@MudMan@kbin.social
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MudMan

@MudMan@kbin.social

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MudMan,
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Man, I've had two separate devices fail to install updates the last week, leading to tons of weirdness and troubleshooting. I even had to chkdsk c: /F at one point like a neanderthal.

I have enough coomputers laying around that I'd move more of them to other OSs, Linux included if I hadn't tried that and found it as much or more of a hassle in those specific machines, be it compatibility issues or just fitness for the application. I'm not married to Windows at all, but there are definitely things that are much easier to handle there, which does justify sticking with it through the reinstalls and awkward weirdness on those.

MudMan,
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Hah. The framing from normie news is so weird. It's "bizarrely Disney is investing on Fortnite", instead of "Disney buys a stake on the people making Unreal, which at this point is like half of their and everybody else's VFX pipeline".

I wonder if the gaming news guys will have a better picture or the "Disney Fornite whaaaa?!" angle is what people will take away from this across the board.

MudMan,
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I... yeah, what? Disney is what does it? You were cool with Tencent, Sony, Lego, the massive fine for mishandling underage information? Disney. That's your line.

Alright.

MudMan,
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For straight revenue, yeah, that'd be right. Technically everything else is a rounding error. But if Epic was one of those single game unicorns like Riot or Rovio this would not make much sense. The synergies of Unreal with both the movie and theme park buisness for Disney seem like a better fit. I mean, assuming the move makes actual sense, Disney is out there talking about game collaborations and it's not like it's the first time they've spent money randomly and poorly in the gaming business. I just think the investment would make sense even if Fortnite wasn't in the mix.

And either way it's being blown out of proportion by the news because they haven't even bought the company. 1.5B is what? 10% as much as Tencent owns?

MudMan,
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No, listen, get with the program. You're supposed to be very, very mad that a brand is losing its exclusives. You're also supposed to be very, very mad if any PC storefronts ever fund a game to sell as an exclusive, unless they're Steam. You're also never supposed to acknowledge the contradiction.

You're being a gamer wrong.

MudMan,
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Ah, welcome time traveller. Can you take me back to 2008 with you? It was so much nicer there.

Seriously, every multiplayer game I've played the last few years has cross-platform play, both them and Sony have been making PC ports for ages and the reason I own a Series X is that it's quietly the best set-top media player out there, price-to-performance, and a cheap, convenient platform to play games on a TV.

I mean, if this is a prelude to them no longer making hardware I'd be bummed out, but not for those reasons.

MudMan,
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The only one remotely close to being a hit was the first reboot. I guess it depends on whether you count the "I can't believe it's not Deus Ex" franchises they kept spinning up for a while. The first Dishonored probably did very well.

MudMan,
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I am honestly not super sure about this strategy of buying your way into being a major publisher by vacuuming up IP nobody else was bidding for. What did they think would happen? Did they think the old majors were leaving a ton of money on the table and then realized too late that these really weren't that profitable? Or was it just a bid that the low interest rates would last forever and the portfolion would just pay for itself if they bundled it large enough?

I don't know what the business plan was meant to be, and it's kinda killing me that I don't fully grasp it.

MudMan,
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Hey, at least that game came out. Plus Eidos Montreal also made the actually really, really damn good Guardians of the Galaxy game nobody played. I'd make that trade.

Man, these guys really can't catch a break. That sucks, they make pretty solid stuff.

MudMan,
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Well, it depends on when they cancelled it and on how much it cost. That thing didn't sell THAT poorly, but Square, as usual, was aiming way above what's realistic. Estimates on Steam alone put it above 1 million copies sold. You can assume PS5 was at least as good.

Based on those same estimates it actually outsold Guardians. Which is an absolute travesty and I blame anyone who hasn't played it personally.

MudMan,
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Well, then you're my enemy, because that game is great, Marvel connection or not. In fact it's a fantastic companion piece ot the third Guardians movie, because they're both really good at their respective medium but they are pushing radically oppposite worldviews (one is a Christian parable, the other a humanist rejection of religious alienation).

And yeah, holy crap, they made a Marvel game about grief and loss and managing them without turning to religion and bigotry and it was awesome and beautiful and nobody played it and you all suck.

MudMan,
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Nah, I'm mostly kidding. About the being my enemy part. The game is, in fact, awesome, and you should fetch it somewhere before the absolute nightmare of licensed music and Disney IP bundled within it makes it unsellable on any digital platform forever.

