There should be means that would allow fans and appreciators donate money to creators. And it looks like we already have a lot of those.
Also, culture and art should be promoted by governments. Therefore taxes could go that way too.
Anyway, it’s not like people say it’s fine for everyone to not pay. But at least we know it’s fine for many to pay much less than the rest, see regional pricing and discounts. Creators are totally fine with those. Nothing prevents it from being extended further to people who have a hard time trying to become potential customers.
What of there were a model for video games where the games themselves were free to download and play, but things like cosmetics, weapons, stat boosts, and character unlocks were sold piecemeal to those willing to pay?
That model certainly wouldn’t become a cancer on the entire industry and ruin online gaming, making us beg for the days when you could just buy a fucking game and play it.
In a reality where there are no paid games (I assume Witcher-tier single player games would be free), those wouldn’t necessarily become a cancer. It all depends on what games you must compete with. Also there are many ways how you can implement cosmetics and other DLC. FOMO enforcement is not something that should automatically come with any game. Deep Rock Galactic handles paid dlc, free seasons and cosmetics brilliantly in my opinion, and I don’t see why other games can’t have success if they did it the same way. Maybe it’s a combination of original financial decisions, game quality, players reactions and overall current situation/background.
Also I can’t get rid of the thought that there is an underestimated connection between spending money on a game and desire to spend time on playing it. It seems that if developers of good games would be suitably rewarded according to players satisfaction, there will be no need to pursue financial success by pushing cancer on players.
Copyright is generally a good idea. There has to be some level of restriction, otherwise infinite copies of your art immediately show up and you cant make a living.
On the flipside, it harms the industry at large if the copyright is too long. There is no reason why a corporate entity should be making royalties on something long after it’s creator has died.
So, where is the middle point? What is a good length of time to let an artist exclusively sell their art without fear of someone undercutting them as soon as they make something? Personally, i think the US figured out the sweet spot before all the changes. 14 years, plus a single 14 year extension you have to register. 28 years is enough time that you can make a career, but also not long enough to harm the creative process or prevent art from reaching the masses while its relevant.
One day we manage to reach the pinnacle of invention - we create the replicator from Star Trek. We can suddenly bring immense amounts of anything we want for everyone in the world, for very little energy (caveat: I don’t know enough about Star Trek lore to know this to be true).
Now, this machine would certainly make a whole lot of business models redundant - farming, factory work, you name it - they would all no longer be able to make a living doing what they did before this invention existed.
Now for the moral question - should the fact that this invention will harm certain groups’ way of life be considered enough of a motivation to prohibit the use of this invention? Despite the immense wealth we could bring upon the world?
Take a pause to form an opinion on the subject.
Now that you’ve formed an opinion on the replicator - consider that we already have replicators for all types of digital media. It can be infinitely replicated for trivial amounts of energy. Access to the library of all cataloged information in the world is merely a matter of bandwidth.
Now, should the fact that groups relying on copyright protection for their way of life be considered reason enough to prohibit the use of the information replicator?
To me, the answer is clear. The problem of artists, authors, actors, programmers and so on not being able to make money as easily without copyright protection does not warrant depriving the people of the world from access to the information replicator. What we should focus on is to find another model under which someone creating information can sustain themselves.
Eh, there’s a difference between compensation for work and using laws and legislation to sew up something tighter than a cats arse for personal exploitation
Soooo people shouldn’t get paid for taking time to create books, movies, music, textbooks, newspapers?
There should be means that would allow fans and appreciators donate money to creators. And it looks like we already have a lot of those.
Also, culture and art should be promoted by governments. Therefore taxes could go that way too.
Anyway, it’s not like people say it’s fine for everyone to not pay. But at least we know it’s fine for many to pay much less than the rest, see regional pricing and discounts. Creators are totally fine with those. Nothing prevents it from being extended further to people who have a hard time trying to become potential customers.
What of there were a model for video games where the games themselves were free to download and play, but things like cosmetics, weapons, stat boosts, and character unlocks were sold piecemeal to those willing to pay?
That model certainly wouldn’t become a cancer on the entire industry and ruin online gaming, making us beg for the days when you could just buy a fucking game and play it.
In a reality where there are no paid games (I assume Witcher-tier single player games would be free), those wouldn’t necessarily become a cancer. It all depends on what games you must compete with. Also there are many ways how you can implement cosmetics and other DLC. FOMO enforcement is not something that should automatically come with any game. Deep Rock Galactic handles paid dlc, free seasons and cosmetics brilliantly in my opinion, and I don’t see why other games can’t have success if they did it the same way. Maybe it’s a combination of original financial decisions, game quality, players reactions and overall current situation/background.
Also I can’t get rid of the thought that there is an underestimated connection between spending money on a game and desire to spend time on playing it. It seems that if developers of good games would be suitably rewarded according to players satisfaction, there will be no need to pursue financial success by pushing cancer on players.
That’s a completely different statement
Why the fuck do they make money 15 years after doing the work though? Build a house, you get paid for the house. Write a song? Infinite money.
15 years? What about 80 years? There are movies from the 40s that are still under copyright.
Copyright is generally a good idea. There has to be some level of restriction, otherwise infinite copies of your art immediately show up and you cant make a living.
On the flipside, it harms the industry at large if the copyright is too long. There is no reason why a corporate entity should be making royalties on something long after it’s creator has died.
So, where is the middle point? What is a good length of time to let an artist exclusively sell their art without fear of someone undercutting them as soon as they make something? Personally, i think the US figured out the sweet spot before all the changes. 14 years, plus a single 14 year extension you have to register. 28 years is enough time that you can make a career, but also not long enough to harm the creative process or prevent art from reaching the masses while its relevant.
Consider the following:
One day we manage to reach the pinnacle of invention - we create the replicator from Star Trek. We can suddenly bring immense amounts of anything we want for everyone in the world, for very little energy (caveat: I don’t know enough about Star Trek lore to know this to be true).
Now, this machine would certainly make a whole lot of business models redundant - farming, factory work, you name it - they would all no longer be able to make a living doing what they did before this invention existed.
Now for the moral question - should the fact that this invention will harm certain groups’ way of life be considered enough of a motivation to prohibit the use of this invention? Despite the immense wealth we could bring upon the world?
Take a pause to form an opinion on the subject.
Now that you’ve formed an opinion on the replicator - consider that we already have replicators for all types of digital media. It can be infinitely replicated for trivial amounts of energy. Access to the library of all cataloged information in the world is merely a matter of bandwidth.
Now, should the fact that groups relying on copyright protection for their way of life be considered reason enough to prohibit the use of the information replicator?
To me, the answer is clear. The problem of artists, authors, actors, programmers and so on not being able to make money as easily without copyright protection does not warrant depriving the people of the world from access to the information replicator. What we should focus on is to find another model under which someone creating information can sustain themselves.
deleted by creator
Eh, there’s a difference between compensation for work and using laws and legislation to sew up something tighter than a cats arse for personal exploitation
I would argue that someone saying “every piece of media” doesn’t care about that distinction.