Linked by Thom Holwerda on Sun 4th Sep 2011 15:48 UTC
Legal "Secret U.S. government cables show a stunning willingness by senior Canadian officials to appease American demands (more here) for a U.S.-style copyright law here. The documents describe Canadian officials as encouraging American lobbying efforts. They also cite cabinet minister Maxime Bernier raising the possibility of showing U.S. officials a draft bill before tabling it in Parliament. The cables, from the U.S. Embassy in Ottawa, even have a policy director for then industry minister Tony Clement suggesting it might help U.S. demands for a tough copyright law if Canada were placed among the worst offenders on an international piracy watch list. Days later, the U.S. placed Canada alongside China and Russia on the list." Unbelievable. Suddenly I understand why the SFPD had no qualms about acting as henchmen for Apple goons to violate someone's constitutional rights. If a government is messed up, it only makes sense this is reflected in the corporate policies of its prime corporations.
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RE[4]: I am not a fan of the DMCA
by zima on Sun 11th Sep 2011 23:14 UTC in reply to "RE[3]: I am not a fan of the DMCA"
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The entities behind big budget films control the distribution channels through which they get most profits, they assure initial scarcity of high quality experience; it wouldn't make that much of a difference to them. Similar with TV shows.

Plus, the costs are often very superfluous ( & & ).
When watching "Monsters" ( ), already a cult classic, you probably wouldn't guess it cost less than 500k ...and it certainly isn't "akin to amatuer YouTube videos or whatever"[sic]. Yes, it does require talent - but isn't that what we want to promote?

Most of "well-known artists" music is crap, too; you remember the good examples best.
Heck, most of everything is crap, that's just the way it is.

We did get games of types other than Angry Birds or Tetris (hm, yes, the most popular game of all time...) from ~"non-copyright" environments (and we would certainly get something different, probably "more", if the whole world would be in that direction)

Roguelikes for example - when run with some of the graphical interfaces available, they essentially are Diablo ( "[The idea for Diablo] was modified over and over until it solidified when [Dave Brevik] was in college and got hooked on … Moria/Angband."; Rogue #6 in "Ten Greatest PC Game Ever" by PC World, 2009; (open via Internet Archive; link gets fubared by OSNews comment system) Salon about NetHack: "The best game ever", "one of the finest gaming experiences the computing world has to offer.")

Or MUDs - slap a GUI on top, get a MMORPG (with Crossfire multiplayer online RPG being an obvious intermediate stage). Generally, the whole phenomena of free to play MMOGs, which are offered as a service. Or "indy" / "academic" games of their era becoming the later mainstream, what pushes us forward (say, Netrek, with an impressive mileage already and "pioneered many technologies used in later games, and has been cited as prior art in patent disputes"); most of the big budget ones seemingly just among passing fads...

Most artists struggle as is anyway, so copyright world isn't very helpful to them in any event.
(and don't rewrite history; an explosion of artistic activity seems to have happened when the world became "smaller" and more urban over few short centuries; one is happening now, when the world becomes even smaller via the web; connection with gradual copyrights introduction in various countries - or, especially, rates of enforcement in a given place vs. its artistic output - doesn't seem so clear)

Edited 2011-09-11 23:18 UTC

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