Seriously, I bought a physical copy of the console version just for preservation, beause if you want to know what will be in the overprized "hidden gem" lists of game collectors in thirty years, it's that.

MudMan,
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Oh, big difference there, though. Suicide Squad actually IS a looter shooter driven by a wish to chase a business trend from five years to a decade ago. Guardians is a strictly single player Mass Effect-lite narrative action game (which yeah, given the material that fits).

I'd be with you in the argument that it would have been an even better game without the Marvel license, because then they could have skipped trying to rehash bits from the movies' look and feel, which are consistently the worst parts of the game. But then, without the license it would never have been made, so... make mine Marvel, I guess. Well worth it.

MudMan,
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Oh, yeah, for sure. The marketing they did for Guardians was also very bad, it really made it seem of a kind with Avengers, which it really wasn't.

There will be a lot to say about why Rocksteady is getting to the looter shooter space so late and why it was the exact wrong move for the studio and the franchise. Unless the game is great and everybody buys it, I suppose.

MudMan,
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For the record, this guy seems to be based somewhere in Europe and at worst he'd get government subsidies for minimum wage-ish amounts for a year, at best semi-indefinite support while he seeks new employment based on his previous income level.

If this teaches you something besides "don't make or read posts in LinkedIn under any circumstances" is that a sensible safety net really enables you to recover from shitty situations and everybody should have access to that. Because if you don't, then you DO deserve better.

MudMan,
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I came here to joke that judging by what toy stores look like, they probably just sell merch. I was extremely not ready for that to be the canonical explanation and now I feel more respect for the writers. More empathy, too, because... you know they know.

MudMan,
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I hate this argument so, so passionately.

It's the argument you hear from anarchocapitalists trying to argue that there are hidden costs to the res publica and thus it should be dismantled. Yes, we all have a finite amount of time. Yes, we can all quantify the cost of every single thing we do. That is a terrible way to look at things, though. There are things that are publicly available or owned by the public or in the public domain, and those things serve a purpose.

So yeah, absolutely, if you can afford it support people who develop open software. Developing open software is absolutely a job that many people have and they do pay the bills with it. You may be able to help crowdfund it if you want to contribute and can't do it any other way (or hey, maybe it's already funded by corporate money, that's also a thing). But no, you're not a freeloader for using a thing that is publicly available while it's publicly available. That's some late stage capitalism crap.

Which, in fairness, the article linked here does acknowledge and it's coming from absolutely the right place. I absolutely agree that if you want to improve the state of people contributing to publicly available things, be it health care or software, you start by ensuring you redistribute the wealth of those who don't contirbute to the public domain and profit disproportionately. I don't know if that looks like UBI or not, but still, redistribution. And, again, that you can absolutely donate if you can afford it. I actually find the thought experiment of calculating the cost interesting, the extrapolation that it's owed not so much.

MudMan,
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We absolutely must financially incentivize software developers. But charity is not a substitute for financing in a healthy system. The sources of financing can't rely on badgering individuals to feel guilty for using resources in the public domain (or at least publicly available) without a voluntary contributions. I agree with the OP and the article in that the support system shouldn't be charity. Tax evaders, redistribute wealth, provide public contributions to FOSS. We should create a sysem where FOSS is sustainable, not held up by tips like a service job in an anarchocapitalist hellscape.

MudMan,
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No, hey, let me be clear, I don't think you're actively an ideologue, but you can absolutely disagree or actively advocate against it and still have your worldview filtered through that lens. None of us is immune to their context or their upgringing, least of all me.

What I do say is that the notion that "it's not free, it all comes from taxes" is a very active framing, and it comes from an anarchocapitalist perspective, whether you agree with it or not. Yes, there is a cost to public services. And yes, you do have to tax people to fund the government that is meant to provide those services, but paying taxes isn't the same as paying for a service, and public services aren't "services you pay with your taxes", they're... well, public services.

And in the same vein, having an industry built on tipping is not sustainable and yeah, it's a fairly (anarcho)capitalist perspective. Screw tips. You can contribute to an open source project, be it with cash, work, promotion or whatever, but you're definitely not obligated to do so and that systemmust work within those parameters. FOSS is not software paid in tips, that's not the point. It may be crowdsourced, but that's not the same thing.

