this post was submitted on 09 Mar 2024
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[–] [email protected] 1 points 8 months ago (1 children)

no. you're putting words in my mouth. if the distributor wants to stop distributing they can.

they can take down their servers, they can even cease to be, but it would no longer affect the availability of product they sold.

[–] [email protected] 1 points 8 months ago (1 children)

Then I don't think I understand you. Are you suggesting we put millions of full games on a bloxkchain?

[–] [email protected] 1 points 8 months ago (1 children)

Only the keys need to be stored cryptographically, really, because the game files themselves are nigh inevitably available on torrenting networks. it's inevitable that people are going to rip backups of all game files for the delicious delights of datamining and as long as enough of them will seed them (which shouldn't be a problem as long as there's any INTEREST in a game existing...) that availability never arises as an issue. And if it's not popular enough to put there, it'll probably end up on The Internet Archive.

Would be nice if there were an infrastructural 'backup of last resort' such as the library of congress, which is something the LoC already does for other audiovisual media. It'd just be nice if that service were extended to software.

[–] [email protected] 1 points 8 months ago* (last edited 8 months ago)

So more of a blockchain KMS then? I don't see how you could construct such a thing.

The requirements of allowing a publisher control of their game for some time (for example, allowing them to retract some keys when violating the EULA, but not all keys when "unpublishing" a game), but also allowing people to resell keys, which are somehow publically accesible but only for the legit owner, and the owner has to allow third-party acces without publically sharing a private key.

This is the age-old identity problem with blockchain. It's all well and good that Bob's name is written on a smart contract, but that doesn't remove the issue with how to identify Bob.