Re-Capturing the Commons

The year’s winding down, which means it’s time to clear out the drafts folder. Let me tell you about a trend I was watching this year.

Over the last couple of decades, a business model has emerged that looks something like this:

  1. A company creates a product with a clear sales model, but doesn’t have value without a strong community
  2. The company then fosters such a community, which then steps in and shoulders a fair amount of the work of running said community
  3. The community starts creating new things on top of what that original work of the parent company—and this is important—belong to those community members, not the company
  4. This works well enough that the community starts selling additional things to each other—critically, these aren’t competing with that parent company, instead we have a whole “third party ecosystem”.

(Hang on, I’ll list some examples in a second.)

These aren’t necessarily “open source” from a formal OSI “Free & Open Source Software” perspective, but they’re certainly open source–adjacent, if you will. Following the sprit, if not the strict legal definition.

Then, this year especially, a whole bunch of those types of companies decided that they wouldn’t suffer anyone else makining things they don’t own in their own backyard, and tried to reassert control over the broader community efforts.

Some specific examples of what I mean:

  • The website formerly known as Twitter eliminating 3rd party apps, restricting the API to nothing, and blocking most open web access.
  • Reddit does something similar, effectively eliminates 3rd party clients and gets into an extended conflict with the volunteer community moderators.
  • StackOverflow and the rest of the StackExchange network also gets into an extended set of conflicts with its community moderators, tries to stop releasing the community-generated data for public use, revises license terms, and descends into—if you’ll forgive the technical term—a shitshow.
  • Hasbro tries to not only massively restrict the open license for future versions of Dungeons and Dragons, but also makes a move to retroactively invalidate the Open Game License that covered material created for the 3rd and 5th editions of the game over the last 20 years.

And broadly, this is all part of the Enshittification Curve story. And each of these examples have a whole set of unique details. Tens, if not hundreds of thousands of words have been written on each of these, and we don’t need to re-litigate those here.

But there’s a specific sub-trend here that I think is worth highlighting. Let’s look at what those four have in common:

  • Each had, by all accounts, a successful business model. After-the-fact grandstanding non-withstanding, none of those four companies was in financial trouble, and had a clear story about how they got paid. (Book sales, ads, etc.)
  • They all had a product that was absolutely worthless without an active community. (The D&D player’s handbook is a pretty poor read if you don’t have people to play with, reddit with no comments is just an ugly website, and so on)
  • Community members were doing significant heavy lifting that the parent company was literally unable to do. (Dungeon Mastering, community moderating. Twitter seems like the outlier here at first glance, but recall that hashtags, threads, the word “tweet” and literally using a bird as a logo all came from people not on twitter’s payroll.)
  • There were community members that made a living from their work in and around the community, either directly or indirectly. (3rd party clients, actual play streams, turning a twitter account about things your dad says into a network sitcom. StackOverflow seems like the outlier on this one, until you remember that many, many people use their profiles there as a kind of auxiliary outboard resume.)
  • They’ve all had recent management changes; more to the point, the people who designed the open source–adjacent business model are no longer there.
  • These all resulted in huge community pushback

So we end up in a place where a set of companies that no one but them can make money in their domains, and set their communities on fire. There was a lot of handwaving about AI as an excuse, but mostly that’s just “we don’t want other people to make money” with extra steps.

To me, the most enlightening one here is Hasbro, because it’s not a tech company and D&D is not a tech product, so the usual tech excuses for this kind of behavior don’t fly. So let’s poke at that one for an extra paragraph or two:

When the whole OGL controversy blew up back at the start of the year, certain quarters made a fair amount of noise about how this was a good thing, because actually, most of what mattered about D&D wasn’t restrict-able, or was in the public domain, and good old fair use was a better deal than the overly-restrictive OGL, and that the community should never have taken the deal in the first place. And this is technically true, but only in the ways that don’t matter.

Because, yes. The OGL, as written, is more restrictive that fair use, and strict adherence to the OGL prevents someone from doing things that should otherwise be legal. But that misses the point.

Because what we’re actually talking about is an industry with one multi-billion dollar company—the only company on earth that has literal Monopoly money to spend—and a whole bunch of little tiny companies with less than a dozen people. So the OGL wasn’t a crummy deal offered between equals, it was the entity with all the power in the room declaring a safe harbor.

Could your two-person outfit selling PDFs online use stuff from Hasbro’s book without permission legally? Sure. Could you win the court case when they sue you before you lose your house? I mean, maybe? But not probably.

And that’s what was great about it. For two decades, it was the deal, accept these slightly more restrictive terms, and you can operate with the confidence that your business, and your house, is safe. And an entire industry formed inside that safe harbor.

Then some mid-level suit at Hasbro decided they wanted a cut?

And I’m using this as the example partly because it’s the most egregious. But 3rd party clients for twitter and reddit were a good business to be in, until they suddenly were not.

And I also like using Hasbro’s Bogus Journey with D&D as the example because that’s the only one where the community won. With the other three here, the various owners basically leaned back in their chairs and said “yeah, okay, where ya gonna go?” and after much rending of cloth, the respective communities of twitter, and reddit, and StackOverflow basically had to admit there wasn’t an alternative., they were stuck on that website.

Meanwhile, Hasbro asked the same question, and the D&D community responded with, basically, “well, that’s a really long list, how do you want that organized?”

So Hasbro surrendered utterly, to the extent that more of D&D is now under a more irrevocable and open license that it was before. It feels like there’s a lesson in competition being healthy here? But that would be crass to say.

Honestly, I’m not sure what all this means; I don’t have a strong conclusion here. Part of why this has been stuck in my drafts folder since June is that I was hoping one of these would pop in a way that would illuminate the situation.

And maybe this isn’t anything more than just what corporate support for open source looks like when interest rates start going up.

But this feels like a thing. This feels like it comes from the same place as movie studios making record profits while saying their negotiation strategy is to wait for underpaid writers to lose their houses?

Something is released into the commons, a community forms, and then someone decides they need to re-capture the commons because if they aren’t making the money, no one can. And I think that’s what stuck with me. The pettiness.

You have a company that’s making enough money, bills are paid, profits are landing, employees are taken care of. But other people are also making money. And the parent company stops being a steward and burns the world down rather than suffer someone else make a dollar they were never going to see. Because there’s no universe where a dollar spent on Tweetbot was going to go to twitter, or one spent on Apollo was going to go to reddit, or one spent on any “3rd party” adventure was going to go to Hasbro.

What can we learn from all this? Probably not a lot we didn’t already know, but: solidarity works, community matters, and we might not have anywhere else to go, but at the same time, they don’t have any other users. There’s no version where they win without us.

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