this post was submitted on 10 May 2024
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Correct. Plus I think most people want to support indies, and those who would download forks, would just pirate anyway. Such fears are overblown I think which is why it was AGPL from the start. If I was still actively developing it I would keep it like this, but if MIT helps it get more traction, it might be worth it.
I don't think end users are the problem.
Anyone looking to make an easy buck can steal your source, flip some assets and sell it as their own.
That is a big vulnerability. Especially to indie Devs who potentially work on razor thin margins already.
@Lmaydev @db0 the source is typically the least important part of any game. Games with any amount of success get copied overnight by game farms; no need for code access.
Even more: if I need to copy a game, observing it is enough, I don't need to deal with the certainly messy original code that I don't understand well. Rewriting from scratch will certainly be faster than deciphering a 3rd party codebase.
The hard part is almost never the code, it's design, gameplay, graphics, theming...
Game design and gameplay is part of the source. All the balancing etc. to make it a fun experience. Most of the numbers don’t show up in the UI, so they'd either have reverse engineer it or reconstruct it somehow through months of game testing.
@Lmaydev @db0
For games where the code _is_ the difficult part (Dwarf Fortress, etc), its probably so complicated that having the code helps nothing, unless you want an exact copy (at which point, just pirate the game).
The number of applications or games where having access to the code helps even somewhat to do anything is vanishingly small.
While that's true, a lot of those places do the same thing already, even without available source. Copycat apps are a thing already, but with AGPL3, they would also have to share their source at least.