Comments by "John Crawford" (@JohnCrawford1979) on "Canonical's STEAM SNAP Is Too BROKEN For Valve" video.

  1. The repositories are not the main problem. Not updating the repository can be the problem, but it's also having unofficial packages in the repository. Yet, as noted in the video, it's more convoluted than that. I have to wonder how many people realize if they were working with any other company than Valve, who's actually invested in making Linux work, this whole Linux community project relations would be discontinued and distros maintaining their unofficial snap or other package would be getting a cease and dismiss order before going on to sue the distro maintaining the repository out of existence for not removing the unofficial package. This is why we have all these multiple streaming apps for games and other content to begin with. It's also what happens when we remove the physical content that we used to purchase and effectively own. At least I have not heard of a company trying to remove some one's VHS or DVD copy of a movie because Netflix no longer has the rights to stream it. Most people understand why that would be weird, since you own the physical copy and purchased it at a physical store.But ownership in a the virtual metaverse that is the internet, while the concept is there, it's as if it's completely foreign. Then, when the non-com world of the virtual world meets the commercial world of the 'real world, it's not often too pretty. It's not like there hasn't been attempts at making a commercial based virtual world work. Second Life is an example of trying to put free market capitalism to work, with user generated and user sold content. But even it locks horns with OpenSim, which would even exist if Linden Labs didn't make their source content free and open-source over a decade ago, back when they were obsessed with interoperability. Turns out, that didn't vork out to well, since the ability to move from one virtual world grid to another meant using a hypergate. When you do that, all the metadata that that was used by the home grid was reset and the metadata for the content would default to the current user. The same also would happen if you ported content by the various means of downloading and uploading content. So yeah, that didn't go over well with the user based content creators, and Linden Lab had to shut down the hypergrid. This led to the wars between open grids and closed commercial grids that were hoping to make their own virtual economy. Much of this is what I remember from being active between both worlds around 2009 - 2015. The two virtual world factions are there, even Second Life still exists, but it's kind of kept to being it's own niche thing, gaining a little interest when stuff like Meta or NFTs float into mainstream attention. Content is still being made by users, and even virtual land rented out. You just don't hear as much in the media about someone quiting their job because the revenue from their virtual store pays better, or that a land barron in SL made millions off of virtual land sales. That hype is long gone, but a dedicated community remains. The point? This argument over content and ownership has been going on for a long time. I doubt it will ever get resolved to anyone's liking. But we should appreciate Valve has been a lot more patent with the Linux community than, say, Nintendo or Sony would be.
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