Re: [SWCollect] Shock

2001-11-04 Thread Alexander Zoller

 Yep.  It's still there: 
 http://www.mobygames.com/featured_article/feature,7/
 
 Will probably be there until the end of time.  :-)

Thanks, Jim.

/Alexander

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Re: [SWCollect] Shock

2001-11-03 Thread Lee K. Seitz

Hugh Falk boldly stated:

2)  It only took between 1 and 4 people to create a game in the early to mid
80's.

Back in the days of
Atari (2600), authors received no credit at all.

Well, it started out that way, anyway.  One of the primary reasons
Activision (the first third party 2600 game publisher) was founded was
so game creators could get credit for their games.

Of course, I should point out that the reason Atari and Mattel didn't
originally put creators names on games was because they were worried
about each other stealing their employees.  That's why the Mattel's
Intellivision programmers were only known as the Blue Sky Rangers.
(See www.intellivisionlives.com.)

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   Wanted:  Vintage Pac-M*n necktie
   (The asterisk is to keep from mucking up people's Usenet search
results.  Replace it with an a, if you didn't know.)

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Re: [SWCollect] Shock

2001-11-03 Thread Jim Leonard

Alexander Zoller wrote:
 
 Hey, it's greatly appreciated. You seem to know a lot more about this than I
 do. I think I was reading an article from you about this sometime ago, don't
 remember where. A MobyGames essay perhaps?

Yep.  It's still there: 
http://www.mobygames.com/featured_article/feature,7/

Will probably be there until the end of time.  :-)

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Re: [SWCollect] Shock

2001-11-03 Thread Jim Leonard

Hugh Falk wrote:
 
 Games don't have to cost that much.  When they do it's generally because

BTW, Ultima 9 didn't cost $30mil to make, it was more like $6mil (if you
don't count Garriott's salary; $8.5 mil if you do).  This is because it
had a development period of almost 3 years.  

Games with development periods of more than 18 months almost always fail
(Daikatana, etc.)  It is a rare exception when they succeed (Max Payne,
Black  White) and they usually do only because they have some element
of gameplay or premise (or both) that is either wildly original (Black 
White) or has near-flawless execution (Max Payne).

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Re: [SWCollect] Shock

2001-11-02 Thread Alexander Zoller

The following story shocked me as a collector, and most of all, as an
Ultima fan.

I wouldn't be too concerned. Peroxide contacted EA in a proper way, and
received absolutely no response. As by copyright statutes, the rights holder
has to enforce ownership of their intellectual property, or it will become
public domain. They cannot simply stomp on an unlicensed project after they
tolerated it for a long time. If the rights owner fails to respond to a
letter in which the project was brought to their attention, their unspoken
agreement can be assumed. They have to reply, or otherwise they are NOT
properly enforcing their claim of ownership. A legal statement published on,
say, their official website is not sufficient. TSR made that claim when
clashing with a German Baldur's Gate fanpage, and they lost.

As for the use of copyrighted material (which cannot become public domain),
this is loosely covered by Title 17, Section 107 of the US Code, the
so-called 'Fair Use' agreement:
http://liiwarwick.warwick.ac.uk/uscode/17/107.html.

/Alexander


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Re: [SWCollect] Shock

2001-11-02 Thread Pedro Quaresma


It wasn't the issue with Peroxyde that shocked me. It was the metaphor
about Toto (a dog) and Richard Garriott. He did make those games, and he
was a dedicated employee after all, I'd say he deserves at least a bit more
respect!

Pedro R. Quaresma
[EMAIL PROTECTED] / [EMAIL PROTECTED]
So long, and thanks for all the fish


   
 
   
 
   
 
   
 
   
 
   
 
   
 
  Alexander Zoller 
 
  [EMAIL PROTECTED]
 
   
 
   
 
  02/11/01 11:02   
 
   
 
  Solicita-se resposta a   
 
  swcollect  Para: [EMAIL PROTECTED]
 
  A/C: 
 
  Ref: 
 
  cc:  
 
Assunto: Re: [SWCollect] Shock 
 
   
 



The following story shocked me as a collector, and most of all, as an
Ultima fan.

