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Copyright and the Games Industry

A recent post at the Press Start To Drink blog examined the relationship the games industry has with copyright laws. More so than in some other creative industries, the reactions of game companies to derivative works are widely varied and often unpredictable, ranging anywhere from active support to situations like the Chrono Trigger: Crimson Echoes debacle. Quoting: "... even within the gaming industry, there is a tension between IP holders and fan producers/poachers. Some companies, such as Epic and Square Enix, remain incredibly protective of their Intellectual Property, threatening those that use their creations, even for non-profit, cultural reasons, with legal suits. Other companies, like Valve, seem to, if not embrace, at least tolerate, and perhaps even tacitly encourage this kind of fan engagement with their work. Lessig suggests, 'The opportunity to create and transform becomes weakened in a world in which creation requires permission and creativity must check with a lawyer.' Indeed, the more developers and publishers that take up Valve's position, the more creativity and innovation will emerge out of video game fan communities, already known for their intense fandom and desire to add to, alter, and re-imagine their favorite gaming universes."

16 of 94 comments (clear)

  1. No such thing by deprecated · · Score: 2, Insightful

    Intellectual property is a bankrupt and indefensible notion. Scratch a weasel word, find a thief.

    1. Re:No such thing by calmofthestorm · · Score: 2, Insightful

      IP /exists/ by virtue of artificial scarcity. Supply and demand. When supply is infinite...

      --
      93rd rule of Slashdot: No matter how obvious my sarcasm is, my comment will be taken seriously by someone.
    2. Re:No such thing by Useful+Wheat · · Score: 3, Insightful

      The best example of using Valve's assets in a community creation would be Gang Garrison. Gang Garrison is a sprite version of Team Fortress 2 made in a parody style. Instead of the pyro you have the firebug. Instead of the heavy you have the overweight. Instead of eating a sandvich (spelled with a "v", I swear) you eat a manwich.

      Although the gameplay is interesting by itself, the faithful 8-bit midi renditions of all the Team Fortress music is pretty much worth downloading the free game. Its not the best game I've ever played, but I'd be sad if it never existed because Valve screamed foul over IP rights.

  2. I kind of wish we had a Comiket... by zalas · · Score: 2, Interesting

    In Japan, you have a ton of people making derivative works (doujin) and selling them at low volume at various events, the biggest of which being Comiket, which half a million people attend. A lot of times, these derivative works are with the approval of the original creators, who set out guidelines as to what they consider proper and improper derivative works. The biggest content creator I can think of is Nihon Falcom (Japanese video game maker), who recently offered fairly liberal access to their entire library of music.

  3. Interesting split in developer perspectives. by Anonymous Coward · · Score: 2, Interesting

    Would Valve be any more approving of, say, people selling Half-Life comic books as SE is of their properties? Especially with more risque contents?
    While Valve in particular may be relatively forgiving, it seems less of a single sliding scale between PC/free and console/not free and more of a dichotomy of PC devs smiling upon derivatives as long as they're games that reuse assets, and console devs smiling upon derivatives as long as they're not games and don't reuse assets.

  4. Epic is not evil by MachDelta · · Score: 5, Informative

    The author really should have done more research for this article. Epic games is, typically, not one of the overly protective companies desperately trying to nail down every fan with an idea in the name of Intellectual Property enforcement. The event cited (C&D over a gift doll) was actually done in error and was not sent by Epic themselves but rather their trigger-happy crack legal team. Mark Rein (PR dude) later explained the incident as an accident and publicly apologized for it.

    Typically, Epic has been more in stride with Valve in that they actively encourage people to mess with their games in not-for profit ways. They have also released free SDK's and source code for their engines. They've held contests (with cash prizes, noless) in order to cultivate talent and often recruit employees from the community. They've even taken a mod to retail status (Tactical Ops) just like Valve did with Counter Strike. They've also helped to pioneer the feature of community made mods and maps being offered on consoles.

    On the whole, Epic is one of the least "evil" gaming companies on the planet right now. And while they're not immune to making mistakes, I personally don't believe they deserve to be unfairly placed on the wrong side of this particular fence.

    1. Re:Epic is not evil by TheThiefMaster · · Score: 4, Informative

      One word (well, acronym): UDK

      It's essentially Epic releasing all their hard work for FREE for non-commercial use. That at least puts them on par with Valve and their free "Source SDK".

