We are talking consoles, correct?
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We are talking consoles, correct?
The problem of unavailable hardware is precisely what one of the DMCA exemptions is intended to address, albeit referenced in the case of access control circumvention. That exemption was first approved in 2003, renewed in 2006, and again in 2009 (at least on an interim basis until the final decision is made). So there is evidence that there is legal sympathy for this problem. Of course, emulation in and of itself is perfectly legal, the only legal issues are access control circumvention and copyright infringement with the software. Put together the full legal picture and while we don't have the ability for every person to run our software, at least there are settings where the preservation of the ability to execute software is currently legally protected in the US.
Just to nitpick, new clone hardware does exist, and I can't think of any arcade games that were on floppies. Your point is valid, though. Eventually all hardware and media will fail, and all that remains are digital copies.
Amiga Forever comes with a collection of licensed software, but some of the disk images are from cracked copies because the originals are so damned rare, or they vanished entirely before accurate floppy disk imaging was possible..
I think that was AutoCAD or something, and the issue boiled down to the fact that if the physical disc is decoupled from the license, then there is nothing wrong with selling the original disc, regardless of the license terms. The publisher of the software pretty much shot themselves in the foot with the EULA.
If they only offered older games that are out of print, then that wouldn't be that big of a deal. Even retailers that make the bulk of their profits from used games make most of it from more recent games.
This is the most likely course of action. The more prevalent digital distribution becomes, the more locked down content will be, and the less control consumers will have over the products. We're already seeing it with what John described in his post as the loss of certain consumer rights.
This is what companies ultimately want. They want to be able to tell us when, where, and how much we can have access to their content. It's not going to happen right away, but it's gradually moving towards that direction and most people won't even notice it because each step is so small.
With regards to downloadable content being locked to specific systems, I don't mind that too much. It's no different than physical games generally being system specific. Sure, backwards compatibility is a big plus, but it's not something I expect to have as a consumer.
What I do expect, however, is to have a certain level of control over the products I buy, and digital distribution impairs much of that. For $5 games, I don't care too much because it's a reasonable trade-off. But that's no longer the case when digital games start costing retail price. I would completely be for digital distribution if copyright laws were reformed in a similar manner described by Frog. As is, though, digital distribution benefits content providers more than it does consumers, and I doubt that will change any time soon.
Fine, let's say Atari Lynx or something unloved, then. Although even if it's 50 years from now, the day will come for Genesis too.
Sega System 24 games are on floppies, and securing working versions of these to emulate was very difficult and I think there might be a couple that they couldn't find (Bullet, perhaps?)Quote:
I can't think of any arcade games that were on floppies.
That's bizarre. I can't imagine a floppy drive and disk being a practical alternative to mask roms. Access speed, reliability, and component cost are all stacked against such a design. It's Sega though, so I guess I shouldn't be surprised.
There have been arcade games on cassettes, too (like really old Data East stuff).
And there are even odder storage devices out there, like the bubble memory used by several Konami games.
You should read what you've signed up to. The console hardware companies aren't obligated to give you anything on a new platform. Buying intangibles means that you are accepting 0 value for what you are buying beyond whatever qualitative entertainment you gain from it.