On Thu, 2005-10-13 at 08:53 -0700, Jerry Stratton wrote: > Here is the first draft; it's a bit long, so I'll just link to it: > > http://www.hoboes.com/html/RPG/Gods/?ART=77 Thanks for putting this together: its a really well researched, well written and complete summary of the arguments for non-copyrightable game mechanics. I've put together some thoughts on the essay below. I just brain dumped so they are quite long so please bear with me. Also, apologies if it seems a little harsh: there is a lot that is very good about this article but I've sometimes tended to focus on my personal doubts with parts of what you say. Of course, I totally agree with your central premise (I think it's fairly clear that game rules aren't copyrightable) and I've tried to focus on being as constructive as possible so I hope you won't take any offence. > "Why do we need open source games?" > > "If game rules cannot be copyrighted, and if compatible supplements > require no permission, what is the point of an open source game book?" The first thing I would note is the use of the term "open source". Would it be possible to use the terms "free content" or "free content" instead, or perhaps both terms or some sort of amalgam (e.g. FOSS)? I would also note that it tends to focus on US law. It would be handy to include some notes on how US legal precedent in this area affects international law and whether it applies or not in other jurisdictions. Obviously, it's a bit much to ask you research all possible jurisdictions but it would be something useful to think about in future. However, my main point about the article is that it states quite a lot about copyright law quite resolutely. Can we be absolutely certain that the legal status of game rules mechanics will be interpreted identically in a court of law as is given in the essay? Whilst I'm left in doubt that game mechanics *should* be non-copyrightable, I'm not sure that this means that the US or other legal systems agree with me, or that there is sufficient legal precedent to state with confidence that this is true in all cases. For example: "Even there, though, there is still some controversy about the appropriateness of applying copyrights to computer instructions." While this may or may not be true, it would be handy to have references or sources here to back this up. What sort of controversy? Contradictory legal precedents? Conversely, you also state that: "Recipes, for example, cannot be copyrighted, and neither can game rules." When I think we can all agree there is at least some controversy, perhaps only put about by WotC and friends, that game rules are non-copyrightable. Perhaps the introduction would be better if written in a "we believe this, and here is why" way. "Because copyright has not been extended to cover âsystemsâ or game rules, there is less need of open source licenses for table-top games than there is for computer programs." I'm not exactly sure what you are saying in the above, but, again, it seems quite strong. Could there not be an equivalency from computer software/programs and game rule books to software algorithms (non-copyrightable) and abstract game mechanics? In other words, it is only the narrative expression of the abstract game mechanics that is copyrightable. In the same way you can copy algorithms from computer programs, you are free to copy game mechanics from game rule books, but you are disallowed from copying the actual text. If so, then there is as much need for open source licenses for table-top games as for computer programs. I think your argument still stands without stating that there is less need for free content license for RPGs. "The idea for a game is not protected by copyright. The same is true of the name or title given to the game and of the method or methods for playing it.... Copyright protection does not extend to any idea, system, method, device, or trademark material involved in the development, merchandising, or playing of a game. Once a game has been made public, nothing in the copyright law prevents others from developing another game based on similar principles."[1] I would also note that the US Copyright Office statement does not necessarily say the same thing as your following thesis: "...anyone can rewrite a new version of any game by taking its rules and rewording them..." Nothing in copyright law prevents you from developing game based on *similar* principles, but does it stop you developing a game based on the *same* principles? Copy right does not extend to any idea, system or method, but does a specific collection of systems or methods constitute a copyrightable expression? "While anyone can take any game and rewrite or reuse the rules however they wish..." I would note that this is not necessarily true: wouldn't rewriting the rules would be effectively creating a derivative work based on the original rules? Do you mean that anyone can take the abstract rules from a game and re-express them? Or do you mean we can copy the rules text, simply rewriting them to avoid copyright? "...a good open source license for gaming will protect the gamerâs right and ability to: acquire an easily editable file of the rules that is not tied to a proprietary format..." I would argue that the legal right to reverse engineer and thus support all formats, proprietary