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/cyber/ - Cyberpunk & Science Fiction

A board dedicated to all things cyberpunk (and all other futuristic science fiction) NSFW welcome

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Young man, in mathematics you don't understand things. You just get used to them. - John Von Neumann
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File: 1440671286331.jpg (269.09 KB, 644x1024, 161:256, maker.jpg)

 No.31740

how will people make brouzouf when its no longer realistic to expect to make brouzouf off things that can be pirated?

when any digital product and anything that can be 3d-printed can easily be pirated by the absolute lowest-denominator normies completely anonymously/untraceably, and all that is left are service sector jobs, how will the middle class afford food? where will the wealth come from?

and then, what about when computers are able to outclass the top human engineers by magnitudes? or when business owners have computers in management instead of people?

 No.31743

>>31740

>when its no longer realistic to expect to make brouzouf off things that can be pirated

This will never be the case, because of one simple word: enterprise.

The Man can't afford to chase down every chummer that pirates the latest vidya. The Man most certainly can afford to go after small to large businesses that it can sue the shit out of, or at least extort into buying legitimate licenses.


 No.31744

i have two words for you:

go fucking read the fucking pirate party manifesto you goddamn idiot, technocrats thought about this like 100 years ago so this problem was probably solved before you were born shazbot.


 No.31749

>>31740

Here's a thought: windows are combating this by stopping you from pirating games. Their updates remove the pirate games. And people still complained. I guess everyone really likes having no games and no jobs.


 No.31759

>>31749

It says they can in the EULA but they definitely have not done that.


 No.31760

>>31744

Lol like anyone would want to read the ramblings of a group of self important society suiciders. Piracy is the scum of the earth.


 No.31788

>>31740

People already make brouzouf off shit that can be pirated.

Video games, music, TV shows, music.

People want to support those who make things they like.


 No.31830

>>31788

a huge portion of it comes from people who don't know how to pirate stuff, or who are scared to pirate things. This won't always be the case

>>31744

i'm not saying its a problem that needs to be 'solved', i'm asking how it will change the way people make brouzouf. go fucking read the fucking OP you goddamn idiot, i thought about this like 1 day ago so your post was unnecessary before you wrote it shazbot.


 No.31857

>in old-society, people working increased productivity, so the economic system that emerged incentivised work (wages)

>in new-society, people not working will increase productivity, so we'll segue into a system whereby people will be incentivised to not work (living wage)

We're already starting to see this pattern emerge. Here in Britbongistan, rail worker unions are fighting driver automation, because the current system rewards this counterproductive behaviour. It's only a matter of time before the obvious solution - to fix the system - becomes apparent.


 No.31860

>>31830

That's not true at all though. The logic boils down to "do you want more games in the future? If yes, pay for the games you enjoy."

People will buy, the same way that although people can clean their own homes they hire cleaning services anyway.


 No.31874

>>31860

When you pay someone to clean your house you are paying for a service and a convenience. Buying a video game is essentially a donation, maybe a better comparison would be people who give brouzouf to Jimmy Wales? Anyway, you can already see video game developers are switching models from selling games to selling crowd-funding rewards or in-game items.


 No.32115

>>31874

As a gamedev myself I'm only using crowd funding perks to bootstrap into direct payment for labor. Under a publisher I work then get paid for the output, then they try to recoup the investment by selling artificially scarce copies of bits. The bits have no value, they're in infinite supply – otherwise pirate bay would be the richest site in the world. So, we remove the publisher middle man as the 1st step. Now I'm working for the consumers directly, but they're not willing to pay for what it actually costs to develop the game up front. So, I give them perks as "early adopters" and then I'm back to monetizing infinitely reproducible copies after the game is made. Over time I've asked for more up front and charged less for the copies. Eventually all the copies will be free, because all the work to create the game will have been paid for up front (just like a publisher). Most gamedevs don't see much if any royalties / residuals from publishers anyway, so this will be no different than working for a publisher today except I get free advertising, free market research (people won't back what they don't want, saves me time). Bits are not scarce, so just monetize that which is: The ability to create new works. You can't pirate a game I haven't made yet, so I just refuse to make the game unless payment is already gauntleted (usually by a 3rd party, held in escrow). This is how freelance software devs already operate. They have payment agreement for the work, get paid for that work only once, and then do more work to make more brouzouf since the copyright holder is the business (or foundation if FLOSS).

"All copies of games are free" only sounds crazy only because we're used to artificial scarcity of information. How much does Linux cost per copy? (nothing) How much do people get paid to work on it though? (lots, development is sponsored by megacorps like IBM, HP & even Microsoft)

Corey Doctorow wrote a kind of shitty futurist short story that explores life in a post-scarcity economy: Down and Out in the Magic Kingdom. It's got some /cyber/ elements, but I wouldn't call it cyberpunk:

http://craphound.com/down/download/


 No.32172

Eventually there will be tools available that will allow a user to define the behavior of any program they want, using a combination of voice commands and other input devices, all without knowing anything about programming. Using similar tools they will be able to create all the assets the program needs and be able to copy any existing program whose behavior they experience. Removing all the technical barriers between imagination and deployment will be the end of the creative software industry (but not of driver programming).


 No.39416

lay back and enjoy your basic income. you are voting pirate party, right?


 No.39432


 No.39599

>>39432

i don't trust the technocrats but iirc they saw this coming 100 years ago according to a video on /urbanate/.

it's also mentioned in one of the last episodes of "Once upon a time: Man" which is a series every child should see. considering its age it's surprisingly right about a lot of things which i thought were just discovered recently.


 No.39619

>>31740

>how will people make brouzouf when its no longer realistic to expect to make brouzouf off things that can be pirated?

Besides this method >>32115

there are others too, until get cloned or copied by clients, like:

- Design a service that evolves each time it is used, with each consumer

- Have control of the tech, resources, machinery or tools to output the product-service

- Be the only that knows how to do it or understand it, to translate it to the under layer

- Broadcast your enterprise as the bearer of light/knowledge/quality

- Broadcast value to those markets

- Demo constantly and show proof

It will be difficult to pull it while being a 1 man team, so it will be better to shop up and build a team or a corp.

Example.

Imagine you run an alt reality game and want to add AR augments to a irl treasure hunt.

You could monetize it with the clues, the gadgets, the events, the parties, the credentials to enter some building, design the inner economy, pay the actors, add sex workers, etc.

A client can copy a part of it, but not the whole experience, because the experience is an evolving service.




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