My train analogy for FIRST Racing:
Back in 1990 a company made its first passenger train. It was the best
passenger train ever made and defined the design of trains for the future.
The engineers and designers were heralded as innovators.
A competitor surpassed it in 92 as new techniques and better tools were
available. Undaunted our heroes redefined the genre again in 93 and followed
it with their first goods train in 94. The goods train was bigger and
heavier than the passenger versions and even though many preferred passenger
trains the new technology in the new goods trains made many drivers make the
switch and whilst they waited for the new technology to be incorporated in
the passenger trains. This duly arrived a year later. Goods trains slowly
improved but the real innovation was the new passenger train of 98 which
again represented a major leap forward. Again the engineers and designers
were viewed as heroes.
Having created the greatest passenger train the company concentrated on
their goods trains. Other companies launched new passenger trains but
despite some successes the 98 passenger train was still regarded as the best
by many of the drivers. Whilst the goods trains have a large following many
drivers waited patiently for the next passenger train from the best
designers.
Years passed and it never arrived. The 98 trains were continually updated by
their owners such that it looked up to date, but it lacked the technology
being incorporated into the goods trains.
As more years passed greater modifications were made to the 98 train by the
customers to improve the technology rather than just the aesthetics.
Furthermore goods trains were being converted to passenger trains in an
effort to incorporate the new technology into passenger trains. Remarkably
the manufacturers made no updates to passenger trains, leaving the customer
base to modify the old trains and convert the goods trains as best they
could.
Fortunately for the manufacturers the continual improvements made by the
customers kept them as a household name, despite their lack of involvement
with passenger trains, such that when the company split up the key designers
were able to form a new company credible to the passenger train market.
The customers continue to modify and convert the old trains but are waiting
expectantly for the new generation passenger trains to fill the 7 year void.
At which point the old stock will finally head for the sheds.
Notable threadTrain analogies and FIRST-Racing's legal action over mods
Tony Rickard parodied Dave Kaemmer's train analogy about modders. The thread became a long debate between Steve Smith, Malc and others on whether mods help or hurt developers, and whether FIRST was right to restrict hacks of the NR2003 executable. Goy Larsen then posted FIRST-Racing's legal filing and press release against modders, and most posters criticised the move.
Automated summary.
Wake me up when its over. The sleeper car looks inviting.
"MrMox" wrote:
> Wake me up when its over. The sleeper car looks inviting.
LOL. The sleeper car mod - I could use that in my next epistle. Then again
maybe not :)
"Tony Rickard" <[email hidden]> wrote in message
news:tEiWd.28940$[email hidden]...
> My train analogy for FIRST Racing:
>
> The customers continue to modify and convert the old trains but arewaiting
> expectantly for the new generation passenger trains to fill the 7 yearvoid.
> At which point the old stock will finally head for the sheds.
Nothing wrong with what you wrote but you appear to miss the point. Money
makes a company work, good PR is a nice thing to have, but it won't put
bread on the table for long if people don't keep buying new trains. Why buy
a second, new train if you can get a free second train by just modifying the
original train?
Don't forget a real train can only be changed, if you change it the original
train is gone unless you change it back. You still only have one train. Mod
a sim & you have the mod, plus the original sim is still there if you are
interested in it.
For example on my HD I have at least 5 mods for F12K2 plus the original sim
but I only paid for one CD.
Malc.
Hey Tony
Where's your anorak, thermos & note book for the train numbers :)
Stick to GPL - BTW I'm still being thrashed at Combe by my son.
Chris
"Tony Rickard" <[email hidden]> wrote in message
news:tEiWd.28940$[email hidden]...
followed
> it with their first goods train in 94. The goods train was bigger and
> heavier than the passenger versions and even though many preferredpassenger
> trains the new technology in the new goods trains made many drivers makethe
best
> by many of the drivers. Whilst the goods trains have a large followingmany
> drivers waited patiently for the next passenger train from the best
> designers.
>
> Years passed and it never arrived. The 98 trains were continually updatedby
> their owners such that it looked up to date, but it lacked the technology
> being incorporated into the goods trains.
>
> As more years passed greater modifications were made to the 98 train bythe
> customers to improve the technology rather than just the aesthetics.
> Furthermore goods trains were being converted to passenger trains in an
> effort to incorporate the new technology into passenger trains. Remarkably
> the manufacturers made no updates to passenger trains, leaving thecustomer
> base to modify the old trains and convert the goods trains as best they
> could.
