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Again, if they’ve covered their bases, they don’t need to distribute any game client, blizzard assets, or blizzard-owned IP, they only need to run their own server code, and distribute a patcher for the official client (which could optionally add any of their own assets). But there was never any option that allowed them to charge money to use blizzard IP.
Yeah, but that’s not cool. If you think about it harder, non-naive, you wouldn’t want to do any of this even at the point of realizing that you boost blizz/wow popularity for free, by doing a lot of hard work; you don’t even need to go deeper to the point of realizing you can’t build extended versions of wow this way legally, but this one is even worse.
So I take it you’re also not a fan of modding or fan art?
I’m fan of modding, but I wouldn’t want to waste my own time doing modding in cases like this. Outside of opensource projects, modding works well for old, effectively abandonware games, running on custom sourceports. Where almost everything is allowed and corpos don’t blatantly abuse peoples free work. I do mapping for Doom and Heretic. I play Minecraft mods occasionally but I wouldn’t want to waste my time doing Minecraft mods myself to support Microsoft Mojang mismanaging this game so bad. Theoretically Luanti could have been the solution, but it’s just damn bad because that particular kind of top-down approach to extensibility didn’t work well. Fan art is in much better place because it’s a mutual benefit: artists benefit from working with popular franchise because it draws attention to them.
Doesn’t that seem like a double standard? Mods that support “corpos” are a waste of time, but somehow fan art is mutually beneficial? But “mods” are literally “fan art”, the only difference is the word you’re using using. Fan art is limited in all the same ways Turtle WoW is and vice versa.
It’s very different, in multiple ways. Artists earn money from commissions, the main mechanic to get more commissions is to become more popular. Algorithms on main platforms work by association. It’s as simple as this:
And the whole copyright thing is way less of an issue in fan arts, I regularly see a lot of people freely taking money for doing commissions of popular characters like Hatsune Miku for example, or characters from popular animes.
Similarly, there are many popular games who started as a mod for another mainstream title, gained support, and pivoted to their own independent game.
But you recognize that is always illegal, right? The only reason it happens is because they’re too small and distributed for lawyers to go after every single one. But if one started gaining traction selling custom work featuring copyrighted IP, they should expect a lawsuit just like Turtle WoW. Mods are fan art, Turtle WoW is fan art, they just got popular enough that blizzard lawyers now care.
The only difference here is that, as I said before, technically if Turtle WoW did it right they would never have to distribute any blizzard assets, and never make money from blizzard IP. They could theoretically be completely independent from blizzard and still distribute the exact same content. Meanwhile fan art is always dependent on the IP it references. So ironically, all your criticisms of about work being dependent on the corpos always applies to fan art, but only maybe apply to Turtle WoW if they messed up.
The scale is not comparable at all. 100% of artists hugely benefit from fan arts, while maybe 0.01% of modders of popular games benefit from their mods.
This is basically what I’m saying:
Totally agree, but a dozen apples and a bushel of apples are both a bunch of apples. Scale doesn’t really change what I’m saying.
If I understand your point correctly, it’s not the profit from the fan art that the creator gets, it’s that the fan art drives profit of their original artwork, right? Because we both agree that profiting from someone else’ IP is illegal, right?
As well as any fan art itself, legally speaking, right?