I wouldn't be too concerned. Peroxide contacted EA in a proper way, and
received absolutely no response. As by copyright statutes, the rights
holder
has to enforce ownership of their intellectual property, or it will become
public domain. They cannot simply stomp on an unlicensed project after they
tolerated it for a long time. If the rights owner fails to respond to a
letter in which the project was brought to their attention, their unspoken
agreement can be assumed. They have to reply, or otherwise they are NOT
properly enforcing their claim of ownership. A legal statement published
on,
say, their official website is not sufficient. TSR made that claim when
clashing with a German Baldur's Gate fanpage, and they lost.

As for the use of copyrighted material (which cannot become public domain),
this is loosely covered by Title 17, Section 107 of the US Code, the
so-called 'Fair Use' agreement:
http://liiwarwick.warwick.ac.uk/uscode/17/107.html.

/Alexander


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http://www.salvador-caetano.pt
http://www.globalshop.pt




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RE: [SWCollect] Shock

2001-11-02 Thread Pedro Quaresma


comp.sys.ibm.pc.games.rpg newsgroup. The subject was Richard Garriott =
Toto, one of the messages had the link to the page... let's see if I can
find it...

OK, found it:

http://www.wired.com/news/business/0,1367,47624,00.html

Pedro R. Quaresma
[EMAIL PROTECTED] / [EMAIL PROTECTED]
So long, and thanks for all the fish


   
 
   
 
   
 
   
 
   
 
   
 
   
 
  Hugh Falk  
 
  [EMAIL PROTECTED]
 
   
 
   
 
  02/11/01 13:01   
 
   
 
  Solicita-se resposta a   
 
  swcollect  Para: [EMAIL PROTECTED]
 
  A/C: 
 
  Ref: 
 
  cc:  
 
Assunto: RE: [SWCollect] Shock 
 
   
 



That's a great (and horrible) quote.  Where did you see it?

Hugh

-Original Message-
From: Pedro Quaresma [mailto:[EMAIL PROTECTED]]
Sent: Friday, November 02, 2001 3:52 AM
To: [EMAIL PROTECTED]
Subject: [SWCollect] Shock



Hi everyone.
The following story shocked me as a collector, and most of all, as an
Ultima fan.

I had little to no consideration for Electronic Arts. Now I have even less,
if that's possible.

For those that do not know, Electronic Arts acquired Origin back in 1993 or
1994. Origin was a successful company, thanks to games like the Wing
Commander series, or the Ultima series. Richard Garriott, creator of the
Ultima series, was its founder and owner.

Anyway, early this year, Electronic Arts sacked Richard Garriott and most
of the Origin staff, keeping the rights to the Ultima names and games.
More recently, a group of danish programmers (Peroxyde) started creating a
3d remake of Ultima 1, to be distributed freely.

They have contacted Richard Garriott, he said it was fine by him, as long
as they wouldn't make money out of it.

Then they have contacted EA... this is what Jeff Brown, EA spokesman, said
about the subject:

EA owns the rights to Ultima and all of its characters, and in this case,
no permission was requested or granted. As for Richard Garriott's approval,
that's like getting permission from Toto to remake The Wizard of Oz.

If this guy worked for me, he'd get sacked the very same day. But hey, it's
EA...

Pedro R. Quaresma
[EMAIL PROTECTED] / [EMAIL PROTECTED]
So long, and thanks for all the fish




http://www.salvador-caetano.pt
http://www.globalshop.pt



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http

RE: [SWCollect] Shock

2001-11-02 Thread Hugh Falk

Great...thank you.

-Original Message-
From: Pedro Quaresma [mailto:[EMAIL PROTECTED]]
Sent: Friday, November 02, 2001 8:17 AM
To: [EMAIL PROTECTED]
Subject: RE: [SWCollect] Shock



comp.sys.ibm.pc.games.rpg newsgroup. The subject was Richard Garriott =
Toto, one of the messages had the link to the page... let's see if I can
find it...