>
> Fortunately for the manufacturers the continual improvements made by the
> customers kept them as a household name, despite their lack of involvement
> with passenger trains, such that when the company split up the keydesigners
> were able to form a new company credible to the passenger train market.
>
> The customers continue to modify and convert the old trains but arewaiting
> expectantly for the new generation passenger trains to fill the 7 yearvoid.
> At which point the old stock will finally head for the sheds.
>
>
Quoted text (8 lines)
> My train analogy for FIRST Racing: > > Back in 1990 a company made its first passenger train. It was the best > passenger train ever made and defined the design of trains for the future. > The engineers and designers were heralded as innovators. > > A competitor surpassed it in 92 as new techniques and better tools were > available. Undaunted our heroes redefined the genre again in 93 andQuoted text (9 lines)
> switch and whilst they waited for the new technology to be incorporated in > the passenger trains. This duly arrived a year later. Goods trains slowly > improved but the real innovation was the new passenger train of 98 which > again represented a major leap forward. Again the engineers and designers > were viewed as heroes. > > Having created the greatest passenger train the company concentrated on > their goods trains. Other companies launched new passenger trains but > despite some successes the 98 passenger train was still regarded as the
"Chris Bradley" wrote:
> Hey Tony
> Where's your anorak, thermos & note book for the train numbers :)
> Stick to GPL - BTW I'm still being thrashed at Combe by my son.
> Chris
I just wanted to prove how nonsensical the analogies being used were. I
think I may have gone overboard this time even by my standards :)
Though in my (admittedly rather weak) defence I may have been indoctrinated
by my youngest playing Starlight Express repeatedly...
Kaemmer and I should clearly do our talking on the track and leave the
analogies to others.
BTW, Chris - have you tried the 65 mod yet?
Cheers
Tony
All you intellectual property buffs might wanna head on over to Catwoman:
Copycat, here:
http://www.bluetights.net/copycat/
These guys are not merely ripping off somebody else's whole shtick, they're
bragging about it. Talk abt. hacking the executable....
"Malc" <[email hidden]> wrote in message
news:422a46bf$0$565$[email hidden]...
buy
> a second, new train if you can get a free second train by just modifyingthe
> original train?
>
> Don't forget a real train can only be changed, if you change it theoriginal
> train is gone unless you change it back. You still only have one train.Mod
> a sim & you have the mod, plus the original sim is still there if you are
> interested in it.
>
> For example on my HD I have at least 5 mods for F12K2 plus the originalsim
> but I only paid for one CD.
>
> Malc.
>
>
Quoted text (13 lines)
> "Tony Rickard" <[email hidden]> wrote in message > news:tEiWd.28940$[email hidden]... > > My train analogy for FIRST Racing: > > > > The customers continue to modify and convert the old trains but are > waiting > > expectantly for the new generation passenger trains to fill the 7 year > void. > > At which point the old stock will finally head for the sheds. > > Nothing wrong with what you wrote but you appear to miss the point. Money > makes a company work, good PR is a nice thing to have, but it won't put > bread on the table for long if people don't keep buying new trains. Why"Steve Smith" <[email hidden]> wrote in
news:oNL_d.83931$[email hidden]:
> These guys are not merely ripping off somebody else's whole shtick,
> they're bragging about it. Talk abt. hacking the executable....
>
I only remember that Papyrus was ENCOURAGING mod groups when the 1.201
patch was released. THey were almost begging for modders to help stave off
EA's juggernaut. Now I know FIRST is NOT PAPYRUS legally, but they are
close enough in my mind that it feels like FIRST is going back on Papyrus'
promise.
dave henrie
"Steve Smith" <[email hidden]> wrote in message
news:oNL_d.83931$[email hidden]...
> All you intellectual property buffs might wanna head on over to Catwoman:
> Copycat, here:
>
> http://www.bluetights.net/copycat/
>
> These guys are not merely ripping off somebody else's whole shtick,they're
> bragging about it. Talk abt. hacking the executable....
Well I guess congratulations are in order Steve, you managed to find an
analogy even worse than Tonys.
Malc.
