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Comment by jjani

7 days ago

Don't you know? If I cmd+S the HN front-end and throw my own backend behind it, host my own instance, and post something illegal on it, then YC is liable!

Obviously they're not, but hey, just joining them in making things up. Protect the children!!

It’s more complicated than that.

I work in games and in my last workplace I was CTO of a racing simulation; that means I was working with brands that were not only my own in a pretty big way.

The stipulations that were put on us was pretty strong. For example (and it’s not just these guys), Mercedes will not permit you to allow the logo to fall off; If you have a damage model in the game this is annoying. Some won’t allow the car to get dirty, or to deform in a realistic way because it harms a copyright (did you know that the front lights of cars are part of their brand and trademark in most cases).

I’m using a pretty obvious example, that by selling a product that contains these other brands, we are beholden to not represent them in a way they don’t like; it’s part of the transaction for having it.

I can already hear people thinking: but, most games don’t have any third party intellectual property. But that’s less true than you think, even fantasy games will inevitably wind up copying something from our world that is not completely generic. The most annoying ones are the little background things; Rockstar for example will almost assuredly have issues with using the shapes of famous buildings and licensing issues if they make their radio stations too easy to pirate.

It’s a quagmire. Honestly, I’m not even sure why we bother making anything, there seems to always be some random popping their head up seeking another slice.

  • I'm happy to be convinced, but so far this isn't really helping the point. What you've described applies to an extraordinarily small percentage of games. I'm looking at my Steam library with ~170 games. I see ~8 that have real brand names, 7 being shooters that contain gun brands - which have never cared about these things, given they're already appearing in the context of people killing each other in the first place - and the other 1 being Football Manager (an offline game).

    > I can already hear people thinking: but, most games don’t have any third party intellectual property. But that’s less true than you think, even fantasy games will inevitably wind up copying something from our world that is not completely generic.

    Then please give us some proper examples we can learn from.

    > Rockstar for example will almost assuredly have issues with using the shapes of famous buildings and licensing issues if they make their radio stations too easy to pirate.

    GTA is hardly a "fantasy game", its entire schtick is getting as close to the real-world setting as possible, going as far as to parody real-life brands. They're quite unique in doing so, an extreme outlier.

    Take a look at the current top 10 games on Steam by player count. You'll see that indeed the only real-world brands featured are potentially gun brands, and none of them have things like famous buildings. DOTA, Apex Legends, Stardew Valley, Rust, Palworld, Elden Ring and a bunch of idlers and shooters (CS2, PUBG, Delta Force).

    • I can’t speak for them because I never worked on them, but you’d be surprised how often a piece of music or a graphic is copyrighted. One of thousands of your common textures gets a bit too close to something else and suddenly you need a license.

      Fun fact: a lot of game audio is licensed too, sound effects and such.

      Regardless, the issue of sublicensing goes beyond what you’re allowed to let people do, it also goes into the idea that you’re often forced to disallow people from harvesting those assets from the game, or allowing the game to turn into derivative works - and because you yourself do not actually own the asset, you’re forced to confront it.

      To avoid these issues, games would have to be very small (2D? Chiptunes? idk how small), but it’s one of a million tiny issues that comes up in game development, and each one of those tiny issues risks not allowing you to release the game.

      Games are really, really hard to make, there are so many issues waiting to kill it- and even if you manage to make it, there’s no guarantee it’s successful, so spending time on these things is stealing time from making it fun or viable.

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  • It’s really not a quagmire.

    When you EOL the game and release the server, just strip the licensed content. Remove the logos. Nobody gives a flying toss anyway.

    People want the community and the GAME. They don’t care whether the actual logo is there.

    Heck, if the game connects to a community server, have it hide all licensed content. you’ve satisfied your contractual obligations. Whether people mod the game or not to re-add things has no bearing on you.

    • The licenced design seems to include the front part of the car per the above comment, that would mean creating seperate models for EOL games.

      6 replies →

  • The answer to that is simple, and has been used by other media (to the chagrin of fans of course). When it comes time to "kill" the game, make a final update to strip all such licensed material out of the game.

    The companies that develop and publish games amortize plenty of things out into multiple years. That's why live service is so increasingly common. The same developers and publishers should also factor in that they might have to remove some assets when they want to stop providing active support.