So hey, I get it, you don't ideologically support those things, consciously. If you take anything from my comment let it be that you're still thinking about it from that framework and there are other ways to frame it. You're right that eventually the money has to come from somewhere, but how you frame the situation impacts which somewheres you're willing to explore.

MudMan,
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I agree that dev to user is best, and I agree that the current greenlight processes for game publishers are pretty busted, no arguments there. I also have bigger issues with the sub model he's not even mentioning.

In fairness, though, I think for majors with that busted greenlight process the sub model does enable some games to get made that wouldn't otherwise. Some games just don't work at full price and just can't stack up to the major productions but they do get checked out in a sub. For smaller games and devs the sub money can guarantee survival.

But that doesn't take away that a subscription-dominated market is poorer, the preservation issues or any of the other problems with that being the primary thrust. Tech guys tend to be all-in on things and think they should be THE way because more money is more optimal and if they dominate then that's more money. In reality for a content ecosystem to thrive a multi-window ecosystem is probably best. Also, I want to buy games I can own, and the less they let me do that the more I want it, so... there's that.

MudMan,
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Yeah, fortunately softmodding acts as a backdoor to make that part of the system have a healthy afterrmarket replacement. Which is useful because man, that thing had less storage than I remembered.

MudMan,
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I very specifically remember it not being very fun at all, but then at the time they were pushing it as a FF7 competitor and it is extremely not that.

Silver was on the Dreamcast, though. And PC, which is where I got disappointed with it.

MudMan,
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That's vanilla VF1, right? So... disappointed and mildly concerned?

I'm kinda joking, (kinda), because by the time I got a Saturn it came with Remix already, so I wouldn't know.

MudMan,
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Oh, no, I had my entire world redefined at the sight of the first 3D fighting game... when I played it in arcades the year prior.

The launch version for the Saturn was... a different story. Again, by the time I was able to get my hands on a Saturn the version they were bundling was VF Remix instead, which again, mind blown, entire path in life significantly impacted, so I've always been morbidly curious about vanilla.

EDIT: For reference, for people who may be lacking some context here:
https://www.youtube.com/watch?v=ubJSL5GhSZU

MudMan,
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OK, I had to look this up, VF1 was model 1, like Virtua Racing, but the did ship a backport of Remix that did run on ST-V. More likely you remember people being excited about the idea that Saturn would just be arcade hardware at home and we'd get arcade perfect ports of Daytona and VF, which was extremely not the case.

I mostly remember the arcade being pin-sharp, which it was, but once you got the upgraded textures nobody was complaining. And we got both at once in VF2, so...

MudMan,
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I mean... yeah. Turns out that having models and looking at the actual data and analyzing the market tends to land on lukewarm takes. The hot takes are for the press and the trolls.

FWIW, I don't have visibility on subscription growth at all, so I'll have to take his word for it, but none of that sounds unreasonable.... except maybe for the fact that the hype may make people make bad moves and double down in ways that are harmful. A degree of fearmongering can be useful, if only as a deterrent.

MudMan, (edited )
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There are valid criticisms, for sure. I was not in the original thread, though, so I don't know how willing to address those he is, but it's a valid point that it's not an all or nothing proposition. You can point out that subs aren't overtaking the market in gaming without implying that they should.

I'd be more interesting in debating whether subs are additive or not. I do know of anecdotal mentions of stunted sales on sub-forward releases, but I'd love to see more data about it (and what that means about revenue eventually, too).

But none of that influences the concerns on preservation one way or the other.

Honestly, I don't think you're right about the reasons growth has flatlined. I think the sub model just doesn't fit gaming best. The content just doesn't work well with the rotating carrousel of new and new-ish games most subscriptions have. I think Nintendo could be onto something, in the way Netflix was early on, in that you may be more willing to pay a fee to just have access to every single game before a certain point and from the beginning of time, but nobody is gonna figure that one out anytime soon.

MudMan,
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Admittedly, that's helped by them doing terribly at selling hardware.

But also, screw gamepass and the subscription model overall. If we're gonna crap on Ubisoft for their recent foot-in-mouth episode let's be consistent and call all of it out. I'm cool with this as long as I can keep buying these in boxes.

MudMan,
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Sure, it has its uses. So do the subscriptions from Ubisoft or EA, though.