Money
are
Quoted text (13 lines)
> "Malc" <[email hidden]> wrote in message > news:422a46bf$0$565$[email hidden]... > > "Tony Rickard" <[email hidden]> wrote in message > > news:tEiWd.28940$[email hidden]... > > > My train analogy for FIRST Racing: > > > > > > The customers continue to modify and convert the old trains but are > > waiting > > > expectantly for the new generation passenger trains to fill the 7 year > > void. > > > At which point the old stock will finally head for the sheds. > > > > Nothing wrong with what you wrote but you appear to miss the point.Quoted text (12 lines)
> > makes a company work, good PR is a nice thing to have, but it won't put > > bread on the table for long if people don't keep buying new trains. Why > buy > > a second, new train if you can get a free second train by just modifying > the > > original train? > > > > Don't forget a real train can only be changed, if you change it the > original > > train is gone unless you change it back. You still only have one train. > Mod > > a sim & you have the mod, plus the original sim is still there if youQuoted text (11 lines)
> > interested in it. > > > > For example on my HD I have at least 5 mods for F12K2 plus the original > sim > > but I only paid for one CD. > > > > Malc. > > > > > >"Malc" wrote:
> > The customers continue to modify and convert the old trains but
> > are waiting expectantly for the new generation passenger trains
> > to fill the 7 year void.
> > At which point the old stock will finally head for the sheds.
> Nothing wrong with what you wrote
Well even I was bored when I got to read it :)
> but you appear to miss the point. Money
> makes a company work, good PR is a nice thing to have, but it won't put
> bread on the table for long if people don't keep buying new trains. Why
> buy a second, new train if you can get a free second train by just
> modifying the original train?
If there are new and better ones to buy they will be bought.
People don't spend money changing cars just because they are getting worn
out but because they believe the newer ones are better.
The loyalty and good PR bit just comes for free by an interest being
maintained in their products by the modders. Probably doesn't make much
difference to sales but is still a nice to have in case decent competitive
products came on the market.
Cheers
Tony
"Malc" wrote:
> Well I guess congratulations are in order Steve, you managed to find an
> analogy even worse than Tonys.
Thanks Malc :)
Kaemmer started all the train analogy stuff you know. I just did *too* good
a job in my efforts to show it was all nonsense!
It's not an analogy, it's case law.
"Malc" <[email hidden]> wrote in message
news:423bf27e$0$20513$[email hidden]...
> "Steve Smith" <[email hidden]> wrote in message
> news:oNL_d.83931$[email hidden]...
> > All you intellectual property buffs might wanna head on over toCatwoman:
year
> > > void.
> > > > At which point the old stock will finally head for the sheds.
> > >
> > > Nothing wrong with what you wrote but you appear to miss the point.
> Money
> > > makes a company work, good PR is a nice thing to have, but it won'tput
> > > bread on the table for long if people don't keep buying new trains.Why
> > buy
> > > a second, new train if you can get a free second train by justmodifying
> > the
> > > original train?
> > >
> > > Don't forget a real train can only be changed, if you change it the
> > original
> > > train is gone unless you change it back. You still only have onetrain.
> > Mod
> > > a sim & you have the mod, plus the original sim is still there if you
> are
> > > interested in it.
> > >
> > > For example on my HD I have at least 5 mods for F12K2 plus theoriginal
Quoted text (23 lines)
> > Copycat, here: > > > > http://www.bluetights.net/copycat/ > > > > These guys are not merely ripping off somebody else's whole shtick, > they're > > bragging about it. Talk abt. hacking the executable.... > > Well I guess congratulations are in order Steve, you managed to find an > analogy even worse than Tonys. > > Malc. > > > > "Malc" <[email hidden]> wrote in message > > news:422a46bf$0$565$[email hidden]... > > > "Tony Rickard" <[email hidden]> wrote in message > > > news:tEiWd.28940$[email hidden]... > > > > My train analogy for FIRST Racing: > > > > > > > > The customers continue to modify and convert the old trains but are > > > waiting > > > > expectantly for the new generation passenger trains to fill the 7Quoted text (10 lines)
> > sim > > > but I only paid for one CD. > > > > > > Malc. > > > > > > > > > > > >Going back to IndyCar Racing and the original NASCAR Racing, Papyrus worked
hard to discourage mods. I presented Kaemmer with evidence that the (wholly
unintentional) "modability" of Microsoft's Flight Simulator actually
encouraged that sim's growth. Eventually, Papyrus embraced the idea. But,
like SimBin, which started out as modders and now discourage it in GTR (they
shut down a promising BMW M3 expansion car and won't even permit mention of
3rd-party tracks on their forums), Papy's legal and spiritual successor,
F1RST, has joined the ranks of the Blue Meanies. They don't seem to have
learned anything from the mods of games like Half-Life and Battlefield,
which would prolly have ceased to exist w/o mods like Counter-Strike and
Galactic Conquest. It's been the salvation of racing sims in an era when
console games and ring-tones for cells almost wiped PC gaming off the face
of the earth. Even Unreal Tournament is on board, promoting modding with
contests like Make Something Unreal. Kaemmer may be Master of the Physics
Engine, but abt. what makes the gaming world go around, he ain't gotta clue.
