[[!meta title="The Cathedral & The Bazaar"]] [[!tag jogo software foss economics]] * Author: Eric S. Raymond ## Phenomenology * Linus Law: "Given enough eyeballs, all bugs are shallow" (page 30); "debugging is parallelizable" (page 32). * Delphi Effect: "the averaged opinion of a mass of equally expert (or equally ignorant) observers is quite a bit more reliable a predictor than the opinion of a single randomly chosen observer" (page 31). * Brooks Law: "complexity and communication costs of a project rise with the square number of developers" (pages 32, 49). ## Freedom and hierarchy * Kropotkin is cited at page 52: "principle of understanding" versus the "principle of command". * Visão libertariana: "The Linux world behaves in many respects like a free market or an ecology, a collection of selfish agents attempting to maximize utility, which in the process produces a self-correcting spontaneous order more elaborate and efficient than any amount of central planning could have achieved." (page 52). Logo em seguida ele nega a existência de um autruísmo puro. ## Economics A very liberal point of view: * Homesteading the Noosphere: "customs that regulate the ownership and control of open-source software [...] imply an underlying theory of property rights homologous to the Lockean theory of land tenure" (65). * Open Source as a gift economy like a reputation game (81 - 83): Most ways humans have of organizing are adaptations to scarcity and want. Each way carries with it different ways of gaining social status. The simples way is the _command hierarchy_ [where] scarce goods are allocated by onde central authority and backed up by force. Command hierarchies scale very poorly; they become increasingly inefficient as they get larger. [...] Our society is predominantly an exchange economy. This is a sofisticated adaptation to scarcity that, unlike the command model, scales quite well. Allocation of scarce goods is done in a decentralized way through trade and voluntary coopreation. [...] Gift cultures are adaptations not to scarcity but to abundance. They arise in populations that do not have significant material scarcity problems with survival goods. [...] Abundance makes command relationships difficult to sustain and exchange relationships an almost pointless game. In gift cultures, social status is determined not by what you control but by _what you give away_. -- 80-81 He also explains that the reputation game is not the only drive in the bazaar-style ecosystem: satisfation, love, the "joy of craftsmanship" are also motivations for software development (pages 82-83), which is compatible with the gift economy model: How can one maximize quality if there is no metric for quality? If scarcity economics doesn't operate, what metrics are available besides peer evaluation? Other respondents related peer-esteem rewards and the joy of hacking to the levels above subsistence needs in Abraham Maslow's well-known 'hierachy of values' model of human motivation. -- 82-83