Thats still a ridicolous amount of time to not save. I hit ctrl + s after every few lines of code I'd say. Its just an instinct thing. But I also find it hard to imagine coding and not testing it at any point (which would lead to saving) for that long.
Well, than in order for something like my idea of a fan-fic legalisation to happen, information about the difference is key. I wasn't even putting that much focus on the actual developers - like, I quess that its true that not even all CoD players know that there are two studios alternatively producing the next game. What I meant with that is more on the lines that its developers actually officially endored/licenced (I'm missing the proper english word here, sorry, I hope you still get it) by the IP holder - versus fan-made games which are, well, made by individual fans.
So I quess we can agree on that if it is possible to make a clear differenciation between what is fan-made and what is officially made, this would not be a problem? Since from what you wrote it appears that confusing a fan game for an official game is the main problem, not the fan-game itself (except point B) maybe).
Proved his point nicely there as there are actually three studios developing CoD at the moment. (Also all the other studios that help out for each release but three main ones)
In my ideal version of copyright laws (not fully fleshed out), things like Let's Plays would be protected, because they create more value than they destroy, on average. Making freeware versions of existing games without permission (before the much shortened copyright terms expire), on average, destroys more value than it creates. "value" here is both economic (for creators) and long-term benefits for consumers.
In my ideal version of copyright laws, some money from Let's Play videos would be funneled back to the copyright holders automatically in a system similar to the music industry. I just don't like the idea of other people being allowed to just record video from playing a game and profit off the game developer in that way, with very little creativity added in. It might create value: advertising, maybe a little customer support / tutorial-style value, etc., but I think it should also more directly provide value to the developer. I should add that the current habit of people turning to videos for everything: video game information, news, learning how to program!!!, makes me feel like a cranky old man. Books still exist, right?
I would suggest you watch different youtubers then. Because the good ones add a lot to the game. For the top channels the personality is the draw and the game is just a tool used along with everything else. (I'm not going against the rest of your post, just the creativity statement).
Formula D might be worth a look. Its a racing board game and its pretty good. I think this is how it works. You can change gears and each gear has an associated die. So the higher gear has higher numbers that you can move. But each corner has a zone you must stop in which means you have to try drop gears in order to not over roll the position.