"Dave Henrie" <[email hidden]> wrote in message
news:[email hidden]...
off
> EA's juggernaut. Now I know FIRST is NOT PAPYRUS legally, but they are
> close enough in my mind that it feels like FIRST is going back on Papyrus'
> promise.
>
> dave henrie
>
Quoted text (9 lines)
> "Steve Smith" <[email hidden]> wrote in > news:oNL_d.83931$[email hidden]: > > > These guys are not merely ripping off somebody else's whole shtick, > > they're bragging about it. Talk abt. hacking the executable.... > > > > I only remember that Papyrus was ENCOURAGING mod groups when the 1.201 > patch was released. THey were almost begging for modders to help stave"Tony Rickard" <[email hidden]> wrote in message
news:tPS_d.668$[email hidden]...
good
> a job in my efforts to show it was all nonsense!
I take it all back, Steve found an analogy even worse than DK's then.
Steve, This thread was started to offer an explanation of the thought
process behind sim designers allowing people to create what is essentially a
second complete sim that can double the value of their original sim - this
has the benefit of making the sim potentially appeal to a wider audience but
the downside that the need to buy new sims may be reduced.
It should be pretty clear to most that the intellectual rights belong to the
original design team & there is a gentlemen's agreement that it's broadly
okay to mod a sim even though usually the EULA will specifically prohibit
it. If the designer chooses not to look the other way the community can't
really do anything other than accept that.
If it ended up in court the designer would win every time, so I don't really
see how case law has anything to do with this situation. If the situation
reaches the point where case law history is required the modders have
already lost, and nobody likes a poor loser. Just accept and respect FIRST's
decision & aim to influence the genres they simulate rather than getting
hung up on the modding. There are plenty of other sims to mod.
Give FIRST a chance to actually produce something that you might like
straight out of the box before complaining that you can't alter it to suit
your needs.
Malc.
Quoted text (8 lines)
> "Malc" wrote: > > > Well I guess congratulations are in order Steve, you managed to find an > > analogy even worse than Tonys. > > Thanks Malc :) > > Kaemmer started all the train analogy stuff you know. I just did *too*I'm not objecting to what F1RST might or might not produce; I'm objecting to
their prior restraint of what others have produced. The rights you seem so
eager to protect here are not being violated. There is no commercial
intent. F1RST would have to prove that TR's mod (or BR's or C'One's or
anybody's) are hurting the sales of that which they undeniably own the
rights to, namely, NASCAR Racing 2003. But...N2003 isn't being sold (at
least not by F1RST), so they would have to prove that these mods would hurt
*future* sales of some as-yet-undefined F1RST product, which obviously
can't--or won't--be done.
I smell a rat when F1RST jumps in to not only protect their rights, but when
they also force TR to remove references to Sauber/Mercedes, Jaguar, Mazda
and Toyota. Is F1RST the agent, assign, counsel, heir, or party to any of
these manufacturers? No, they are, IMO, just throwing their weight around
to show they "mean business."
I know all about property rights. I introduced a property called the Swiss
Army Watch here in the U.S. I was contacted by the bullies, thugs, and
goons of Forschner, who distibuted the Swiss Army Knife in this country.
They told me, among other things, that I could not sell a watch with a red
dial (!) and that I could not claim that the watch was made in Switzerland
(which it was, in the hamlet of Porrentruy). This kind of intimidation is
standard in this business. I forced them to change their name to Swiss Army
*Brands* (their product had never been endorsed by the Swiss Army), but they
forced me out of business because I could not afford to defend my little
company against the onslaught of their mighty legal brigade. After I quit
the field, they gobbled up my idea and profited from it to the tune of
several million dollars a year. And still do.
If this mod dispute landed in court, F1RST would win in a walk, but not on
the merits of the case, but because Kaemmer's financial muscle (the owner of
the Red Sox) would crush the individual modders who ply their trade for the
love of the game. Too bad Mr. Kaemmer doesn't realize that the very people
he is stomping on here are the core of his future audience...that is, if he
ever gets a product out the door that these people might actually otherwise
want.
