And if the publishers had had their way, the things that made Notch's success possible (word of mouth through social media such as facebook, twitter, and this very site right here) would all be gone. One more victim in the corporate crusade to stop people on the internet from doing anything that doesn't make the publishers money.Sober Thal said:Notch is such a jackoff, isn't he...FelixG said:Yeah they have a massive choice don't they? "Oh you don't sign the contract? You get no funding, you don't get distribution, you don't get advertisement. Have fun making your game jackoff."Sober Thal said:Creators have a choice to sign these contracts. Are we implying that these people who make games don't know how to read?Jimothy Sterling said:That's what happens when the rights-buyers have rigged the game in their favor before the artists create their art. Duh.Sober Thal said:Fun fact. The artists and developers own 100% of their IP. They then decide to sell the rights away for money and more resources. Duh.
OT: Thank god for jim, at least someone can admit when they are wrong instead of acting like the publishers need little white knights to defend them from the big bad pirates
No.Duol said:Stealing a loaf of bread from a rich person is the same as stealing it from a hobo.
Yep, furthermore the owner of said copyright had to PAY the government for the privilege but if you were still making a ton of money after 28 years you could pay to get another 28 year extension. But that was it.Mahha said:Did you know that copyright law was not meant to create huge profits?
The original law was meant as a protection of intellectual property for a period of max 28 years, as to prevent stealing of new ideas and after that period ANYONE was permitted to change alter and publish new stories based on the works without permission. It's a pretty awesome idea at the core, smart and creative people get incentive to make new shit and after 28 year (lets face it if you haven't been working on new ip or updated your old ip it's very unlikely that a sudden bolt of creativity will hit your brain and you'll start expanding on your 28 old year book or whatever) fans can start tangents and new stories based on you work. This was so that no one person could live a whole life with just one contribution to society.
Now for sake of an example let's look at the creations of Walt Disney. Do you even remember when was the last time a good Mickey Mouse cartoon, book etc. came out? Well I don't and I fucking love Mickey Mouse. The thing is that by extending copyright ad infinitum you prevent eager and capable people bringing new life to old creations.
here's a nice video that explains it:
I don't know how this would relate to more modern problems such as piracy, but I'm sure if the 28 years rule was still in effect things would be a lot different.
i was gonna post this stuff, but you nailed it before i could.Robert B. Marks said:I managed to get about six minutes in before I had to stop watching - just too many misconceptions about copyright and the industry. My background is as an author and the owner of a small publishing company, so I deal with copyright on a regular basis. So, to correct some of the misconceptions in the first six minutes:
1. Copyright IS about protecting creator's rights. However, 95% of it is not about protecting creator's rights from consumers. Most of copyright is a legal framework governing the interaction between those who create and those who distribute the creations, mainly during the contract negotiations. An example of the protection provided is to prevent a distributor from taking a creator's work, declining to publish that work, and then adding a new name to it and publishing it anyway. That goes both ways - another protection is to prevent a creator from selling exclusive rights to a work to one publisher, and then going behind that publisher's back and selling the same exclusive rights to another.
2. Copyright IS built so that the creative artist owns the copyright to his/her work upon completion of the work. In order for the creative artist to lose those rights, s/he has to sign them away. One of the reasons that there are literary agents is to protect authors from contracts that strip them of their rights to their own work. That the equivalent in the music industry often do not do the same is scandalous, to say the least.
3. There are nasty companies out there with highly predatory practices interested only in their bottom line, 'tis true. The music industry is one of the worst out there in that. But that's a problem with industry practices, not copyright law. To say that it's a problem with copyright is like saying that a security company failing to call the police on time during a burglary is a problem with anti-theft laws. Requiring creative artists to sign their entire copyright to a work away in the music, film, and software industries is a nasty industry practice, but it is an INDUSTRY practice.
4. If anybody wants to say that game companies are not injured by computer game piracy, I would ask them to take a moment and count the number of PC game companies that hopped ship to the smaller console market over the last 10 years. Compared to 2002, the computer game world is considerably sparser than it used to be.
5. Publishers are important, and when doing their jobs properly can provide a level of quality control, distribution support, and marketing that a creative artist alone cannot. To say that in the past the need for distributors was an illusion is ludicrous, particularly considering that the internet has only been available to the general public for the last 20 years or so. It may be easier to self-publish now, but it wasn't in the past, and many of the functions of publishers and distributors are still done better by distributors than by the creative artist alone, if for no other reason than the distributor generally has more resources.
Anyway, that corrects the more grievous misconceptions. I really wish that people would do their research sometimes.
I'm not going to reply in this thread more than once - I have found that online arguments don't tend to be worth the time. But, if you want your example, here's one: Epic. They started as a PC company called Epic Megagames, and have since moved to consoles. Their console titles do get PC releases, but by a different company.Carnagath said:Hmm... Nope, getting nothing. Do tell. Which PC game companies jumped ship? I can't think of a single one that abandoned the PC market and devoted themselves exclusively to consoles. Many of them realized the market expansion in consoles and turned their releases multiplatform, sure, some of them may even have decided to not release some of their titles on the PC due to specific logistics of those particular titles, but can't think of a single one that has written the PC off. Example of the above: Rockstar. Yes, they did not release Red Dead Redemption for the PC, but they did release LA Noire and will release Max Payne 3. I can however think of a multitude of examples of studios that were bought by behemoth publishers over the last 10 years, who agreed to fund and promote their projects, but instead cannibalized them and their intellectual property. How ironic...Robert B. Marks said:4. If anybody wants to say that game companies are not injured by computer game piracy, I would ask them to take a moment and count the number of PC game companies that hopped ship to the smaller console market over the last 10 years. Compared to 2002, the computer game world is considerably sparser than it used to be.
Weirdly, I had this exact thought whilst watching the video: 'Damn, I've never noticed before that Jim Stirling looks like a slightly larger version of Garth Merenghi...'Nasrin said:
If I remember right, companies can actually seize any creative works you make while in their employ. So if you spend your time off making an indie title in your basement, guess who gets to claim a free IP.Sober Thal said:Fun fact. The artists and developers own 100% of their IP. They then decide to sell the rights away for money and more resources. Duh.