{"id":49,"date":"2017-02-07T01:52:18","date_gmt":"2017-02-07T01:52:18","guid":{"rendered":"http:\/\/sinceriously.fyi\/?p=49"},"modified":"2019-12-13T02:36:30","modified_gmt":"2019-12-13T02:36:30","slug":"drmd-ontology","status":"publish","type":"post","link":"https:\/\/sinceriously.fyi\/drmd-ontology\/","title":{"rendered":"DRM’d Ontology"},"content":{"rendered":"

Let me start with an analogy.<\/p>\n

Software often has what’s called DRM, that deliberately limits what the user can do. Like how Steam’s primary function is to force you to log in to run programs that are on your computer, so people have to pay money for games. When a computer runs software containing DRM, some of the artifice composing that computer is not serving the user.<\/p>\n

Similarly, you may love Minecraft, but Minecraft runs on Java, and Java tries to trick you into putting Yahoo searchbars into your browser every once in a while. So you hold your nose and make sure you remember to uncheck the box every time Java updates.<\/p>\n

It’s impractical for enough people to separate the artifice which doesn’t serve them from the artifice that does. So they accept a package deal which is worth it on the whole.<\/p>\n

The software implements and enforces a contract. This allows a business transaction to take place. But let us not confuse the compromises we’re willing to make when we have incomplete power for our own values in and of themselves.<\/p>\n

There are purists who think that all software should be an agent of the user. People who have this aesthetic settle on mixtures of a few strategies.<\/p>\n