  • How exactly does this stop you allowing people to play the game offline?

    Is your game not allowing the Mercedes logo to fall off intrinsically tied to it being online? Is the server code the only thing keeping the logo in place?

    Or are you just making shit up because you find the initiative icky?

    I find it bizarre how game developer companies try hard to antagonize the public that keeps buying their things.

  • You shouldn't blame consumers that you failed to negotioate proper terms for your licenses. Maybe having legislation to point at will help you out to get more reasonable terms.

  • If this passes, then such stipulations become illegal, since they can't force you to create a product that would fly on the face of the law.

  • How is the logo falling off (or not falling off) relevant to the end of life of the game? The logos don’t automatically fall off at the end of the game’s life, do they?

  • Sounds like that licensing issue is curtailing developer choice, which is apparently the worst problem the industry could possibly face. If your choice is going to be curtailed either way, I’d rather it go in the consumer protection direction, no?

  • Honestly the "quagmire" here is created by dumb laws and/or dumb lawyers.

    Mercedes is supposed to have a trademark for automobiles and you're making a video game. That's a different industry so you shouldn't have to license anything from them -- no one is going to be confused into thinking your video game is a motor vehicle and buy it instead of a Mercedes, and that's all trademarks are supposed to be for.

    Make it clear that these things don't have to be licensed for video games -- which there is absolutely no sound for them to be -- and you won't have these problems.

  • Why would you be responsible for what other people do? Your game can already be modded to e.g. have the logo fall off.

  • Collaboration with real world brands seem to have real issues like this. However I don't see how your examples apply or extrapolate to the rest of games out there.

    • My bad, let me try to be clearer;

      Working with external brands is an obvious example of third party licenses that, as a consumer, you can perceive.

      Games are made of hundreds (maybe even thousands) of these licenses that you will have trouble perceiving; Sound effects, certain harmonics, programatic audio cues (as a technology), procedural generation and even likenesses are non-perpetual in nature.

      The landscape of artistic works is mired in copyrights, the more art the more likely you get too close to someones copyright even if you have an entirely home-built texture, it might look inspired by another texture and thus litigious individuals can request royalties: royalties which will come with their own restrictions.

      I’m not saying that its impossible to comply, merely outlining the current state of things. If licenses won’t be granted but copyrights are maintained then it will be extremely burdensome for developing games that are large- as the risk and operational overhead will be quite punishing.

      For what its worth; I’m all for the movement of stop killing games, but people seem to have this notion that its game developers doing it out of spite in order not to cannibalise future sales, when in reality developers would prefer to release more games with more innovative ideas. The issue is that games, by default, don’t exist; and making them exist is a perilous journey so fraught with failures that I am personally surprised we have any games, yet so many. Everyone wants a slice when its successful and eventually theres nothing left, spending time one this will come from somewhere else and in all likelihood certain things will become impossible due to license holders not permitting use of their works nor something that is similar.

      You might thing you’re giving developers power to fight but we’re stuck in the middle and they don’t give a shit, they want their 30 pieces of silver and we don’t have a product if we can’t find a way to work within their parameters.

  • I've often wondered why sports and sim games don't tell these trademark peddlers to pound sand and ship with robust modding tools. Eager fans can then add unofficial versions of Mercedes, Lionel Messi, and a jet in the shape of the Great Redeemer.

    We had this a decade ago with Asetto Corsa, PES, and Skyrim, but it appears to be falling out of favor. Are the publishers or developers not doing this because of legal liability or because they want to get a financial piece of the mod pie?

  • I can easily understand why it sucks from your perspective, but European tradition dictates that we make it suck for you and then you have to make it suck for your counterparty. We don't directly intervene with your freedom to write whatever contracts you please, only what you release to consumers.

    That's intensely frustrating to be caught in the middle of. At times you end up feeling that the politicians are coopting you and your work for their ends, that they are underhandedly enveloping you in the public administration. That is in a way exactly what they are doing, but you have to remember that it's what your customers want. You are still making for your customers, they have just made their wants known though a process other than the free market.

    • There is no such thing as a 100% free market, not in America, not anywhere.

      What was passed was a petition for the EU to listen to the needs of a million EU citizens. It is not yet a law, but it might become one. Laws are the rules of the market. A 100% free market is anarchy.