  5. Touhou by Anonymous Coward · · Score: 4, Interesting

    I was reading about a series of Japanese games called the Touhou project a few weeks back. What was interesting is that while the single author of the franchise enforces his copyright to the games themselves, he doesn't on the characters and settings that games revolves around.

    This has allowed many groups to create works (primary comics, but also remixed music and other things) based off his work. He doesn't mind people even selling these things. All they're required to do, is to make sure that they state they're not an original work.

    This has made him and his franchise surprising successful, but it seems he is now worried that it'll grow beyond his control. After a project announced that they would produce an short animated film with some well known voice actors, he ranted in his blog that about it. Some people would argue that Touhou is currently better known for the community's work rather then the creator's original work, and unless he starts really enforcing his copyright, this may not change. On the other hand, if he did that, it would also kill off most his community.

    Stuck behind a rock and a hard place.

    1. Re:Touhou by Anonymous Coward · · Score: 2, Interesting

      To give perspective on the scale of popularity, there's a yearly event devoted solely to his games and it quite handily sold out the 35,000 capacity of its venue tin 2009.

      The issue with Maikaze's project didn't appear, also, to be so much control as worries that it would actively "fork the project" so to speak. ZUN has been glad to fold fanworks back in in the past, but animation as a completely new medium and a semicommercial project (backed by a partially foreign team and intended for overseas sales, too) definitely had potential to exist completely outside of the current oeuvre.

  6. title goes here. by Tei · · Score: 4, Interesting

    A mod, modificacion of a game, often have to distribute files of the original game modified. On some games this is allowed, so is not gray area, is white area, but on others theres not text that allow you to do that.

    Is sad, but mods that use a popular IP are... popular. Not all mods are based on movies, books, etc.. but there are big group of then. These mods are almost all gray area, very few have the authorization of the owner of the ip.

    Modding use to be something that add value to a game and the studio that created that game. People are more inclined to buy a game where there are a strong mod community and cool mods.

    But Microsoft changed this with the concept of DLC's. Now companies salivate with the idea to create these mods thenselves,... small amateurist modificatios that can be created in a hour of work, and sell for $10 or $4. As a result, modding is something that remove value from a game. DLC's is modding done by the original authors. It was created on the consoles, because consoles can't have modding, but now is leaking and poisoning the PC world. Games like Total War have started to encript the datafiles, to stop modding from flourish.

    Modders thenselves have changed. The original profile for a modder where Hackers, in the old sense of creative people that like to hack fun stuff. Thats what created these hacked wolfesten.exe's. Nowdays the modder scene is a hybrid of indie and amateur developpers. Amateur people that have a voice, and claim for quality in the SDK. Mods tend to be total conversions (everywhere but a few games, like the TES serie), made by people that invest time and maybe money, and some expect that to help then take a position in the game industry and get experience in game developping.

    So modding is more or less dyiing. And the companys will change his opinion and modders, and there will be some badwill.. and probably we will return again to the hackers, times, where to change the weapon speed on a MW2 server, you first need to hack the exe. So we hare returning to these wolfestein.exe times.

    --

    -Woof woof woof!

    1. Re:title goes here. by PriyanPhoenix · · Score: 2, Insightful

      I think two things affected the modding community: one is, as you said, definitely the tightening reins in an attempt to monetise additional content post-release. The other, which I think had begun to take effect well before the propagation of paid-for DLC, is simply the spirally complexity and cost of game development. The chief time expenditure for any major mod has always been asset creation (while I fully admit what separates good mods from bad is still overall game design). In the past, a couple of talented individuals could roll out a mod in a couple of months that looked as polished as the original game. Now as engines allow for far more detailed graphics, high quality asset creation takes significantly longer. Thus the dev cycle for mods has increased just as for the original game. For a handful of bedroom coders, putting together larger teams has generally been found impractical so the result is that the best-looking and most promising mods still have smallish teams and end up in limbo for years, during which many falter and disappear. The alternative is a cheap-looking mod which is unlikely to garner significant interest.

      --
      "Yes, Virginia, there is a Great Cthulhu..."
    2. Re:title goes here. by Monkeedude1212 · · Score: 3, Interesting

      I agree on some points but not all. Modding is still very prevalent in PC games but has taken a different path then it used to. It is true, that every mod to be released now-a-days is a Total Conversion, I haven't seen a simple "Mod" in a long time. But I think its mostly in part to more and more source code being available to change. The times when you would simply Modify weapon damage and speed and jumping have changed because NOW you have access to put in your own models and textures and even tweak some aspects of the engine itself. Those people who would spend a Month pumping out a mod will now spend 5 months pumping out a TC.

