• Ragincloo@lemmy.one
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    17 hours ago

    Idk about that, maybe indefinite copyrights would be but limited term is entirely fair. Like imagine you spend 5 years and $50M to develop something (random numbers here), then the next day someone just copies it and sells it cheaper since they had no overhead in copying your product. There’s no incentive to create if all it does is put you in debt, so we do need copyrights if we want things. However Pokemon came out in 96, that’s 28 years. There’s been very little innovation in their games since. And seeing as Digimon wasn’t sued it’s not about the monsters, it’s about the balls. But those balls haven’t changed in almost three decades so I don’t think the really have a case to complain

    • TheObviousSolution@lemm.ee
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      16 hours ago

      The problem is that IP laws eventually are lobbied by the big copyright holders into being excessively long. How long did Steamboat Willie really have to be copyrighted for, and has their release into the public domain really affected Disney?

      Eventually after you get back the money you invested, it’s just free money, and people like free money so much they pay lawyers and lobbyists that free money so that they can keep it coming.

    • Syrc@lemmy.world
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      16 hours ago

      However Pokemon came out in 96, that’s 28 years. There’s been very little innovation in their games since.

      First, not really, there’s been a LOT of innovation in Pokémon, as much as people want to deny it.

      And second, 28 years is really not that much. We’re not in the Disney realm of copyright-hogging, I think 50 years is a fair amount of time. The issue is that it’s often way too broad: it should protect only extremely blatant copies (i.e. the guy who literally rereleased Pokémon Yellow as a mobile game), not concepts or general mechanics. Palworld has a completely different gameplay from any Pokémon game so far, and (most of) the creatures are distinct enough. That should suffice to make it rightfully exist (maybe removing the 4/5 Pals that are absolute ripoffs, sure).

      • Petter1@lemm.ee
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        15 hours ago

        I think 50 is generally too much, but I think it should depend on categories, so that it is based upon the efforts put into an idea to create and how much it value (like in expected ROI).

        I fear, that is hard to define

        • TachyonTele@lemm.ee
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          8 hours ago

          As an artist 20-50 depending on context is where I’m hovering. It is very hard to define.

      • Teils13@lemmy.eco.br
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        14 hours ago

        50 years is already excessive, dude or dudette. The north american law originally gave 14 years, plus another 14 years if the creators actively sought after and were approved (most did not even ask, and approval was not guaranteed). This is comparable time to patents, which serve the exact same function, but without the absurd time scales (Imagine if Computers were still a private tech of IBM … those sweet mainframes the size of a room). 28 years, or lets put 30 years fixed at once, is more than sufficient time for making profit for the quasi totality of IPs that would make a profit (and creators can invest the money received to gain more, or have 30 years to think of something else). 30 years ago was 1994, think of everything the Star Wars prequels have sold, now remeber the 1st film was from 1999, would star wars prequels ventures really suffer if they started losing the IP from 2029 onwards ?

      • pjwestin@lemmy.world
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        15 hours ago

        I agree with you almost entirely, but if we’re being honest, there really hasn’t been a lot of innovation in their games since Gen 4, and that was almost 20 years ago. Once they figured out the physical/special split, nothing really changed in the major mechanics. They have a new gimmick mechanic every game, like Z-Moves or Dynamax, but they’re always dropped by the next game. I guess camping/picnics are evolving into a new feature, but that’s about it.

        • Syrc@lemmy.world
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          13 hours ago

          If we’re talking PvP, battling has constantly evolved through new abilities, even without gimmicks the way the game is played changed a lot through the years.

          In single player they also changed a lot of stuff since gen 4, although the positive changes were mostly in gen 5/6 and the later ones like wild areas and the switch to “””open world””” were… not as well received.

          • pjwestin@lemmy.world
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            7 hours ago

            Well, I think we’ll just have to agree to disagree. To me, most of the updates have been set dressing, not significant changes to the formula or gameplay. But I guess that’s a matter of opinion, not fact.

    • BaldManGoomba@lemmy.world
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      17 hours ago

      How about no. Let people create if your only incentive is money fuck you. If someone spent $50 million to develop something the labor has been paid. You will be first to the market and you can make money if your invention isn’t that unique oh well.

      • Womble@lemmy.world
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        16 hours ago

        Thats a great way to make companies spend 0 on r&d that has longterm benefits and instead focus on squeezing out every penny from current assets.

        • interdimensionalmeme@lemmy.ml
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          16 hours ago

          Want to make something, the people eho want it pay to make it happen, once it’s done and paid for, it belongs to everyone. I rather live in the star citizen dystopia than the Disney vampire dystopia.

          Making an unlimited reproducible resource artificially scarce for 160 years is really fucking evil parasiticism.

          • Womble@lemmy.world
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            4 hours ago

            I dont think anyone here thinks that the ridiculous terms on current IP laws make sense (at least I havent seen anyone defending them), but there is a big difference between a short term of 5-10 years for you to get the earned benefits of an innovation you created and zero protection where a larger more well funded company can swoop in copy your invention and bury you in marketing so they get the reward.