OK, found it:

http://www.wired.com/news/business/0,1367,47624,00.html

Pedro R. Quaresma
[EMAIL PROTECTED] / [EMAIL PROTECTED]
So long, and thanks for all the fish









  Hugh Falk
  [EMAIL PROTECTED]


  02/11/01 13:01

  Solicita-se resposta a
  swcollect  Para: [EMAIL PROTECTED]
  A/C:
  Ref:
  cc:
Assunto: RE: [SWCollect] Shock




That's a great (and horrible) quote.  Where did you see it?

Hugh

-Original Message-
From: Pedro Quaresma [mailto:[EMAIL PROTECTED]]
Sent: Friday, November 02, 2001 3:52 AM
To: [EMAIL PROTECTED]
Subject: [SWCollect] Shock



Hi everyone.
The following story shocked me as a collector, and most of all, as an
Ultima fan.

I had little to no consideration for Electronic Arts. Now I have even less,
if that's possible.

For those that do not know, Electronic Arts acquired Origin back in 1993 or
1994. Origin was a successful company, thanks to games like the Wing
Commander series, or the Ultima series. Richard Garriott, creator of the
Ultima series, was its founder and owner.

Anyway, early this year, Electronic Arts sacked Richard Garriott and most
of the Origin staff, keeping the rights to the Ultima names and games.
More recently, a group of danish programmers (Peroxyde) started creating a
3d remake of Ultima 1, to be distributed freely.

They have contacted Richard Garriott, he said it was fine by him, as long
as they wouldn't make money out of it.

Then they have contacted EA... this is what Jeff Brown, EA spokesman, said
about the subject:

EA owns the rights to Ultima and all of its characters, and in this case,
no permission was requested or granted. As for Richard Garriott's approval,
that's like getting permission from Toto to remake The Wizard of Oz.

If this guy worked for me, he'd get sacked the very same day. But hey, it's
EA...

Pedro R. Quaresma
[EMAIL PROTECTED] / [EMAIL PROTECTED]
So long, and thanks for all the fish




http://www.salvador-caetano.pt
http://www.globalshop.pt



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http://www.globalshop.pt




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Re: [SWCollect] Shock

2001-11-02 Thread Jim Leonard

Pedro Quaresma wrote:
 
 Jim Leonard wrote:
 (Don't
 ask me about my role in creating Abandonware, that's a topic for another
 time)
 
 What's your role in creating Abandonware? :) Seriously, I'd really like to
 know.

Well, let me check the date...  Hasn't been 5 years, but what the hell:

In March of 1997, Peter Ringering started a small website with links to
about 10 other people who had websites with software up for download. 
He coined the term Abandonware because he thought it was okay to
distribute software that had been abandoned, and his website was an
unofficial webring.

I was one of those sites, but I had more software available on my site
than all of the other sites in the ring combined.  I also had decent
presentation, access to other materials (manuals, cover scans,
screenshots, etc.) and other elements that most abandonware sites today
take for granted.  I virus-scanned my files, I cracked them *properly*
(ie all video and sound options were available, even Tandy/PCjr, in
everything I released), my website was database-driven, etc.  I was
years ahead of everyone else in the ring, and set an example to the
other sites.

I also created the Abandonware Ring Mailing List, and created a search
engine that allowed you to locate any game by filename or title on any
of the ring websites (and the search engine did *not* require their
involvement, it indexed their sites automatically regardless of
format).  All of this solidified the Ring and kept the Abandonware
concept moving forward.  I proved that things like Rings and
content-specific search engines could work, so if you want to blame the
current state of Abandonware on me, go right ahead ;-)

By October of 1997, the IDSA sent me a cease and desist letter, which I
had to comply with or be faced with jail time.  So I shut down the
entire thing.  Shortly before I did, a couple of punk kids leeched my
entire site to start their own, so you can still see Trixter's
Abandonware Archive messages in files floating around out there.

