Nirth: So regarding your Fallout scenario...
It's just an illustrative example. I freely admit that I'd probably have a nervous breakdown and eventually commit suicide if society fell.
The key point is that I can use all functionality (including multiplayer) without any outside entity being able to cripple or revoke it in the future, whether through action or inaction.
I used a post-apocalyptic setting to prevent people from trying to lawyer around my rules with ideas like activation via phone. (In case you weren't aware, Windows XP could be activated without network access by calling Microsoft, reading off a hardware ID, and receiving a machine-specific activation key.)
Nirth: I also am curious as to your stance against the "one legit, one illegit". You give up your principle yet you get what you want but you won't change anything. I'm assuming that's what happened with Terraria but I might have misunderstood that particular part.
I'm not entirely sure what you're asking. Could you rephrase it?
Nirth: Even a better question regarding one of your comments you received in that blog post that if you ignore EULA, why not ignore DRM so why not purchase the game legally but then download a crack or a fix?
Multiple reasons:
1. The effort models (and, therefore, the "reasonable person" expectations underlying the relevant ethics) are diametrically opposed. Ignoring the EULA takes no effort while reading it requires time, willpower, and a certain level of reading comprehension. Finding and downloading a crack takes effort while, in theory, letting the DRM run its course does not.
2. Whether or not you read the EULA has no effect on whether the installer will install malware. Choosing to use or not use a crack does.
3. Often, EULAs knowingly lie. You need to be a lawyer or very well informed to understand which claims are enforceable and which are not. (eg. Copyright law does not grant owners the power to overrule the first sale doctrine, so no EULA can forbid you from reselling a piece of software. Modern DRM is used to allow companies to steal rights that were never granted to them in the first place.
[url=http://torrentfreak.com/drm-entire-copyright-monopoly-legislation-lie-140209/][2] .)
4. If everyone actually obeyed their EULAs, the world would be a
very different place. If a law cannot and never could be enforced, we should seriously re-evaluate whether it's the law or the society that's wrong.
From a less principle-oriented and more practical standpoint:
1. Programs are buggy enough without random monkey-patching... and that's assuming that the program doesn't have some kind of logic bomb like the "revenue lost to piracy" that happens to people who play cracked copies of Game Dev Tycoon or the
unbeatable enemy in Serious Sam 3. (As a programmer, I know better than anyone that a program is so fragile that it's like a bridge which falls to rust if one bolt is mis-tightened.)
2. Things like the forums for PlayOnLinux (a Wine frontend) very clearly state that people who use cracks are on their own... even if it's the only way to get the game to work.
3. No support for people using cracks.
4. It's a pain in the ass to make sure you have the right crack, to make sure find and apply a new one after patching, to keep backups of your cracks, etc. (I still remember the days when everyone cracked, even if just to avoid annoying disc-swapping.)
Shall I go on?
Nirth: What was the developer's reaction after you explained that Steam is inherent DRM? That they couldn't do anything about it or they might in the future?
They never replied
Nirth: Last thing. What exactly did you want out of Terraria and hoped it would turn into? I haven't played Minecraft enough to know about the hunger difference but I've seen others lay out complaints how Minecraft was brilliant in the beginning for some mysterious reason about lack of content (or specific lack of content).
The focus is different.
Terraria is an action platformer with randomized levels, destructible terrain, and a focus on crafting so strong that it blurs the line. Minecraft is a sandbox game that has gained more and more action-adventure elements.
Terraria uses combat as a goal. Minecraft uses it as a means to an end.
(Minecraft lets you switch difficulty levels at any time and, aside from certain ingredients that can only be gathered from monsters, like bones, you can play the entire game in "Peaceful" difficulty if you really don't want the challenge of random monsters wandering around.)
It's like the difference between an RTS (Age of Empires) and a simulator (SimCity) Both have you building a town, but for very different reasons.
Originally, Minecraft was the epitome of "play it your way" and it still sort of is. Without hunger, you could explore to your heart's content. In the Adventure update, they changed things so that, instead of food healing you directly, it filled up a hunger meter which controlled whether your health regenerates, sits there, or trickles away.
That eliminates or complicates certain play styles because you have to prepare and bring a stack of food along with you to ensure that you don't get so hungry that you health starts draining.
They've also added other "adventure features" since then, such as a parallel dimension called "The End" where you can fight a boss.
Back in the days before the Adventure update, Minecraft seemed to be going in a different direction which better preserved that "Set your own goals. Choose whatever play style you want." approach.
I've been waiting for ages for them to release their official, stable modding API so I can start working on a mod to take Minecraft back in that direction. (I also want to experiment with the terrain generator when that happens since Minecraft has always had more potential to make exploration enjoyable for its own sake.)