On Saturday, May 29, 2004 8:52 PM woodelf wrote:
> At 12:21 +0200 4/12/04, Peter Brink wrote:
> >On Monday, April 12, 2004 6:07 AM woodelf wrote:
> >>  Have we ever actually definitively answered the question of what
> >>  constitutes "a work" for purposes of the WotC OGL? While it of
> >>  course makes more sense for it to be defined as you say, so that
> >>  aggregate works like magazines don't have to abide by the
license
> >>  restrictions /in toto/, is there any evidence of this in the
> >>  license itself? Or any evidence against it?
> >
> >Well, I guess "work" is defined differently in different
> >jurisdictions. A full proper definition would fill several pages of
> >text, so let me give you a few examples of what IMO constitutes a
> >work:
> >
> >    *   A role-playing game book
> >    *   A role-playing game rule description
> >    *   A spell
> >    *   A monster
> >
> >Basically anything which could be said to stand by it self is a
work.
> >A sub-rule of a game rule is not a work because it is dependant
upon
> >its "parent" for making sense.
>
> But who decides what is a "rule" vice a "subrule"? For that matter,
> who decides what "makes sense" on its own? If your definition were
> correct (that a work has to "make sense" standing on its own), i'd
> argue that a significant number of D20 System supplements don't
> qualify, and the OGC-only portions of them most certainly don't.

Rereading my comments on the definition of the notion of a "work" they
strike me as less than helpful. I recall that we were discussing the
scope of the license and since OGL does not in fact provide a
definition of what a "work" is, we were wondering what a work in the
OGL sense might be.

My comments were sadly lacking in clarity I think, partly due to the
fact that in countries belonging to the civil-code author's right
tradition (as compared to the common law copyright tradition), we make
a difference between a non-copyrightable product and a copyrightable
work. A work, in this sense, is a intellectual product - such as a
description of the rules of a game - which meets the requirements for
copyright protection, commonly called "the level of originality".

A work must be the result of an individual, independent and original
act of creation. A work must also in its execution express a certain
amount of individuality, independence and originality. That is, a
product which is the result of creative labour but shows no traces of
it, is not eligible for copyright protection. Finally, it must be
practically impossible for two persons, independent of each other, to
create the same work. This last criteria is also known as the
double-creation criteria and is used as an aid when investigation
whether a certain a product qualifies for protection (it cannot be
used in contrario however, a low possibility of double-creation is in
it self no proof of copyright protection).

But keep in mind that a work is not, at least not in civil-code
countries, a physical object - a book is not a work. A book is a
physical manifestation of a work, it's the outer form of work. A work
in a copyright sense is an abstract legal construction. What can be
protected by copyright law is the expression of an specific
interpretation of a set of abstract ideas. The ideas themself cannot
be protected, nor can the outer form. No one can copyright the way in
which a work may be shown, performed or copied, etc.

A side effect of this is that a work need not be fixed on any tangible
media, it can exist only in the mind of its originator. Normally of
course copyright protection only makes sense when a work *is* fixed on
a tangible media...

The "make sense" notion was an attempt (and not a very good one) of
explaining the not so simple concepts of originality and independence.
My line of thinking (as I recall it) was that a rule had a better
chance of being recognized as a work on its own than a sub-rule.

In general terms descriptions of game rules have a hard time getting
copyright protection because the are not particularly original,
independent and individual. Most game constructors are well informed
about other games and their rules, making it difficult to pass the
Independence test. Further, given the number of role-playing games
around (I read somewhere that there are more that 1400 of them around)
it is a great challenge to come up with something original these days,
which makes it difficult to pass the originality test. And finally,
game rules descriptions are primarily functional texts, they must
explain the methods used to play a game, which in turn tend to give
them a technical, manual like character - which makes it difficult to
pass the individuality test. Game rule descriptions tend to be
objective descriptions rather than subjective interpretations and
objective descriptions are not copyright protected.

There's also the risk of double-creation. Given that most role-playing
game constructors know of many other games; and that all role-playing
game rules are made up in roughly the same way; and that there are
plenty of games and game constructors; the risk of double-creation
must be considered to be significant.

There is in fact an example of this criteria being used to asses the
copyright of a game rule system. The Danish Supreme Court ruled in -92
that five pools systems should be denied copyright protection based on
the risk of double-creation. The line of reasoning that the Danish
Supreme Court uses in this case is clearly applicable to other types
of game systems as well.

The few legal cases that we have here in Scandinavia, that deals with
the rules of games, that I have been able to dig up - have not awarded
any copyright protection to descriptions of individual game rules,
only to the description of a whole game rules system.

To be honest, of the thirty or so role-playing games that I own, only
a few qualifies for copyright protection and D&D is not one of them -
quite frankly D&D belongs to those games which shows the least traces
of the required properties needed for copyright protection.


> And don't forget WotC's pronouncement that a book and its web
> enhancement are "one work" for purposes of the WotC OGL. Ditto two
> books shrink-wrapped together.  For whatever legal weight that has.

Well, if the book and the web page share the same inner form they are
the same work. Two different books shrink-wrapped together are two
works, not one.

< snip >
> Agreed. So two or more works, stand-alone in content, written by
> different authors, and in the same physical object, are distinct
> works,

Many works, by the same author, collected in a collective work (such
as a magazine or an encyclopedia) are distinct works too.

> but two works, stand-alone in content, written by different
> authors, and in two different objects/locations are the same work.

Eh? :) A typo I assume? Your example have two separate works. A novel
and a movie (closely) based on the novel are two manifestations of the
same work. An illustration based on a description in a novel is
normally a separate work, though.

> or, in short, we have contradictory pronouncements from WotC, and
the
> license itself doesn't give us a definition, so, no, i don't think
we
> actually know what a "work" is in the context of the WotC OGL.
> -- 

Well, since there is no definition, local copyright law must be used
to provide it.

/Peter


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