      But in recent developments, it has actually turned into a profitable hobby. Alot of these people would -LOVE- to get into serious game development, but simply don't have the time to start up a game themselves, they need to be hired by one of these large companies. Valve is an -EXCELLENT- example of a company who hires hobbyists. Counter-strike was developed by 1 man in his basement. The guy who made the Minerva Mod was hired on to make maps in upcoming HL2 games. The team who made Portal had a demo of Portal (Narbacular Drop I think it was called?) in an old quake/doom engine, and Valve hired them after it being demo'd at a fair. The lead developer behind the flash version of Portal created his own additional storyline content - and Valve purchased it and they worked with Microsoft to release it for profit on the Xbox Live Arcade version of Portal.

      Modding is no longer about modding the original game - but rather creating something of your own. It is NOT dying, the only sense of it dying is that the PC market is dying. But Companies that develop for the PC mainly (Like Valve, and Epic, and even Blizzard) tend to be a little more lenient with their IP because they know that when the community creates something amazing, they have an opportunity to add it to their assets.

      As long as there are PC developers, there will be a modding community, their motives just might change.

  7. Re:Copyright and Plagarism by Anonymous Coward · · Score: 2, Insightful

    IP is only 3 centuries old in the anglosaxon world, 2 for the rest of Europe and 1 for the rest of the world, and in that time it has become a cesspit of creation murdering nonsense that has been slowly making sure creativity in this world is killed because your ideas might make vague use of common tropes someone else with the money wants to sue you about, making sure most of the artistic creation of the last 10 millenia could get sued the fuck off if it was made today. The ideals of feeding the public domain while removing the need for the patronage system were very worthy, but they just created an even more oppressive system of patronage because from a social class standpoint, artists have to be either wildly successfully distributed or will not be able to distribute full time anyway, making things moot. Clinging on the idea of IP as implemented is thinking you can make the Titanic float by repainting the grand staircase.

  8. Re:Copyright and Plagarism by selven · · Score: 5, Insightful

    Obviously, nobody wants to spend thousands of hours creating something then letting someone else (a corporation) sell it without royalties. Or letting people download it for free off the internet.

    Linux.
    Firefox.
    MySQL.
    Apache.
    Gnome.
    KDE.

    And if you're going to redefine your original statement so that GPL counts as payment, I give you:

    Chromium (browser and OS)
    Open BSD
    Free BSD

    Hey Pirates, you think you aren't stealing?

    Do we HAVE to go over this again?

  9. Re:Copyright and Plagarism by drinkypoo · · Score: 2, Insightful

    I'm getting fed up with these two concepts. There is only one kind of Plagarism...

    ...misspelled.

    cheating. If you didn't do the work on your paper, then you're cheating.

    plagiarism /pledrzm, -dirz-/
    -noun
    1. the unauthorized use or close imitation of the language and thoughts of another author and the representation of them as one's own original work.

    English? YOU FAIL IT!

    Copyright is the idea that you control the copies of your creation. Obviously, nobody wants to spend thousands of hours creating something then letting someone else (a corporation) sell it without royalties.

    I've spent hundreds of hours developing articles for Everything2. I shudder to think at the hours which have gone into Wikipedia. Human Emotion? YOU FAIL IT!

    However, Copyright has turned into this idea where as soon as you make a "Dark cloaked figure who kills people for a living" you can go bully anyone else for doing something like it.

    The courts let you do that. They also provide a mechanism for recovering the costs of frivolous lawsuits. Understanding Jurisprudence? YOU FAIL IT!

    IP is not a failed idea. Our system is what's broken (or more likely, those who are in charge of the system).

    you are the government
    you are jurisprudence
    you are the volition
    you are jurisdiction
    and I make a difference too

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  10. Re:Copyright and Plagarism by selven · · Score: 2, Insightful

    First of all, no I don't know those money booths where you can get cash for free.

    Second, that's a completely flawed analogy. The purpose of copyright is to encourage people to create music/video/software. If people are doing those things without the copyright incentive, that means that we don't need copyright after all.