Let's be serious now, not even the biggest ad industry proponents really believe that line.
3,946 karma · joined April 10, 2012
Let's be serious now, not even the biggest ad industry proponents really believe that line.
They will do it the very first second they think that they can get away with it without major consequences (such as profit loss from bad AI writing).
The whole X debacle has proven once again that Elon will never give up on a bad idea that he has tied his ego to or that was shut down by people he dislikes.
These are exactly the kind of idea that he will jump at once the opportunity arises and the pesky naysayers aren't in the room; "why should we have to bother with any of this privacy or informed consent stuff" is where he's coming from.
That is his style of CEOing, for better or worse.
That is far enough back to not have any relevance to Tesla's current customer demographic though.
When pubic safety and goodwill comes in to focus, that's where the role of automation is scrutinized and minimized more heavily. Copyright itself is an invention and area of balancing individual rights and greater public good.
Machines are not human and they are not sentiment and sapient at a level where we can view them differently. Perhaps they will change one day, but as it is today these systems are not entitled to do the same things humans get to do. They are tools performing a task, so the laws apply to them as they apply to, well, machines; copying and reproducing whole code blocks or novel chapters without attribution or licenses is something we allow a human to do in their head and not what we allow a machine to do in a prompt, regardless of the non-human mechanisms in between.
It now makes a lot more sense when you view it from the perspective of Unity wanting to rip much more revenue out of devs and games using their engine.
In several cases, they sought out games that were already coming out on Steam and even had preorders (or kickstarter backers) there, and then paid those developers to rip it out.
There is a seemingly minor but important distinction with what Epic does: they do not pay for exclusivity nor do most of their actions involve paying for a game to be made that otherwise would not have been. Either of those things are fine, even if begrudgingly.
What Epic actually does is pay to harm Steam specifically; the stipulation is always "don't put it on Steam", not "only put it on our platform". It is purposely targeted and antagonistic towards steam and steam users; "we have deprived you of a thing, now you have to come here if you want to get it" is how that comes across, when they should have aimed for "we are getting this new thing made for our platform, come over here to check it out!"
While they were doing this, their store was in a miserable state compared to its competitors, in terms of features and reliability (especially for the desktop app). So they were seen as prioritizing depriving another platform instead of prioritizing having a good platform and customer experience.
When all of the above is put together, it comes across as petty and malicious, rather than them trying to throw their fortnite dollars at bootstrapping their platform, and at making and having a quality platform for consumers.
If they had simply paid for a bunch of new exclusive games and IP to be made for their platform rather than seeking out existing, already advertised and in-development suitor games, it would have come across way differently. Or if so much more of the effort and money would have gone to making the store better and beyond feature parity with its main competitors (not that it necessarily reached even that), it would have been received quite differently.
It is a solution that can be done more, or less, correctly or fairly. But the problem is that it is easy to get it wrong, it is easy to implement this incorrectly.
Given how slipshod and slapdash these announcements and responses and walkbacks have been, you can't really have any faith that they will fall into the "right" side of things.
They're clearly flying by the seat of their pants with this. There is no reason to give them any rope, any benefit of the doubt. There is no reason to believe that they will be able to do this right.
It's a massive new change and requirement coming into force in only a few months, with basically every single report coming out of Unity internal engineering being that they don't have any systems in place to figure this out and have no idea how they will actually make it work while also still being GDPR compliant.
"Just trust us bro" and "you can file a support ticket if we get the numbers wrong" are not acceptable and are each reasons enough to worry about the potential for (or rather, guaranteed) abuse of this system.
One must assume the worst about any implementation with a system like this, in the same way that once must assume the worst about any implementation of telemetry or of DRM. You'll be right far more often than wrong.
> if you pair it with some kind of online login system
Unity does not have that and there is no way in hell that they will be able to force all players of all games made in unity to sign up for one.
All of those counted as a new install, and this was stated to be intentional by unity to all the journalists who reached out and by their internal developers on the support forum.
So the long tail of things like your customers buying a new phone == old apps get transferred == that counts as a new install and you get charged. Reinstall a game from steam or change the install drive or directory? Same thing.
Beyond devs and game types that are affected by legitimate usage, there is the clear problem of malicious installs (what a phrase) and abuse. Unity's answer to that was that proprietary secret internal models would solve abuse, but also that developers would have to reach out with proof of being falsely billed after it happened. And just kinda hope that unity would have the support and billing staff to ever actually deal with that problem.
Or rather, Unity's initial Q&A responses said that. They've half-backtracked and started muddying the waters so I think they actually just didn't think it through at all.
Which is why it is not unreasonable for the devs to be both pissed off and feeling like they might have legal recourse as well.
> the same ip address
Unity confirmed that this is part of how they intend to do it. That's why the meme scripts so far make a point to cycle up addresses or use rotating proxies per install.
The other part of the methodology that unity confirmed is "proprietary internal models that can't be shared but are GDPR compliant". Somehow.
This dichotomy is false. You can still advertise to users without having any tracking data about them other than the service or site they are using. Just as advertising has done in most other major industries, be it print media, television, or physical advertisements such as billboards.
It's not as crazy insanely lucrative !== it's not profitable enough to work.
Above all, a single player/user redownloading the game on their device counts as a separate install. They've now said that they're using proprietary "fraud detection" and IP address uniqueness to prevent fraud, and seemingly requiring devs to reach out if they think they've been overcharged.
Pretty trivial for a malicious user to spoof, but I wouldn't be surprised if it's something that calculates a new hardware id for trivial changes as we see so often with "don't install this on more than 1 computer" DRM implementations.
I don't think they're that crazy, but I wouldn't be surprised if JRR didn't even think that far.
You've got the order wrong. This is about people who already chose Unity, and then they changed the fee structure. Changing engines is beyond nontrivial for a project in flight.
Under any post with a moderate amount of attention, the blue posts that always seem to get filtered to the top are hypebeasts, hustlebros, cryptobros and blatant sycophants. Pages and pages of them.
The majority of blue posters are probably not a problem, but whatever algorithms twitter has for sorting them are the opposite of what they need to be. So auto blocking, auto-muting or even just auto-hiding the div is kind of a necessity to see any useful responses.
Remember, so many of them don't even use Windows itself. They're so unabashedly removed from the actual user experience that I doubt anyone working with them can change their minds.