You can't conflate exploitation of labor 'for exposure' with free advertisement of corporate products. They are not even remotely the same issue.Yes, I literally covered the "for exposure!" argument in my post.
You can't conflate exploitation of labor 'for exposure' with free advertisement of corporate products. They are not even remotely the same issue.Yes, I literally covered the "for exposure!" argument in my post.
Yes, I literally covered the "for exposure!" argument in my post.
But no one is saying Nintendo can't make claims, just that Nintendo making the claim does not mean the claim is automatically legitimate. DMCA abuse is incredibly common, false claims are made all the time.
I still don't know that they'd be able to DMCA in that instance. They provided a license to use it in the stream - taking it back afterwards would mean the person couldn't use it going forward, but doesn't retroactively revoke it.
Because, that $100K might have very well been something the Dev SPENT. That's an opportunity savings. You can't ignore that as a business, and no business does.
You are ignoring the fact that now the dev can now spend LESS because now this advertising exists, and the streamer is being compensated by another party, while the dev gets the value of the advertising they otherwise would have had to spend money on.
You can't just ignore the fact that the developer is getting hundreds of thousands of dollars worth in advertising value that they no longer have to spend.
You keep leaving that out of your scenario. You can't do that and not be disingenuous.
Advertising is incredibly valuable, controlled or not. You can't ignore the value the streamer provides.
I have no idea what you are getting at tbh
If Nintendo makes a claim relating to copyright that someone acquiesces to, that's not precedent. It doesn't tell us what the law is, it tells us that buddy posting videos on Mario weighed the four cents he made from the video against the potentially millions of dollars it could cost him to dispute the claim in court and decided it wasn't worth it.I guess it must be supreme arrogance because I fail to see how I don't have even a basic understanding of the things I'm talking about, and I certainly haven't suggested that I don't respect the complexity of entire situation. An earlier point you made about your right to do something is king unless someone challenges it is precisely the point I'm making about why companies like Nintendo can continue to make claims on content.
Because restreaming a movie or song doesn't have a net positive effect of increasing sales, brand loyalty, and brand exposure. Which both makes it different and also explains why you are unlikely, barring major consolidation, to see this industry respond similarly.
Yes, I literally covered the "for exposure!" argument in my post.
No it isn't at all, the legitimacy has not been determined just because someone acquiesces to the claim because they don't have the resources to fight it.And my point being that until someone challenges it, its going to be considered "legitimate." I've never said otherwise.
It's their copyright and they choose how its used. If they revoke the license, you can't use it, and if you do, they send a take down request.
I'm not. From my perspective that's what you're doing actually. You're ignoring most of what I'm saying and putting words in my mouth refuting an argument I wasn't making. Either that or I'm just not explaining my position well enough.
A. Dev makes Game
B. Streamer buys Game and streams it
C. Viewers buy Game (those that wouldn't have if streamer didn't stream it, ie: "not nothing") We both agree this is good and shouldn't change.
Where I take issue is this part:
D. Streamer Makes $100k Streaming Game, of that Streamer gives Dev $0 (ie: "nothing")
Saying D is fine because C is what I don't agree with.
There is a fundamental difference that lies in the fact that "for exposure" means a 0 compensation rule. You are creating something for literal no immediate, tangible gain.Yes, I literally covered the "for exposure!" argument in my post.
No it isn't at all, the legitimacy has not been determined just because someone acquiesces to the claim because they don't have the resources to fight it.
No, this is completely wrong and not at all how private law works.Then how would you describe it? If no one challenges it, and its processed as being allowed (which is what happens, yes?), it's considered legitimate, yes?
Where is E?I'm not. From my perspective that's what you're doing actually. You're ignoring most of what I'm saying and putting words in my mouth refuting an argument I wasn't making. Either that or I'm just not explaining my position well enough.
A. Dev makes Game
B. Streamer buys Game and streams it
C. Viewers buy Game (those that wouldn't have if streamer didn't stream it, ie: "not nothing") We both agree this is good and shouldn't change.