or not, that we currently enjoy means that licenses that do not require a proprietary format are not necessarily "bad" free content or open source licenses. For example, there is considerable opinion that the GPL is a "good" open source license but it does not require the source in a non-proprietary format. Some open source licenses, such as the BSD, do not even require source be provided. Also, should we be distinguishing between good and bad open source licenses? "Under United States law, compatible supplements are even less restricted by copyright than rules are. Anyone can make a supplement or add-on for any game. No permission is needed for this, because supplements are original works. They are neither copies of the game rulebook nor are they derivative works." Again, another strong claim but I'm not sure I see the evidence to back it up. This is also, by your own admission, not true in all cases: for example, if a supplement copies text from another rulebook then it clearly is a derivative work. "The ability of third parties to use copyrighted works and trademarks to create competitive products is one of the underlying purposes of copyright and trademark." Actually, I would argue the inability of third parties to copy (a use of a work) copyrighted works is on the of the underlying purposes of copyright law. Similarly, the purpose of trademark law is specifically to prevent others using trademarks that are considered unfairly competitive (i.e. pretending to be your competitor). "In the United States, competition in a free market is paramount. This means that neither the copyright monopoly nor trademark can undermine the free market in compatible products such as supplemental materials and adventures." Again, I'm not sure about this point: if you can copyright characters from books then surely you could argue here that the right to fair competition in a free market is secondary to the authors exclusive right to their characters: i.e. the right to compete with J.K. Rowlings to write better Harry Potter sequels. In other words, competition in a free market is not always paramount, strictly speaking, which would seem to destroy the rest of your point here. "Because the TMSS has the effect of regulating access to the Genesis III console, and because there is no indication in the record of any public or industry awareness of any feasible alternate method of gaining access to the Genesis III, we hold that Sega is primarily responsible for any resultant confusion. What the court was saying is that supplemental materials must be allowed." I'm not sure they said exactly that in the quote you give: the court ruled that using technical trademark tricks as above to restrict access to consoles is not allowed. I'm not sure you can make the logical leap from there to "supplemental materials must be allowed" without some other evidence. "Game supplements have not traditionally taken a section of the rules and improved or expanded that section." I'm not sure I agree with that: for example, many magic supplements do indeed expand or improve upon old rules, adding new spells, new optional rules, etc. The section on character copyright was particularly interesting and detailed. "Even though Sam Spade was the main character in the book, he did not âconstitute the story being toldâ, and thus the sequels that Dashiell Hammett wrote after selling the rights to The Maltese Falcon were not derivative works of that book." I think some explanation of the meaning of âconstitute the story being toldâ here would be helpful in understanding why Sam Spade's character could not be copyrighted. The phrase seems to appear from nowhere. I also note a lot of use of terms like "healthy free market". While I appreciate we all have different political leanings, attributing positive aspects like "healthy" to terms like "free market" is a little partisan. There is nothing wrong with that in general, but it would be nice to talk about these things in more sober, neutral terms or attribute claims of "health" etc to specific sources, purely to ensure that some readers do not feel side-lined. I would also note that the disclaimer should probably say a bit more about liability. There are plenty of IANAL disclaimers that give more coverage out there that you could copy here. It might be an idea to display it more prominently. Whilst I agree we shouldnât need to be lawyers just to write an essay on copyright, it always helps to be cautious. I would also note that the article could use some footnotes and more references so as to become a link farm so that people (like me :) can throw links at people when debating on-line. Overall, I would argue the emphasis of the essay should be changed a bit. I think it would be better to focus on the arguments about why game rules are not copyrightable, rather than focusing on why we don't need open source licenses in all cases. We'll always be able to rely on FOSS opponents to find plenty of reasons why not to use FOSS licenses, and I think readers will be more than capable of applying your reasoning about what is and isn't copyright about games to free content games as well. Kind regards... [1] http://www.copyright.gov/fls/fl108.html -- Ricardo Gladwell President, Free RPG Community http://www.freeroleplay.org/ president@xxxxxxxxxxxxxxxx