[cc-community] CC Licenses for Custom Gaming Content
Jon Phillips
jon at rejon.org
Sun Jan 29 19:27:57 EST 2006
On Thu, 2006-01-26 at 22:29 -0500, B.K. DeLong wrote:
> Hi all -
>
> Apologies for the crosspost. I searched the archives but didn't
> really come across what I was looking for.
>
> I've been involved, off and on, in a community that creates custom
> content for Bioware's Neverwinter Nights game[1]. A few years ago, I
> looked at the plausibility of CC licensing the content people created
> and encouraging them to do so. Then after discussing it with Bioware,
> I found out it essentially violated their EULA.
>
> Now, I think I see a loophole - CC licensing the raw MP3s for the
> soundtrack/sound effects/music, the JPGs used for cutscenes and model
> textures, and the textual content like dialog, backstory etc. The
> only issue we run into there is using Wizards of the Coast[2]
> copyrighted information and in some cases, details already covered
> under the d20 license[3].
>
> The one thing I am not sure about is the 3ds model plus JPG texture.
> How do we license that? Has anyone checked whether 3ds files can be
> cc licensed along with their JPG textures? Should we just license our
> 2d concept image JPGs of the 3d models?
>
> Advice appreciated.
>
> Thanks in advance.
>
> --
> B.K. DeLong
Hi, it seems like licensing your content as raw content prior to pushing
it into the game engine, where the game engines licenses' begin, is the
way to go.
I think we discussed this on the #cc chat channel.
I'm curious as to the resolution you have come up with.
Jon
--
Jon Phillips
San Francisco, CA
USA PH 510.499.0894
jon at rejon.org
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