"Malc" <[email hidden]> wrote in message
news:423cd426$0$552$[email hidden]...
> "Tony Rickard" <[email hidden]> wrote in message
> news:tPS_d.668$[email hidden]...
> > "Malc" wrote:
> >
> > > Well I guess congratulations are in order Steve, you managed to findan
a
> second complete sim that can double the value of their original sim - this
> has the benefit of making the sim potentially appeal to a wider audiencebut
> the downside that the need to buy new sims may be reduced.
>
> It should be pretty clear to most that the intellectual rights belong tothe
> original design team & there is a gentlemen's agreement that it's broadly
> okay to mod a sim even though usually the EULA will specifically prohibit
> it. If the designer chooses not to look the other way the community can't
> really do anything other than accept that.
>
> If it ended up in court the designer would win every time, so I don'treally
> see how case law has anything to do with this situation. If the situation
> reaches the point where case law history is required the modders have
> already lost, and nobody likes a poor loser. Just accept and respectFIRST's
Quoted text (12 lines)
> > > analogy even worse than Tonys. > > > > Thanks Malc :) > > > > Kaemmer started all the train analogy stuff you know. I just did *too* > good > > a job in my efforts to show it was all nonsense! > > I take it all back, Steve found an analogy even worse than DK's then. > > Steve, This thread was started to offer an explanation of the thought > process behind sim designers allowing people to create what is essentiallyQuoted text (10 lines)
> decision & aim to influence the genres they simulate rather than getting > hung up on the modding. There are plenty of other sims to mod. > > Give FIRST a chance to actually produce something that you might like > straight out of the box before complaining that you can't alter it to suit > your needs. > > Malc. > >The majority of the mods you mention there, Steve, extend the current code
and do not alter the actual core code and that's where FIRST is drawing the
line. FIRST is only going after mods that alter the .exe. While I'm not
especially happy about it (I was looking forward to the 1970's mod and the
2005 update) FIRST not only is fully within their rights, I wouldn't be
surprised if they legally have to. I can't remember what flight sim it was
where some airline had a cow about people putting replicas of their
airplanes into it. Let's say one of of the car manufacturers that were in
the original GTP mod decided they didn't like their cars in the mod and went
after Redline over it. If FIRST did not do anything to prevent Redline's
original mod then I'm sure some lawyer out there could twist it that they,
too, were culpable.
"Steve Smith" <[email hidden]> wrote in message
news:Fn%_d.84081$[email hidden]...
Quoted text (44 lines)
> Going back to IndyCar Racing and the original NASCAR Racing, Papyrus > worked > hard to discourage mods. I presented Kaemmer with evidence that the > (wholly > unintentional) "modability" of Microsoft's Flight Simulator actually > encouraged that sim's growth. Eventually, Papyrus embraced the idea. > But, > like SimBin, which started out as modders and now discourage it in GTR > (they > shut down a promising BMW M3 expansion car and won't even permit mention > of > 3rd-party tracks on their forums), Papy's legal and spiritual successor, > F1RST, has joined the ranks of the Blue Meanies. They don't seem to have > learned anything from the mods of games like Half-Life and Battlefield, > which would prolly have ceased to exist w/o mods like Counter-Strike and > Galactic Conquest. It's been the salvation of racing sims in an era when > console games and ring-tones for cells almost wiped PC gaming off the face > of the earth. Even Unreal Tournament is on board, promoting modding with > contests like Make Something Unreal. Kaemmer may be Master of the Physics > Engine, but abt. what makes the gaming world go around, he ain't gotta > clue. > > "Dave Henrie" <[email hidden]> wrote in message > news:[email hidden]... >> "Steve Smith" <[email hidden]> wrote in >> news:oNL_d.83931$[email hidden]: >> >> > These guys are not merely ripping off somebody else's whole shtick, >> > they're bragging about it. Talk abt. hacking the executable.... >> > >> >> I only remember that Papyrus was ENCOURAGING mod groups when the >> 1.201 >> patch was released. THey were almost begging for modders to help stave > off >> EA's juggernaut. Now I know FIRST is NOT PAPYRUS legally, but they are >> close enough in my mind that it feels like FIRST is going back on >> Papyrus' >> promise. >> >> dave henrie >> > >"Steve Smith" <[email hidden]> wrote in
news:f46%d.101111$[email hidden]:
> I'm not objecting to what F1RST might or might not produce; I'm
FIRST. Not F1RST, which is a completely different bunch of guys.