All I'm saying is that the digital distribution outlets that people like and have a good reputation (Game Pass, Steam) still have all the downsides that people love to get mad about in the alternatives they dislike. That doesn't mean you should refuse to use the ones you like, but you should probably keep an eye on the effects it has on the art form and the industry.

MudMan,
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OK, but that's not how reality works, you're making up offenses that nobody has committed because you've decided a particular brand is "bad" while ignoring actual offenses from brands you like and so have decided are "good".

So no, I'm gonna have to say your hypotheticals don't make their offerings any worse (or better) than Microsoft's or Valve's. Now, the pricing and lack of content? Yeah, we can talk about those. But those don't have anything to do with preservation concerns, lack of ownership or content churn, which are all legit issues with all digital distribution and subscriptions.

MudMan,
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I'm not sure who "they" is in this scenario. If it's Microsoft Games Studios... well, yeah, they're a publisher. You just described what a publisher is.

I think if we're talking about their recent publishing strategy they've certainly been on a bit of a rut. There's still some interesting stuff happening with their IP. They got Relic to make a surprsiingly faithful Age of Empires, people do like Microsoft Flight Sim, that type of thing. But still, yeah, they've made a lot of purchases and we haven't seen new games coming out from most of those to justify those purchases, which does speak to a bit of a struggle to find a direction. That Hellblade sequel looks intriguing, but for a publisher with a lot of fully owned studios that has been fighting claims of monopolistic practices for their high profile acquisitions their output from that stable hasn't picked up pace yet.

I get it, games take forever to make now. That Hellblade game has been marketed for as long as the Xbox Series has, and that came out in 2020. Still, that itself is a problem. If the big oil tanker is hard to steer you have to plan your turns before you get to the icebergs. I do genuinely hope they get it together, though. That's a lot of talent, IP and potential to let run on idle for too long. Or worse, to fail in the context of a major corporation and stop getting support.

MudMan,
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Kinda. This is the exact opposite of that, in that they control the IP and went out to find an external dev with lots of subject matter expertise to make it.

On paper I'd say that's better than them buying Relic off of Sega, but then Sega fired a bunch of people at Relic this year, like everybody else, so what would have been better is very much up for debate.

MudMan,
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I'm not sure if you read my comment backwards or you're just agreeing with it?

Anyway, yeah, I think hte big problem gaming subs have is that unless you have first party ownership over every game in existence you can't do the Netflix thing of pretending to be selling the only expense you're ever gonna need. The way games work you engage with them too long and they cycle around too fast, so even if there is a big pool of games they offer it's just a big fat pit of FOMO and feeling bad for seeing that game you're mildly interested in come and go without actually having played it. I already have a stressful backlog without adding the pain point of monetizing my not getting around to all the games I'd like to play.

MudMan,
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According to a quick search engine query, EA had 13500 employees as of 2023. He's proposing a $50-150 monthly pay rise, which is... not much of an upgrade.

Making games is expensive, you guys.

MudMan,
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If it was all contract work it'd be better, probably. Devs would have representation, like actors or film directors, and they'd sign up for a project at a premium in the understanding that they're getting paid for the downtime after the project ends.

The kinda shitty part is that everybody is a full time employee but you still get frequent layoffs after projects end. That's the worst of both worlds, especially in the US where there are basically zero mandatory protections. In places with actual labor regulations it's... kinda expensive and self-defeating.

It is true that the layoffs get reported but the hires do not, so a lot of devs get rehired fairly quickly or start new projects and studios, so it always seems like there are devs getting kicked to the curb when there's a baseline of churn and cycling. That said, 2023 has been a very, very, very shitty year for the games industry for a number of reasons. Which sucks, because it's been a great year for games themselves.

MudMan,
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Both of those things can be true at once. I don't know how much the marketing is "stupidity", ideally marketing makes you money. Execs being overpaid is absoutely a thing.

But even if you took those out games would be very expensive to make. When you have hundreds of people working on something for years numbers start to get very high. Scale is a bitch.

MudMan,
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Yes.

My point stands.

MudMan,
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You absolutely did not, but keep guessing.

MudMan,
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Did you miss the "no spoilers, please" bit in the OP? That's a dick move.

MudMan,
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Wait, is that stretched to 16:9? I may have to rescind my upvote.