In 1999, MobyGames surfaced, not by coincidence.  MobyGames started life
as a design document in early 1998 that illustrated the end-all be-all
#1 killer abandonware website -- but *without* the games.  No more jail
time for me, thank you very much.  MobyGames has grown from that
original design document, but as you can see a heavy AB flavor remains.

Today, I am against Abandonware.  Not against distributing old games,
but against the name Abandonware and the unofficial code of honor
that I used to delude myself with.  The entire presentation -- this
software has been 'abandoned' so it should be free! -- is just stupid. 
It's old warez, plain and simple!  Don't hide that fact, go nuts and
offer up everything for download!  What you're doing is illegal
regardless of how you want to sugercoat it, so why not just do whatever
you want?  Not offering up EA or Activision games?  Why the hell not? 
It's warez, go crazy!  Are you worried about going to jail or getting
sued?  Well, just because you disallow IDSA companies' games on your
website doesn't mean you can't get sued by the original copyright
holder.  It's a false sense of security, something we need even less of
thanks to the current state of terrorism.

I'm not against distributing old software, but I wish I could kill the
Abandonware monster I created.  I wish it were just out in the open,
oldwarez, no restrictions, no fooling anyone.  Out of the closet, if
you will.  I even hate the term Peter coined -- Abandonware sounds so
dorky.  Peter Ringering was a well-meaning individual, but he had
absolutely no knowledge of the warez scene (he was a 40-year-old
extremely devout Christian) and absolutely no legal knowledge whatsoever
to back up any flimsy claim of it's been 'abandoned' for 5 years so
it's okay to distribute.  If he weren't involved, I believe a better
scene, more underground and more fruitful, would have been created (the
movement for such a scene on #oldwarez and other venues had been in the
works since 1995).  Abandonware needs to die and oldwarez needs to
spring up in its place.  Just my $0.02.

Underdogs (www.theunderdogs.org) is the only AB website up currently
that I consider a massive improvement on what I originally offered in
1997.  I still have all my old files and code; I am half-tempted to
recreate my old AB site as a historical relic.
-- 
http://www.MobyGames.com/
The world's most comprehensive gaming database project.

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Re: [SWCollect] Shock

2001-11-02 Thread Alexander Zoller

The intellectual property owner has a very long period with which to
enforce their brand.

Interesting. So when does this period start? Once the product has been
brought to the attention of the rights owner, or once it has been made
available to the public?

I am not saying all this to be difficult, or even because I think it's
right.

Hey, it's greatly appreciated. You seem to know a lot more about this than I
do. I think I was reading an article from you about this sometime ago, don't
remember where. A MobyGames essay perhaps?

/Alexander


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Re: [SWCollect] Shock

2001-11-02 Thread AvatarTom
In a message dated 11/02/2001 6:19:09 AM Central Standard Time, [EMAIL PROTECTED] writes:


 Remember when
EA still used to present the makers of a game as ARTISTS? We've come a long
way.


Sarcasm of course, you mean we've fallen a long ways. Yes the Bard's Tale series, they would do a bit of a profile on the box/folder about the designers of the game. Guess the corporations are losing sight of who actually makes the money for them.

Tom


Re: [SWCollect] Shock

2001-11-02 Thread AvatarTom

In a message dated 11/02/2001 6:06:44 PM Central Standard Time, 
[EMAIL PROTECTED] writes:

 aising them to star status would only demoralize
 the dozens of other people that worked just as hard (if not harder) and had
 to be just as creative in order to make a game.
  

I suppose so but I enjoyed seeing stuff about the actual designer of the game 
in the old days, ie Faery Tale Adventure had some nice pics of the 
development team, they even dressed up. But you are correct, it is much 
different now, was told the reason they don't make RPGs like UIV,V anymore is 
it costs too much, 10 million and up to make that type of game (was actually 
told more like 30 mil but not sure that would be true) So now you get 3+ CDs 
with a bunch of graphic fluff,  IMHO :)

Tom

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