Murph74, on Fri Jul 30, 2010 5:58 PM, said:
I agree in spirit, that if someone were to 'rip off' a title and mass produce it and sell it at retail for a modern system, then yes they'd be a hands down offender.
But based on the 1976 Copyright Act, "the effect of the use upon the potential market for or value of the copyrighted work" must be considered when defining infringement. And I'd be hard pressed to see where Nintendo could make a legal claim that 100 copies of a cartridge on a 28 year old dead system is somehow negatively affecting the Mario franchise's value. And there is certainly no intent to do harm to those who may lay copyright claim.
All of that may be true, but remember ... we can't always predict the consequences of what we do. Sure, making a clone of Mario Brothers and selling it on 100 cartridges may not seem to be a big deal to us, and it may seem like a drop in the bucket to a huge company like Nintendo. But what if the game is dumped and given away online (as is happening now with the multi-cart)? What if people decide to play that version through an emulator instead of buying a version of the original Mario Brothers arcade game from Nintendo? What if Nintendo finds out about this and decides that homebrews are hurting their sales? What difference does it make whether they have hard evidence to support that assertion or not? What if Nintendo just has a bad quarter and somebody inside the company starts looking for a scapegoat and decides to blame the homebrew scene? Do we really want to attract that kind of attention, to ourselves or to our fellow hobbyists?
These may be contrived hypotheticals, and we can debate about whether one scenario is more likely than another or whether anyone is intending to hurt Nintendo or not, but I get a little impatient with those arguments because they don't get to the heart of the issue, which is:
- Homebrew Developer X made a blatant knockoff clone of Mario Brothers.
- The Mario Brothers franchise was created by, is owned by, and is being actively marketed by Nintendo.
- Homebrew Developer X did not ask Nintendo for permission.
If you're a developer, and if you insist on knowingly infringing on someone else's property,
you're in the wrong. Period. You've also crippled your own ability to defend yourself, morally and/or legally, either against the property owners you've infringed upon or against your fellow hobbyists who have decided to rip you off. That's an ugly situation that can do terrible damage to the entire hobby unless it is corrected, and is avoided in the future.
How do we go about doing that? My advice to homebrew developers is to stop playing with fire. Don't set out to infringe on someone else's property intentionally, and do everything you can (within reason) to ensure that you don't do it accidentally, either. AtariAge member Cebus Capucinis wrote a
short, simple, accessible guide to copyright laws and how to avoid breaking them (the thread in which it was posted, by the way, is an interesting example of how property owners can react to the unauthorized use of their properties in unexpected ways). Read it and follow his guidelines to the letter, and make yourself informed about the laws and legal issues that are involved. And stop worrying about whether there are more potential profits to be made by exploiting a known or established property instead of doing something original. If that's your main concern, you're in the homebrew scene for the wrong reasons, and you should go to work in the marketing department of a big video game publisher instead. Which leads to my next point ...
Murph74, on Fri Jul 30, 2010 5:58 PM, said:
I've said it in another thread, and I'll repeat the thought here. I see the homebrewers not a profiteering entities, but as hobbyist who enjoy the challenge of showing what a system is capable of and pushing it's limits using modern resources. It's like fantasy for classic gamers. The "what-if" of Coleco releasing PMC as we know it today in 1985. The "oh wow!" factor of knowing our system of choice can play a good game of Mario Bros.
I don't know exactly when it happened, and I don't know if it started with the people making the games or with the people buying them, but the homebrew development "scene" lost something when it started to be perceived as more of a business than a hobby.
Let me clarify a few things before I proceed: I am not a communist. I don't believe the profit motive is evil. I think that creative works belong to their creators and not to "the community." I think producers deserve credit for their work. If they produce something the marketplace wants and is willing to pay for, they are entitled to the compensation they have earned and to do what they wish with the fruits of their labor. Having said all of that, I think that everyone involved in homebrew gaming, from the producers to the consumers, would benefit from a little healthy introspection. There was a thread started by mos6507
late last year about the rut that homebrew gaming has fallen into, and the questions involved deserve further reflection, especially after this recent episode.
If you're a homebrew developer, are you primarily concerned with making a few bucks off your fellow hobbyists, or are you mainly interested in having fun by exploring the technology, pushing it farther than anyone has pushed it before, and creating something unique and interesting and different? Is whatever money you might make in the process your ultimate goal, or is it only the means to achieve your ultimate goal? Are you choosing to make the games you make because they are the games you
want to create, or because they are the games that you think someone else thinks you
should create? Are there opportunities for you to break new ground in some important technical or creative way through your work, and how concerned are you with identifying and pursuing those opportunities?
If you're a homebrew consumer or collector, are you only interested in complacently revisiting and rechewing game ideas that are already familiar and comfortable to you, or are you willing to take a chance on something new and unfamiliar? When you think about whether you should support a particular homebrew game with your money, are you concerned to find out whether the game infringes on someone else's property, or is that consideration without significance to your decision as long as it's a game that you want? Have you compensated homebrew developers for those games of theirs that you already have in your possession, both with the money they have asked for and with appropriate expressions of appreciation and enthusiasm for their work (which are often an even more powerful motivator to a developer than money)?
The invention of multi-carts and of large and cheap storage media, the creation of new methods of game development and distribution, changes in intellectual property laws, the renewed interest in "retro gaming" as a pop culture phenomenon and as a means of creative expression, the rise of video games as a powerful and lucrative segment of the entertainment industry, the visibility brought about by the Internet, and the increasing awareness of the activities of the user community among content owners and creators, have all drastically changed the classic gaming and computing hobby in recent years. That's especially true of homebrew game development, which is one subset of the hobby that is experiencing some growing pains and that may be in danger of crashing and burning. All of us involved in it need to reconcile ourselves to these changes, and in doing so, take a second look (or perhaps even a first look) at our own values, motives, and rewards.