I think an effective remedy for this kind of situation can't just be fiscal, we need requirements to publish adequate technical specifications and strong IP carveouts to make it likely to move the needle. Forcing companies to maintain continuous support is a non-starter. We should instead focus on enabling unofficial support from outside the companies, and remove legal threats from those who choose to do so
The idea is that the continuity requirements should not be onerous, given the revenue, say, less than 1% of it, "a good problem to have".
Publishing a reasonable spec would be a part of that.
If you’re going to go down this path, why wouldn’t you just require that the title needs to be purchasable on a primary market and usable on hardware/software that is currently supported in order for a copyright to be enforceable.
If I can’t purchase and enjoy a copyrighted work legally, the copyright is unenforceable.
In response to sibling comments, I don’t know why you’d do a carve out for small and indie game studios. If you’re not actively offering your copyrighted content for sale in a primary market, it shouldn’t matter whether you are a big studio are a small studio.
Let society take over archiving and sharing your work.
All that is to say I think it’s slightly more complex than what can be contained in a single HN comment but agree with you in principle.
If artists truly want their performance to be "in the moment" with no way for anyone else to see it, they can arrange for private performances where the audience can be bound by a contract above and beyond basic copyright; but I don't think we should be optimizing for this case.
I am attempting to say a person shouldn’t be able to record someone else’s performance and distribute it for profit or post it on a streaming service and profit from the ads.
> If I can’t purchase and enjoy a copyrighted work legally, the copyright is unenforceable.
That’s not true in the United States, and if it were you’d still have the problem this thread is discussing where you need the servers (or DRM systems, etc.), which is why I’d like to change the incentives so it’s cheaper to release things you no longer intend to use even if they weren’t directly distributed to users.
The indie carve out reflects that there is some real cost here (packaging things up, vetting the rights for a release, etc.) If you have an old game which never went big, you don’t want a solo developer getting hit with a bill they can’t afford because they didn’t back up everything well or life happened and some planned work took longer than they thought it would. Again, remember this proposal is for a legal mechanism to compel action and you want to think about how it could impact people with the least resources.
The government is well-configured to use copyright as a stick, too. Literally the only reason why copyright - an artificially imposed monopoly - works at all is because the government enforces it, and so it gets to set the terms for eligibility. The legal mechanism here would be a new law, same as your tax proposal, so I fail to see the difference.
As far as needing servers to continue running - the community is generally quite capable of doing that so long as there are no legal roadblocks to it like DMCA and CFAA. It is likely to provide a better experience too, compared to what would essentially be compelled support from the original developer, which is virtually guaranteed to be the least they can get away with to legally dodge the tax - e.g. spinning up one underpowered server that can only serve very few users at a time.
It is also unclear how such compelled services would interact with game updates. Is the server required to support all past versions of the game going all the way back to the original release? For competitive multiplayer games especially this may not feasible for good reasons. OTOH if you only require that they support the most recent update, this opens the possibility of the developer simply shipping an "update" that disables as many features as they can get away with once the game is on life support - e.g. removing multiplayer entirely if possible, or at least making it as crippled as they can get away with; and then providing support only for that crippled version.
Japanese IP holders exercising IP rights solely in moral grounds in markets they have no intention or ability to enter had been a source of frustration to some. Requiring substantial economical involvement sure is one way to force it.
https://copyright.gov/1201/2015/fedreg-publicinspectionFR.pd...
Yes, you are really expected to reverse-engineer and decrypt everything yourself. DMCA 1201 is a really fucking stupid law.
The more functionality there is on the server (common for anti-piracy/cheating) the less likely that is to happen. I’d like to see that change, reflecting that the idea behind things like the DMCS preservation exceptions and copyright expiring is contributing to the public commons and that’s different for running code than earlier forms of media.
https://www.eff.org/deeplinks/2015/10/victory-users-libraria...
this or they lose the copyright.