John Walker recently wrote an editorial about copyright at his video game blog in which he had the temerity to suggest that maybe copyright should expire after perhaps twenty or thirty years instead of the status quo (which is life of author plus seventy years in the US). Steve Gaynor of the Fullbright Company wrote a response at Gamasutra . I disagree with Gaynor's take.
Gaynor didn't support a specific copyright term. Perhaps he favors the status quo? This is not made clear. The only notable, concrete claim made in support of copyright greater than 20-30 years is that artists and/or managers may use profit from past work to create new work. This is a positive and plausible byproduct of copyright law and enforcement, but I have two concerns:
1. I don't think copyright law should be concerned with how right holders dispense their profits (they can spend on employee wages, new development kit, old medical bills, fireworks, Ferraris, blow, etc).
2. I don't see how any specific copyright term (long or short) is supported by this reasoning or by anything else Gaynor said.
That second concern is, in a nutshell, my response to the article. To preemptively summarize: I see that Gaynor cares about this topic, but I fail to see meaningful links between his article and the proper term of copyright (whatever it may be). In lieu of more lengthy writing about arbitrary numbers alongside ambiguously-relevant PassionRhetoric©, have some studies (pdf):
The first study finds an optimal copyright term of 15 years with a 99% confidence interval up to 38. From the second:
I find everything in 4-7 agreeable.
I strongly disagree with the first clause, though not the veracity of the justifications (they seem irrelevant). Firstly, I don't think McCarthy was incapable of supporting himself in the interim (note that Gaynor only implies he couldn't). Secondly, if his publisher isn't a cabal of cretins, they too should be able to support their business on the merit of their representation, clientele and track record, all of which publishers managed to cultivate when copyright terms were markedly shorter.
I agree that they're different in the way Gaynor explicates; I wonder how Walker would have drawn an analogy at all were they not. I didn't find anything “patronizing" about Walker's comparison or simplification. I could read paras 4-7 of Gaynor's article as patronizing and banal, but I didn't; I just think he cares about the topic and tried to relate his position as best he could (ditto Walker).
Surely all non-shit folk like to support good work, arty or otherwise. As to the twenty years stuff: it assumes 1) Gaynor will have spent/lost all the money he made from Gone Home in those twenty years and 2) he'll be unable to make money from Gone Home post-expiration. The first may or may not come to pass, but the second is untrue. Copyright expiration wouldn't magically remove Gone Home from digital storefronts, and people could have trivially pirated his game the whole while.
Furthermore, as I indicated above, I'd think something was amiss with Gaynor as a developer and/or manager were he unable to support new projects in the interim. People who hit it big and then do nothing else (and/or produce a string of failures) have no inherent right to state support in new creative endeavors, especially not indirectly through the vagaries of the copyright system. They do have a right to seek unconventional funding or new occupations; indeed many artists have "real jobs", as they often define them (though I think they usually do both themselves and "real jobbers" a disservice with such language).
The rest of ¶11 is iteration on this untruth. The claim that copyright is not about the ideas is strange and incoherent. The game “Gone Home” literally is “the title, characters, setting, etc of Gone Home”. What else could it be? I don't think esoteric philosophical talk is necessary here; this strikes me as a patently fallacious non-distinction.
As to the Alice in Wonderland anecdote: Disney's ability to use “Alice in Wonderland” and all its characters has nothing to do with a fluffy non-division between “ideas” and “works” and everything to do with the fact that its copyright expired in 1907. If Carroll had written Alice's Adventures in Wonderland in the America of 1924 instead of the England of 1865, Disney's 2010 adaptation attempt would've been shitcanned (if they hadn't bought the rights).
This is a straightforward analogy but it doesn't render Gaynor's ad hoc division of ideas from work coherent, nor is it intelligibly pertinent to copyright (either de jure or de facto). The last two sentences highlight the strangeness of the work/idea split:
How would a copyright enforcement system allow the System Shock sequel of Gaynor's dreams while still protecting the original in any meaningful sense? Either Gaynor can make a spiritual successor (i.e. alter all the words and phrases of contention, use all-new assets, etc, and do more than simply clone the game) or he can do nothing.
Surely that's the point of copyright (that is to say, the proper point): it means one owns the thing itself in its entirety with naught but limited, explicit exceptions. If I want to make a movie out of a copyrighted Cormac McCarthy novel, for example, I must get license from McCarthy. I can't just crib all his names and ideas wholesale, call the result a “filmic pastiche” and expect to get away with it.
~ Jambe, February 6th, 2014 (contact me at jambeeno @ the gmail)
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