Where I take issue is this part:
D. Streamer Makes $100k Streaming Game, of that Streamer gives Dev $0 (ie: "nothing")
Saying D is fine because C is what I don't agree with.
Honestly, I sorta get what he's saying, even if I think it's a lot more complicated than he makes it out to be (for one, lots of streamers aren't doing it as a business).
If WB create a movie and release it on Bluray, you can't then take that copy you bought and legally start hosting showings in town, under cover of "well maybe some of the people who saw it went on to buy it themselves" (this is basically a variation of the @for_exposure.txt argument people make about piracy sometimes). You legally have to pay WB to get a license for that showing.
Some streamers make millions of dollars, while using the creative works of these studios as a central facet of their presentation. And unlike movies in the park, or music in a bar, the studio/publisher is getting nothing out of that arrangement despite their content creating value for that streamer.
And make no mistake, I strongly suspect the publishers of these games would have an incredibly strong legal argument to this effect, if they ever choose to exercise it. Right now they don't - maybe because they don't want the PR fallout (See: Nintendo), maybe because they still see it as a net benefit internally, etc.
My personal feelings are less cut and dried than this dev's, but I completely see where he's coming from, and he's not being ridiculous.
Because restreaming a movie or song doesn't have a net positive effect of increasing sales, brand loyalty, and brand exposure. Which both makes it different and also explains why you are unlikely, barring major consolidation, to see this industry respond similarly.
It's just a dumb take from someone that probably has never seriously studied markets or economics in his life.
Except your analysis was wrong. These are mutually beneficial relationships and that makes them materially different than the examples of streaming a movie you purchased on Twitch. Studios and publishers see major indirect benefits by way of increased sales, brand awareness, and brand loyalty through streaming content and the communities they build and foster.
They aren't getting "nothing," they are, in fact, getting quite a lot. And if they tried to unilaterally monetize or restrict it, they would lose a lot. Which is why you get takes like this and not actions on the part of publishers and studios.
I think I pretty clearly explained the difference pretty clearly, when Ninja is paid by a publisher to play a game that is them paying him for a service he provides, as a form of advertising. It's nothing like 'work for exposure' labor exploitation.I said these things are similar and explained why they hypothetically could be. You said they are not similar, but you never said why.
Stating that some people find it beneficial doesn't mean it's good.
Stating that some companies want it so bad doesn't mean that applies across the board.
IDK. Games have been selling even before the advent of streaming. Is there a statistic of how much sales have been contributed by streaming? What about potential losses due to streaming? Not questioning your argument but it seems you're an expert on markets and economics.
Pretty much anectodal, I know someone who skipped buying MGSV, CODWW2, TLOU2, and many more because he watched these games online.
Not by law, no.Then how would you describe it? If no one challenges it, and its processed as being allowed (which is what happens, yes?), it's considered legitimate, yes?
Soooort of. There are concepts like latches that come into play, because there would be an argument to be made that by failing to enforce their rights against video game streamers for so long, and allowing a very lucrative industry to spring up around it, that the rights holders aren't behaving equitably if they appear to have done that for predatory purposes – to allow people to develop an impression that you were ok with their behaviour only so you could get a bigger pay day out of them down the road.No, this is completely wrong and not at all how private law works.
Minecraft was basically carried entirely on the backs of Youtubers. Hell some games build in Twitch integration like Hyperscape.
I think I pretty clearly explained the difference pretty clearly, when Ninja is paid by a publisher to play a game that is them paying him for a service he provides, as a form of advertising. It's nothing like 'work for exposure' labor exploitation.
Yes. It's not a requirement that needs to be used for every game if others were to enforce it. Just like there is royalty free music.Has anybody brought up the question; world games like PUBG, Fortnite and the "genre" of social games, resurgence of games like skate, phenomenons like fall guys and among us exist in the world the stadia guy wants?
I mean reasoning would tell me that if none of the major publishers or studios are currently seeking to shut down, sue, or impose licensing fees on streamers that they have done their own internal calculations and have either realized the risk vs reward isn't worth it, or more likely, that they are currently benefitting from the relationship much more than they are being harmed.IDK. Games have been selling even before the advent of streaming. Is there a statistic of how much sales have been contributed by streaming? What about potential losses due to streaming? Not questioning your argument but it seems you're an expert on markets and economics.
