Behaviours and Outcomes in Unauthorised Fan-Made Video Game Production
Total Page:16
File Type:pdf, Size:1020Kb
Behaviours and outcomes in unauthorised fan-made video game production Kris Erickson*, Mar/n Kretschmer*, Olympia Mavridou**, Gregor White** CREATe, University of Glasgow ** University of Abertay Dundee Context: ‘future of copyright’ “Considerable […] legal uncertainty remains. The ques-on is whether the crea-on of remixes is being unacceptably impeded. Is there a need for new approaches to smooth the path for remixes, and if so, are there efficient ways that right holders can be compensated for this form of value where fair use does not apply? […] Are any of these alterna-ves preferable to the status quo, which includes widespread reliance on uncompensated fair uses?” (Dept. of Commerce, 2013: 28) “With the possibili-es offered by the new technologies, re-use is open to all, at no cost. One view was to say that a new excep-on is needed to cover UGC […] Another view was that no legisla-ve change is needed: UGC is flourishing, and licensing schemes are increasingly available.” (European Commission, 2013: 29) Meeting of producers & consumers? Commercial cultural producon ‘Hybrid Economy?’ Market signals? Appropriaon Fan produc/on (Noppe 2011) RQ: To what extent are rightsholders finding mutually beneficial solu/ons to fan-led creavity? Challenges • Repor/ng bias / survivorship bias (illegi/mate ac/vity) • Decay of records (digital memory hole) • Unknown populaon • Highly heterogeneous prac/ce Definion “A new game project, ini-ated by fans, which takes inspira-on from a pre- exis-ng video game… a fangame adds a significant new experience, differen-a-ng it from minor tweaks, mods, or hacks that merely transform an exis-ng game experience. A fangame project is judged to be mo-vated by love for the original game, rather than piggybacking on exis-ng engine or source code to make a new product.” Approach • Induc/ve pilot exercise: • Mul/ple case study – products as units of analysis (BM Hill, 2011) • Content analysis of 350 candidate fangames • Qualitave sources (forums, reviews, press reports, rumors, takedown no/ces, release notes, tweets) Induc/vely generate understanding of fangame produc/on methods and outcomes. Generate hypotheses for future large-scale quan/tave study Type: Narrative fidelity Mo/va/on Purpose / Product types Examples Ra/onale Re-create or update Format shibing Remake Streets of Rage 4 HD exis/ng work Pokénet Respond to technical Enhanced remake Capture ‘spirit’ or obsolescence Mega Man 2.5D tradi/on of original Demake Expand audience / Examples: community Tribute / homage Display technical Tech demo proficiency / prac/ce Space Quest 0: Replicated Kings Quest 2 Remake Type: Narrative innovation Mo/va/on Purpose / Product types Examples Ra/onale Tell new stories Respond to niche Sequel Space Quest: The about familiar demand not met by Lost Chapter characters / works commercial product Prequel Space Quest IV.5 Fill in narrave gaps, Sasfy exis/ng Interquel missing products audience / Indiana Jones and community Pas/che sequel the Fountain of Display narrave Scenario / campaign Youth proficiency / prac/ce Adaptaon Character swap Ash Grey pas-che sequel Rayman 3D adapta-on Production techniques Highly Original code Original Code Code engine Hack Mod Ad Hoc methods Middleware tools Browser-based Transformation & outcomes à High High Low High Low Low Low High Technical Transformaon -------------------------- Narrave Transformaon --------------------------------à Transformation & outcomes à Remake Sequel Original code Code engine Hack Mod Middleware tools Browser-based Technical Transformaon -------------------------- Narrave Transformaon --------------------------------à Transformation & outcomes à Commercialised Technical Transformaon -------------------------- Narrave Transformaon --------------------------------à Transformation & outcomes à Commercialised Permifed Technical Transformaon -------------------------- Narrave Transformaon --------------------------------à Transformation & outcomes à Commercialised Permifed Opposed Technical Transformaon -------------------------- Narrave Transformaon --------------------------------à Transformation & outcomes à Commercialised Permifed Opposed Abandoned Technical Transformaon -------------------------- Narrave Transformaon --------------------------------à Transformaon & outcomes à Commercialised Permifed Opposed 33 Abandoned Unopposed Technical Transformaon -------------------------- Narrave Transformaon --------------------------------à Tentative findings: In our sample: • Largest propor/on are low-tech but contain moderate narrave transformaon. • Low-tech remakes are the least frequent group. • Mone/saon by rightsholders favors narrave transformaon. • Success of fan projects appears related to complexity and team size Next steps Obtain larger, representave(?) sample: Sampling frame: seed list from 20 years EGM magazine / archives Respondent driven sample: Open wiki project Addi/onal variables: Dates of market absence & availability of original Price Fangame userbase Fangame quality score? .