lionsgate -> Lionsgate+
- Sony Pictures -> The Sony services relevant to the article (note: the Sony services sell more than just Sony Pictures content)
They never needed to, but it actually makes them more money because a revenue share model through Movies Anywhere makes sense. StudioCanal does not sell streaming/delivery services directly to consumers, a revenue share model between streaming providers would not make them more money, and Sony would have no influence on StudioCanal doing so anyways.
(I am a bit surprised they didn't bung Google and StudioCanal a bit of money to move them to Google Play to avoid the bad publicity though.)
https://en.wikipedia.org/wiki/Sony_BMG_copy_protection_rootk...
Anyone remotely surprised at their history of utter contempt for the end-user need only remind themselves of SVP Steve Heckler's remarks to conference attendee's in 2000
"The industry will take whatever steps it needs to protect itself and protect its revenue streams ... It will not lose that revenue stream, no matter what ... Sony is going to take aggressive steps to stop this. We will develop technology that transcends the individual user."
https://web.archive.org/web/20090318115847/http://www.nyfair...
The remarks of Stewart Baker of the DHS admonishing Sony are as relevant today as they were then; namely that "it's your intellectual property - it's not your computer."
https://web.archive.org/web/20051229031842/http://www.mp3new...
I wrote a letter to them after the rootkit fiasco saying they've lost a consumer for life. Didn't get a real response. Wrote to them last anti DRM day. Didn't get a response.
Really, this is the only power one has in capitalism -- don't buy their products.
I’m also still angry that, even though intentionally hacking a computer system is a criminal offence, not a single Sony employee was prosecuted or even arrested. Sony committed a crime on a massive scale that any individual would have been convicted of and spent years in jail for. They did it knowingly and for financial gain. They should be behind bars.
https://www.theguardian.com/technology/2009/jul/17/amazon-ki...
> What's the name of that website?
I tell them to use yandex, they will find plenty of such websites...
And yes, bypassing DRM is banned speech in the USA, punishable by criminal law. And there's no actual requirement of a company to claim DRM and defeat methods. The law is set up so they can claim basically anything, and its 100% backed by criminal law.
1FA is kinda a joke, cause saying inane shit like "Hitler was a good guy" is perfectly fine, but "09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0" (HD-DVD private key) is criminally banned speech.
I doubt most of the people who "bought" the film understood that they weren't buying it and it could be taken away from theme at any time.
Simple example: "The Things of Life", a classic French movie from 1970. https://en.wikipedia.org/wiki/The_Things_of_Life
No way to get it in the US. No physical media, no streaming. It is on Apple TV ... in France.
You can torrent it.
Utterly brokem model.
Music is the same btw, Apple Music and Spotify geoblock music. Workaround is to add to your library when traveling in EU. Insane.
https://uk.7digital.com/ has a lot of songs available in MP3 format, but not as many as on iTunes.
What are people to do if they want to stay on the non-pirate/legal side of this but also prevent being royally F-ed?
The fact that someone like Sony can’t negotiate a contract that provides perpetual re-download rights to customers is embarrassing. I doubt that would have cost any money. No movie studio would have objected to the idea that the original buyer gets to keep the non-transferable media forever.
I guess they just didn’t think of it? What law school did these Sony lawyers go to, anyway?
Does Sony just not even care about their brand image at all? This was entirely avoidable.
Rights to distribute via digital download are separate from rights to stream, which are separate from rights to broadcast, which are separate from DVD rights, and then multiply that by every rights holder and "region" out there. Good grief! Why do they deliberately make it so complicated?
....or won't.
Knowing that, they turned around and deceived people into buying something by false representation. Sony are crooks and have been crooks for a long time.
But I not for a single second trusted "buying" digital goods, and I was quickly proved right. The first digital purchases getting yanked story must have been close to 20 years ago at this point.
I still buy CD's and books and game discs when the digital DRM-free equivalent cannot be had.
More like 30 years but your terminology is slightly off: I have music I bought in the 90s which still works fine because they sold it as MP3s without DRM and I was able to make my own backups. There’s nothing wrong with digital goods as a concept but we should be consistent in how we talk about it: if it involves an outside service, it’s a rental no matter how the seller describes it. If you can make your own copy and survive a corporate bankruptcy or merger, then it’s a real purchase.
You will own nothing.
How is this any different from downloading a file off the internet? Maybe its fun to juggle a bunch of disks?
Right I should also add I'm mostly talking about PC here.
Rights management for digital media = companies remotely deleting paid content from my account & keeping my money / songs disappearing out of my streaming playlist / etc
Going to bring Binks' Brew.
Corporations bring it on themselves by acting poorly and just being greedy and giving the consumer no quarter as they movies they "purchased" are removed without refund.
Pirating is easy. Why should I deal with thieves that sell you something then steal it back from you when, with a broadband connection, I can have a 4k Blue Ray rip downloadewd and imported into a media server and watchable in less than 10 minutes?
Now they are trying to argue that all unnofficial servers running minecraft are illegial, and they are going to start going after the minecrafters. Good luck with THAT.
Fuck that nonsense.
That reasoning is why companies would prefer it be more difficult.