By that point the ships had already sailed. You didn’t own software, and micro transactions already existed. Steam did not “bypass” copyright laws- the facilitated a storefront that sold based on already established and litigated law.
This goes back tk the 1960’s with the origin of computers, when they were gigantic. Manufacturers like IBM would lease the hardware to institutions that used it, and the software was just included for free. This practice ended because of antitrust lawsuits in 1969, which led to IBM charging for software seperstely.
It’s funny you mentioned Apple, because one of the foundational cases of software copyright law was 1983’s Apple vs Franklin case that ruled against a company making Apple II clones, who argued that machines readable code was similar to machinery designs and thus not subject to copyright law. 20 years before Steam existed.
But I guess you can just ahead and make things up on the internet to jump aboard a hate train.
By 2003, I believe EA and Microsoft had also implemented CD Keys with a limited number of uses, usually 5 or so. If they hadn’t by then, it would be by 2010 at the absolute latest.
The war on secondhand sales of games and software had been going on since CD Keys themselves were introduced in the 90s, and probably in some other format in the 80s that I’m not aware of. Digital marketplaces were just the next logical step in the fight and the carrot of convenience for people to sacrifice their sense of ownership.
I think this is why Steam is well-loved today and why people say that they keep winning by doing nothing. When Steam came out, everybody hated it. You gave up ownership of your games and the online aspect was obnoxious with early 2000s internet. But they continued to add features of convenience - friends lists, achievements, stable servers for all kinds of games (like indie games), modding support and tools, the ability to download patches in the background, a user score/review system, frequent sales, etc. And now, Steam has so many features that it’s become a positive feature for a game in people’s minds while so much of the competition only has the lack of ownership and forcing people to download their launcher to offer.
The person who disagrees is too young to know that was ever possible. They have grown up in a dystopia so they don’t know the law is being broken or know that other countries, unlike America, stopped Steam from violating consumer laws.
The Supreme Court ruled and Congress ratified into law that once a copyrighted work is sold, the owner gives up the right to control resale. The specific case was book publishers who added a disclaimer that the book couldn’t be resold cheaply after purchase.
Steam was launched in 2003.
By that point the ships had already sailed. You didn’t own software, and micro transactions already existed. Steam did not “bypass” copyright laws- the facilitated a storefront that sold based on already established and litigated law.
This goes back tk the 1960’s with the origin of computers, when they were gigantic. Manufacturers like IBM would lease the hardware to institutions that used it, and the software was just included for free. This practice ended because of antitrust lawsuits in 1969, which led to IBM charging for software seperstely.
It’s funny you mentioned Apple, because one of the foundational cases of software copyright law was 1983’s Apple vs Franklin case that ruled against a company making Apple II clones, who argued that machines readable code was similar to machinery designs and thus not subject to copyright law. 20 years before Steam existed.
But I guess you can just ahead and make things up on the internet to jump aboard a hate train.
In 2003 it was pretty normal to sell your used games, on CD (or DVD) at a car boot sale or whatever.
By 2003, I believe EA and Microsoft had also implemented CD Keys with a limited number of uses, usually 5 or so. If they hadn’t by then, it would be by 2010 at the absolute latest.
The war on secondhand sales of games and software had been going on since CD Keys themselves were introduced in the 90s, and probably in some other format in the 80s that I’m not aware of. Digital marketplaces were just the next logical step in the fight and the carrot of convenience for people to sacrifice their sense of ownership.
I think this is why Steam is well-loved today and why people say that they keep winning by doing nothing. When Steam came out, everybody hated it. You gave up ownership of your games and the online aspect was obnoxious with early 2000s internet. But they continued to add features of convenience - friends lists, achievements, stable servers for all kinds of games (like indie games), modding support and tools, the ability to download patches in the background, a user score/review system, frequent sales, etc. And now, Steam has so many features that it’s become a positive feature for a game in people’s minds while so much of the competition only has the lack of ownership and forcing people to download their launcher to offer.
The person who disagrees is too young to know that was ever possible. They have grown up in a dystopia so they don’t know the law is being broken or know that other countries, unlike America, stopped Steam from violating consumer laws.
Of course you don’t “own software” like you don’t own the right to distribute to reproduce a book you bought. This is about resale rights.
https://en.wikipedia.org/wiki/First-sale_doctrine
The Supreme Court ruled and Congress ratified into law that once a copyrighted work is sold, the owner gives up the right to control resale. The specific case was book publishers who added a disclaimer that the book couldn’t be resold cheaply after purchase.
This is exactly what Steam prevents.