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Joined 1 year ago
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Cake day: July 3rd, 2023

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  • A better question to start would be if there’s any creative commons or copyleft media in the modern zeitgeist.

    Memes are made organically as small units of culture and gain popularity via an implicit understanding of meaning that doesn’t need to be explained.

    For a meme template to have those attributes, it would need to derive from a work that was licensed as CC/copyleft from the get-go and gained popularity among the masses.

    That being said, seems a moot point when fair use/derivative work standards allow unlicensed memes to legally exist regardless of the original licensing of the work they were derived from.


  • Having run out of my previous set of late night easy viewing media, I recently started watching The Next Generation. Was surprised to discover it is actually a fun show (even the supposedly terrible first season), provided you enjoy the veneer of mild campiness inherent to television of the 80’s-90’s.

    The show is also giving me hope that societal progress can never be stopped, since people were able to imagine this sort of reality in much more restrictive times than we have today. I just hope they’re wrong about World War 3 beginning in 2026 🥲




  • For work in the public domain, that’s one thing, but for work which is still copyright protected, you can actually be sued for (shockingly enough) making copies of it.

    Generally, though, most countries only care if you distribute copies of something (even if you’re not making money off of it), but that’s not to say that the concept of “distributing” hasn’t been stretched pretty thin in the past.

    Rightsholders have gone after businesses and private individuals just for playing sports events on radio or TV audibly/visibly enough to have an “audience”, thereby infringing on broadcast rights. Even if they’re not charging a thing for it. Feel free to read this and see how far the insanity goes.

    If I buy a book and make copies of the pages to takes notes on, that’s usually fine. But if I make a copy and give it to a friend…




  • The function does exist, just a bit buried (and with different names?)

    From a post, press the 3-dot Menu button, press Copy, and then Copy Username.

    From a comment, tap the comment to reveal the comment actions, press the 3-dot Menu button, press Copy, and then press the Copy Permalink button that has an icon of a person next to it (I am assuming that is supposed to read as Copy Username like the option from the post)

    Doesn’t seem to be any convenient way to copy links for communities though, neither from a post nor from the community page itself. At least none that I can find quickly.






  • Stovetop@lemmy.worldtoMemes@lemmy.mlSpyingOS
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    5 days ago

    Depends on how one frames it. It’s not the Stallman-defined “GNU+Linux” pureblood OS, but it nevertheless is built from a modified version of the Linux kernel.

    And like any OS it can be made private and secure with the right components…or it can be cracked open like a data-farming egg without them.

    I guess I can just take the low-hanging fruit and invoke Ubuntu as an alternative example, which was once something of a Linux entry point but has become more than fine collecting user data.





  • I realized this idea long, long ago, when Rare made Banjo-Tooie.

    Banjo-Kazooie was a fun game. You unlock worlds, go to the world, collect 100% of all there is to collect, then continue.

    Banjo-Tooie, its sequel, wanted to be bigger and better in every way. Sprawling open world hub, much larger worlds with more sub-zones, interconnectivity between worlds, more things to unlock, more things to do, etc. etc.

    And I think, despite having so much more, it was a worse game for it. You go to a new world but find there’s a lot you can’t do yet because you didn’t unlock an ability that comes later on. You push a button in one world and then something happens in another, but now you have to backtrack through the sprawling overworld and large world maps to get there.

    And this was just a pair of games made for the Nintendo 64, before the concept of “open world” had really even taken off.

    But it demonstrated to me that bigger was not always better, and having more to do did not make it a better game if it wasn’t as enjoyable.

    Early open world games were fairly small, and the natural desire for people who have seen everything becomes “I wish there was more,” but in practice it ends up typically being that they take the same amount of stuff and divide it up over a larger area, or they fill the world with tedium just for the sake of having something to do.

    When looking at the collectibles and activities on a world map like Genshin Impact, it’s basically sensory overload with how much there is to do.

    But almost all of that is garbage. And this is just a fraction of one region among several. Go here, do this time trial, shoot these balloons, follow this spirit, solve this logic puzzle, and then loot your pittance of gatcha currency so you can try to win your next waifu or husbando before time runs out.

    And don’t forget to do your dailies!

    If a game has a large world, it needs to act in service to its design. It needs to be fun to exist in and travel through, not tedious. It needs to have enough stuff to do that keep it from feeling empty, but not so much stuff that it makes it hard to find anything worthwhile. And it needs to give enough ability for the player to make their own fun, to act as the balance on that tightrope walk between not-enough and too-much.

    Breath of the Wild/Tears of the Kingdom are the most recent games that seemed to properly scratch an open world itch for me. While they weren’t perfect, the way they managed to really incorporate the open world as its own sort of puzzle to solve, in ways that Genshin Impact failed to properly emulate, made them more enjoyable as an open world than most other games in that genre I’ve played in recent memory.