Pretty much anectodal, I know someone who skipped buying MGSV, CODWW2, TLOU2, and many more because he watched these games online.
It should be considered no differently than Pewdiepie uploading his own narration of a book and making $100k while the author maybe possibly potentially hopefully gets some sales.
Listening to someone narrate the book is not the same as reading it, which is the whole point of the product and the medium as a whole.That's one of the worst comparisons in this thread, makes absolutely no sense. Providing an audio book replaces the product the copyright holder is selling, streaming video footage of a game do not replace the interactivity, which is the whole point of the product and the medium as a whole.
It's their copyright and they choose how its used. If they revoke the license, you can't use it, and if you do, they send a take down request.
I mean reasoning would tell me that if none of the major publishers or studios are currently seeking to shut down, sue, or impose licensing fees on streamers that they have done their own internal calculations and have either realized the risk vs reward isn't worth it, or more likely, that they are currently benefitting from the relationship much more than they are being harmed.
I'm absolutely certain there are people who watch streamers and never buy the games, or watch a stream as opposed to buying a game, but if that were a big problem we wouldn't expect to see games like Among Us blow up in sales once it blows up in streaming. Or be actually investing development and marketing money into paying streamers to host their games.
The "work for exposure" artist exploitation argument does not apply to well-paid Google employees, folks. I don't even know why anyone even gives that the time of day.
Listening to someone narrate the book is not the same as reading it, which is the whole point of the product and the medium as a whole.
I mean if they want to, go for it. The other point I have been making is that, however, doing so immediately undercuts their own goal with doing so, which is it takes away any benefitted exposure or brand fostering and confers that benefit to competitors that will see their games become more prominently used and featured, and their companies not negatively perceived or marginalized within this rather large and growing community. Forcing them to spend additional resources elsewhere to overcome that.So if it becomes a problem for a publisher, when they do their internal calculations, it will be okay if they decided to restrict the streaming of their games?
I was talking about a specific scenario, not all scenarios. But none of the scenarios you described are anything like worker exploitation.So are you saying it's totally cool for Ninja to stream games sans license, but not okay for streamers with, say 2 viewers?
EDIT: also, because companies like the way Ninja streams, that it's okay for literally anyone else, regardless of their content or persona or actions?
Because that's what your argument ostensibly is: because there are streamers that some companies find beneficial, that all streamers are good for all companies.
Latches is the opposite of what he's describing. Acquiescence to a demand to stop doing something is not at all equivalent to a court deciding that you had a legal obligation to do so.Soooort of. There are concepts like latches that come into play, because there would be an argument to be made that by failing to enforce their rights against video game streamers for so long, and allowing a very lucrative industry to spring up around it, that the rights holders aren't behaving equitably if they appear to have done that for predatory purposes – to allow people to develop an impression that you were ok with their behaviour only so you could get a bigger pay day out of them down the road.
There comes a point where courts could essentially just say "look, you slept on enforcing this for so long that it was completely fair for people to assume you were ok with their behaviour, and trying to change the rules this late in the game is essentially unfair". This kind of argument would be bolstered by the fact that some of the companies who would hypothetically be trying to make these claims have openly courted and paid streamers.
I was talking about a specific scenario, not all scenarios. But none of the scenarios you described are anything like worker exploitation.
Yeah I totally misread the thread, I actually agree with what you're sayingLatches is the opposite of what he's describing. Acquiescence to a demand to stop doing something is not at all equivalent to a court deciding that you had a legal obligation to do so.
EDIT: It's worth noting also that the existence of a defence in equity doesn't affect the existence of an entitlement at law. In short, none of this has anything to do with latches.
Double EDIT: I realize after re-reading the line of posts that you probably think Hobbes is talking about developers not telling people to stop streaming their games (where latches/estoppel etc. might be relevant), but what he was actually referring to is individuals responding to C+D notices (and other similar things) by doing what the big company asks without challenging the claim.