But also... cool.

MudMan,
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Man, that's a museum piece at this point. It's what, mid-80s? If it looks bright, stable and clean without any maintenance that's... increasingly rare.

MudMan,
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Yep. The effect of this as currently framed is that you get data ownership clauses in EULAs forever and only major data brokers like Google or Meta can afford to use this tech at all. It's not even a new scenario, it already happened when those exact companies were pushing facial recognition and other big data tools.

I agree that the basics of modern copyright don't work great with ML in the mix (or with the Internet in the mix, while we're at it), but people are leaning on the viral negativity to slip by very unwanted consequences before anybody can make a case for good use of the tech.

MudMan,
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It's not right to say that ML output isn't good at practical tasks. It is and it's already in use and has been for ages. The conversation about these is guided by the relatively anecdotal fact that chatbots and image generation got good so this stuff went viral, but ML models are being used for a bunch of practical uses, from speeding up repetitive, time consuming tasks (e.g. cleaning up motion capture, facial modelling or lip animation in games and movies) or specialized tasks (so much science research is using ML tools these days).

Now, a lot of those are done using fully owned datasets, but not all, and the ramifications there are also important. People dramatically overestimate the impact of trash product flooding channels (which is already the case, as you say) and dramatically underestimate the applications of the underlying tech beyond the couple of viral apps they only got access to recently.

MudMan,
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A lot of this can be traced back to the invention of photography, which is a fun point of reference, if one goes to dig up the debate at the time.

In any case, the idea that humans can only produce so fast for so long and somehow that cleans the channel just doesn't track. We are flooded by low quality content enabled by social media. There's seven billion of us two or three billion of those are on social platforms and a whole bunch of the content being shared in channels is created by using corporate tools to make stuff by pointing phones at it. I guarantee that people will still go to museums to look at art regardless of how much cookie cutter AI stuff gets shared.

However, I absolutely wouldn't want a handful of corporations to have the ability to empower their employed artists with tools to run 10x faster than freelance artists. That is a horrifying proposition. Art is art. The difficulty isn't in making the thing technically (say hello, Marcel Duchamp, I bet you thought you had already litgated this). Artists are gonna art, but it's important that nobody has a monopoly on the tools to make art.

MudMan,
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I'm gonna say those circumstances changed when digital copies and the Internet became a thing, but at least we're having the conversation now, I suppose.

I agree that ML image and text generation can create something that breaks copyright. You for sure can duplicate images or use copyrighted characterrs. This is also true of Youtube videos and Tiktoks and a lot of human-created art. I think it's a fascinated question to ponder whether the infraction is in what the tool generates (i.e. did it make a picture of Spider-Man and sell it to you for money, whcih is under copyright and thus can't be used that way) or is the infraction in the ingest that enables it to do that (i.e. it learned on pictures of Spider-Man available on the Internet, and thus all output is tainted because the images are copyrighted).

The first option makes more sense to me than the second, but if I'm being honest I don't know if the entire framework makes sense at this point at all.

MudMan,
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That's not "coming", it's an ongoing process that has been going on for a couple hundred years, and it absolutely does not require ChatGPT.

People genuinely underestimate how many of these things have been an ongoing concern. A lot like crypto isn't that different to what you can do with a server, "AI" isn't a magic key that unlocks automation. I don't even know how this mental model works. Is the idea that companies who are currently hiring millions of copywriters will just rely on automated tools? I get that yeah, a bunch of call center people may get removed (again, a process that has been ongoing for decades), but how is compensating Facebook for scrubbing their social media posts for text data going to make that happen less?

Again, I think people don't understand the parameters of the problem, which is different from saying that there is no problem here. If anything the conversation is a net positive in that we should have been having it in 2010 when Amazon and Facebook and Google were all-in on this process already through both ML tools and other forms of data analysis.

MudMan,
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I don't disagree on principle, but I do think it requires some thought.

Also, that's still a pretty significant backstop. You basically would need models to have a way to check generated content for copyright, in the way Youtube does, for instance. And that is already a big debate, whether enforcing that requirement is affordable to anybody but the big companies.

But hey, maybe we can solve both issues the same way. We sure as hell need a better way to handle mass human-produced content and its interactions with IP. The current system does not work and it grandfathers in the big players in UGC, so whatever we come up with should work for both human and computer-generated content.

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