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{ If you are really so broken that you HAVE TO play proprietary games to live a meaningful life, the least harmful way for everyone is to [SOMEHOW GET YOUR HANDS ON](piracy.md) old DOS games, or maybe games for some old consoles like [gameboy](gameboy.md), [playstation](playstation.md) 1 etc., or at worst some pre 2005 Windowzee gaymes, and play them in [dosbox](dosbox.md)/[wine](wine.md) or engine recreations like [OpenMW](openmw.md) etc. Yeah it's dirty, proprietary, non-free shit, but at least you don't need a supercomputer, you won't be tortured by ads, robbed by microthefts or bullied into consuming Internet. It's best if you just use this method to slowly rid yourself of your gayming addiction to be finally free. Also make sure to absolutely NEVER pay for a proprietary game -- NO, not even an indie one. Give the money to the homeless. ~drummyfish }
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We might call this the **great tragedy of games**: the industry has become similar to that of **drug abuse**. Gone are the days of games presenting a niche lighthearted diversion. Games feel great and can prove to be very addictive, especially to those not aware of the dangers (children, retards, ...). Today not playing latest games leaves you left out socially, out of the loop, a weirdo. Therefore contrary to the original purpose of a game -- that of bettering life and bringing joy -- an individual "on games" from the capitalist industry will crave to constantly consume more and more "experiences" that get progressively more expensive to satisfy. This situation is purposefully engineered by the big game producers who exploit psychological and sociological phenomena to enslave *gamers* and make them addicted. Games become more and more predatory and abusive and of course, there are no moral limits for corporations of how far they can go: games with [microthefts](microtransaction.md) and lootboxes, for example, are similar to gambling, and are often targeted at very young children and people prone to gambling addictions. The game industry cooperates with the hardware and software industry to together produce a consumerist hell in which one is required to constantly [update](update_culture.md) his hardware and software and to keep spending money just to stay in. The gaming addiction is so strong that even the [FOSS](foss.md) people somehow create a **mental exception** for games and somehow do not mind e.g. [proprietary](proprietary.md) games even though they otherwise reject proprietary software. Even most of the developers of free software games can't mentally separate themselves from the concepts set in place by capitalist games, they try to subconsciously mimic the toxic attributes of such games (bloat, unreasonably realistic graphics and hardware demands, content consumerism, [cheating](cheating.md) "protection", language filters and safe spaces, ...).
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We might call this the **great tragedy of games**: the industry has become similar to that of **drug abuse**. Gone are the days of games presenting a niche lighthearted diversion. Games feel great and can prove to be very addictive, especially to those not aware of the dangers (children, retards, ...). Today not playing latest games leaves you left out socially, out of the loop, a weirdo. Therefore contrary to the original purpose of a game -- that of bettering life and bringing joy -- an individual "on games" from the capitalist industry will crave to constantly consume more and more "experiences" that get progressively more expensive to satisfy. This situation is purposefully engineered by the big game producers who exploit psychological and sociological phenomena to enslave *gamers* and make them addicted. Games become more and more predatory and abusive and of course, there are no moral limits for corporations of how far they can go: games with [microthefts](microtransaction.md) and lootboxes, for example, are similar to gambling, and are often targeted at very young children and people prone to gambling addictions. The game industry conspires together with the hardware and software industries to produce consumerist hell in which one is bound to constantly [update](update_culture.md) hardware and software and keep spending money just to stay in. The gaming addiction is so strong that even the [FOSS](foss.md) people somehow create a **mental exception** for games and somehow do not mind e.g. [proprietary](proprietary.md) games even though they otherwise reject proprietary software. Not even most of the free software game developers can mentally separate themselves apart from the harmful concepts put in place by capitalist games, they try to subconsciously mimic the toxic attributes of such games (bloat, unreasonably realistic graphics and hardware demands, content consumerism, [cheating](cheating.md) "protection", language filters and safe spaces, ...).
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Therefore it is crucial to stress that **games are [technology](tech.md) like any other**, they can be exploiting and abusive, and so indeed all the high standards we hold for other technology we must also hold for games. Too many people judge games solely by their externals, i.e. gameplay, looks and general fun they have playing them. For us at [LRS](lrs.md) gameplay is but one attribute, and not even the one of greatest importance; factors such as [software freedom](free_software.md), [cultural freedom](free_culture.md), [sucklessness](suckless.md), good internal design and being [future proof](future_proof.md) are even more important.
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Therefore it is crucial to stress that **games are [technology](tech.md) like any other**, they can be exploiting and abusive, and so indeed all the high standards we hold for other technology we must also uphold for games. Too many people judge games solely by the exterior, i.e. gameplay, looks and general fun they have playing them. For us at [LRS](lrs.md) gameplay is but one attribute, and not even the one of greatest importance; factors such as [software freedom](free_software.md), [cultural freedom](free_culture.md), [sucklessness](suckless.md), long term impact, good internal design and being [future proof](future_proof.md) are equally or more important.
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{ I've been asked why I put such high stress on rejecting proprietary games and whether things like piracy aren't simply the easiest solution to not supporting corporations. Piracy is an immediate small scope solution for an individual wanting to save money but it's not a solution for whole society, the question of cost completely misses the point of free software and free culture. Piracy only achieves not giving corporation money, which to a multibillion dollar giant means almost nothing -- the most valuable asset a game corporation holds is the addiction of gamers along with the exclusive right to satisfy that addiction, and this is what we need to address. I realized this when as an adult I learned about copyright and came to see the "intellectual property" dystopia -- as a 90s kid I naturally came to love Pokemon for example, and consequentially developed nostalgia for the "franchise", I dedicated a lot of my thinking time to it, came up with my own ideas on improvements but once as an adult I wanted to make my own Pokemon games, I learned that I CANNOT because of copyright (of course I can make fan art to some degree, but always with a gun pointed at me, I mustn't dare make anything TOO big or TOO significant) -- by the will of the corporation that got me, the child not knowing I was signing this deal, addicted to their drug, I am to forever be kept in the role of a consumer, I am forcefully prevented from naturally growing up and develop my love for the art further by becoming a contributor to it. I hate loving a proprietary franchise and I can no longer change it, I was abused and betrayed by something I loved. Realizing this hurt my heart and became a force driving me to create my own art, which may perhaps not reach such high quality, but which will nonetheless never betray the next generation of children the same way I have experienced. My dream is to create something that will become part of someone's childhood and once that someone grows up, he will see there was at least this one thing that wasn't an attempt at raping him. In brief this is the reason for why I reject proprietary games, it is again the long term effects. ~drummyfish }
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A small number of games nowadays come with a [free](free_software.md) engine, which is either official (often retroactively freed by its developer in case of older games) or developed by volunteers. Example of the former are the engines of ID games ([Doom](doom.md), [Quake](quake.md)), example of the latter can be [OpenMW](openmw.md) (a free engine for TES: Morrowind) or [Mangos](mangos.md) (a free server for [World of Warcraft](wow.md)). Console [emulators](emulator.md) (such as of Playstation or Gameboy) can also be considered a free engine for playing proprietary games.
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