this post was submitted on 09 Dec 2023
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Copying isn't theft. You're about 40 years late to this conversation and you're starting from the taste of boots? You're equating an instantly reproducible, finished product with a service; your analogy sucks.
The entire goal of my comment was to avoid mincing words. As somebody who has first hand experienced copyleft violation, it sure doesn't feel different on the receiving end. I feel this very personal experience is equivocal to copyright infringement. I'm not licking any boots—thanks for that accusation.
It's easy to excuse illicit behavior from your armchair by gaslighting with the choice of words, because after all, violating copyright is just sticking it to the man, right? In truth, I feel that my software was stolen for profit and just for me as the little man, there's no other word that comes to my mind than "theft."
You should write an open letter to hobbyists. It worked for Gates. If your software was "stolen for profit" and that didn't result in more people trying it and buying, I have bad news: it didn't seem like it was worth the money to the people who tried it. JRC does many studies on piracy and the data shows that total sales are not displaced by piracy volume, again and again. You can make the argument that this is only true for games and music (typically the subject of these studies) but this hardline attitude of it being the same as stealing sucks.
Lovely, so your rebuttal is that not only is my emotion wrong but my software sucks, too. I would suggest putting yourself in my shoes and envisioning what a shitty thing that is to say.
To offer a bit of background: the clone my game published itself on Google Play with ads removed. Aside from simply the confusion of a game with verbatim the same name, this further entices users to install it, because Google Play displays a label when an app contains ads.
What is the worth to a user? This is a terrific question, and I have spent years narrowing down the right valuation of ad content and in-app purchase pricing to remove ads. The game currently has 15M historical installs with fairly industry standard retention rates, so it can't be completely off. But the thing is, that valuation will always be higher than 0.
So where does the steal come from? The cloned app only offered the ad-free experience long enough to gather enough installs, to then revert the change with a swapped out AdMob account number.
I think most of this has been offset by that change now as I've seen a similar growth return to my app. But those losses in the interim period are gone forever. Somebody took my code base, republished it in blatant violation of GPL, causing me to lose revenue. I feel robbed and your apathy genuinely perplexes me.