Zachary Amaranth said:
oktalist said:
But a mod requires the player to have already bought the original game from a retailer. So if the game costs $50 and the mod costs $2.50, the game developer has already got their 95% royalty.
So what?
You're rationalising the number being insignificant, not why it's actually a correct thing to do. Sure, they bought the game. that doesn't mean that they own all associated content and the rights holder has no right to further distribution for profit.
The 95% thing was from what Azmadi said. It wasn't central to my point, which was that anyone playing the mod has already paid full price for any game content which it uses, so how can you justify them taking another cut just for letting those same people use the same content they've already paid for in a different way. Legally they can, obviously, but I'm not so sure about the moral case. Mods don't include any of the original game art - they reuse art which the players have already paid for.
It's like selling a design for a Lego starship. You're not selling the actual bricks, which your users must purchase for themselves from the Lego Group. You're just selling something for rearranging the bricks in a different way. Conceivably it would breach the Lego Group's trademarks, but nothing else. IANAL, but if you could do it in such a way that you don't breach the trademarks, then it seems to me that it would be legal. The only difference (admittedly a big difference) with games is the EULAs.
Intellectual property doesn't actually mean anything specific in a legal sense. It's an umbrella term that covers copyright, trademarks and patents.
And I am using it as a blanket term. I'm sorry, I thought the obvious contextual markers would help you out there.
I understand that, but I don't know which kind of IP you are talking about. Mods don't breach copyright and they don't necessarily breach trademarks in all cases.
And if you do want to get into the "is it a good idea" area, you should probably consider that paid mods could very well lead to the cracking down on free mods, and the same goes for other media.
I agree with you there, as you would know if you had read my post fully.
But "they aren't suing us" doesn't translate into "it's our right to do it."
Obviously. Never claimed it did.
They could, reaily, because it's use of their trademarks.
As I explained, a mod doesn't necessarily need to use a game's trademarks, although admittedly, many do.
Code is protected. This has been established, and one of the grounds upon which Sony was suing Geohot. Geohot's big defense relied mostly around the fact that he was jailbreaking the PS3, which has been considered to fall under various exceptions to both copyright and the DMCA.
It's difficult to respond to such a vague statement. What do you mean, "code is protected"? I really don't see how the DMCA can apply to writing a game mod, as it is not circumventing an effective technological measure. Writing a game mod is very different from jailbreaking the PS3, as the latter involves cracking a cryptographic key, which is an "effective technological measure" as defined by the DMCA.
In the case of games with modding tools, I'd be shocked if they didn't include a noncommercial use statement right in the EULA.
I did mention EULAs. That appears to me to be the only thing stopping paid-for mods, apart from trademarks, which don't necessarily apply to all mods.
Just to make clear, again, I never said that I supported allowing modders to charge for their creations. I'm just trying to understand the legal position for the sake of learning knowledge.