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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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n00b0dy

is a videogame considered Collective Work ?

2 posts in this topic

hello i would like to know if a video game is considered a derrivative or a collective work.

I am talking about a game that uses assets without modying them like images, 3d models, music.

If it is considered as a collective work, it would be legally allowed to use creative commons share alike and creative commons no derrivatives assets. If it is considered as a derrivatve then it wont be possible to use them.
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Looks like you don't understand the terms.


A collective work is a series of items. For example, a series of monthly newsletters is a collective work. A physical encyclopedia spanning multiple books is a collective work.

A derivative work is anything based on another work. For example, a film based on a book is a derivative book. A direct clone of another game is a derivative work. Chalk art depicting jumping Mario is a derivative work.



Being a collective work is completely unrelated to being a derivative work. It can be one or the other, both, or neither.


Very few games are collective works; works that need multiple pieces to be complete. Usually they are individual standalone games. Edited by frob
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I presume he means "Collection" as used by Creative Commons, as opposed to an "Adaption" - see [url="http://creativecommons.org/licenses/by-sa/3.0/legalcode"]http://creativecommo...a/3.0/legalcode[/url]

I believe the question is to do with using say an image for a game, where the image is licensed under something like CC BY SA. The image and any modification of that image must be released under a "same or similar license". The question is, does the game as a whole (including the exe) have to be released under a "same or similar license"? Is it an adaption (since the game should be viewed as a single work), or a collection (since the image is another file distributed in an archive)?

There doesn't seem to be an answer to this question that I've seen. If games are an adaption, then this causes a problem even for open source games - unfortunately CC BY-SA is a bit of a mess, in that for "similar" licence, the legal text refers to [url="http://creativecommons.org/compatiblelicenses"]http://creativecommo...patiblelicenses[/url] which then says that currently no other licences are approved! So the only option is to licence under CC BY-SA. But this would be incompatible with the GPL (since GPL can't be relicenced as CC BY-SA AFAIK). And it would also be a complete mess for the common Open Source convention of licencing game code and data separately.

The OP might also want to check out places like FreeGameDev and OpenGameArt for advice. Or indeed, asking Creative Commons themselves.

Also some points at [url="http://forum.creativecommons.org/topic/105"]http://forum.creativecommons.org/topic/105[/url] . Edited by mdwh
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