Let's face it, FIRST don't give a toss whether mods improve sales of
NR2003, because I doubt they get anything from any sale of NR2003 in the
shops. They bought the rights, not the money it's already made.
Any talk about how Papyrus/Vivendi were happy for mods to come about has to
be taken in the context that it was FIRST, under the guise of PWF, that
engineered the situation to put CTS/TA/Busch code in the nr2003.exe, giving
the illusion that exe modding would be ok, because papy did it for people
anyway.
Then DK+PWF > FIRST.
A canny manouver, for sure.
cheers
John
"Steve Smith" wrote:
I agree. In reality the niche group who mod and play mods probably isn't
going to make a difference to John Henry's bottom line so embracing the
modders or eliminating them "just in case" doesn't really matter.
However, it doesn't feel like the developers playing nicely with their
greatest fans does it nor come across particularly well in demonstrating
Henry as an "avid participant in the auto racing simulation community"?
It seems a bit like a car manufacturer going after one of its enthusiast
owners clubs members for modifying their engines, a tiny percentage of
customers but hardly good PR.
Quite how the developer run "Federation of International Racing and
Sanctioning Trust" will work remains to be seen.
Quoted text (7 lines)
> If this mod dispute landed in court, F1RST would win in a walk, but not on > the merits of the case, but because Kaemmer's financial muscle (the owner > of the Red Sox) would crush the individual modders who ply their trade for > the love of the game. Too bad Mr. Kaemmer doesn't realize that the very > people he is stomping on here are the core of his future audience...that > is, if he ever gets a product out the door that these people might > actually otherwise want."Steve Smith" <[email hidden]> wrote in message
news:f46%d.101111$[email hidden]...
> If this mod dispute landed in court, F1RST would win in a walk, but not on
> the merits of the case, but because Kaemmer's financial muscle (the ownerof
> the Red Sox) would crush the individual modders who ply their trade forthe
> love of the game. Too bad Mr. Kaemmer doesn't realize that the verypeople
> he is stomping on here are the core of his future audience...that is, ifhe
> ever gets a product out the door that these people might actuallyotherwise
> want.
Too bad you don't realise that the sims are more important than the mods.
Sure the mods are important, but you can't mod something that doesn't exist,
and if the community puts the creators in a position where they are no
longer financially interested in creating the sims in the first place the
whole community loses out anyway. Don't bite the hand that feeds you.
If it's good enough we'll buy the sims anyway whether they can be modded or
not. There is a compromise as I stated earlier that the lack of mods may
restrict sales a little (I wouldn't have bought F1C or F12k2 were it not for
the mods, I only bought NR2k3 & NR4 to pay my Papy tax) but if restricting
the mods allows DK & buddies to secure a better financial footing &
therefore produce more sims then that benefits us all. Maybe in the future
'if we behave' we'll be given something that can be legitimately modded as a
reward, as we were with the extra code in NR2k3.
Some people may want mods for the sake of it but mostly what I think the
community wants are sims that model what they are interested in. Would you
rather have that sim made by DK or the modding community? Both can produce
great stuff but given the choice between buying a sim then modifying it to
suit my needs, or buying a sim that suits my needs in the first place I'll
go with the latter every time.
Malc.
> "Malc" <[email hidden]> wrote in message
> news:423cd426$0$552$[email hidden]...
> > Give FIRST a chance to actually produce something that you might like
> > straight out of the box before complaining that you can't alter it tosuit
> > your needs.
Anything's possible, as my 12-year-old sez. Yes, I tell him, but is it
probable?
If somebody tried to *sell* an American Airlines (or even Pan-Am) add-on a/c
for MSFS, they'd need a license (altho Nick Watts can paint a picture of a
Ferrari at Le Mans and sell prints for $250 each without Ferrari's
permission or paying Ferrari a royalty). But if somebody made an add-on and
gave it away, that's protected by the First Amendment. NASCAR can protect
their "likenesses and images" because, like the NFL, they operate within
stadiums and nobody ever reads the fine print on the ticket. But AA and
Pan-Am operate in the public arena. If you can paint a picture of their
airliners or put their name and descrip in a novel, you can also make a
model or render a virtual model - that all falls in the domain of fair use.
What you do in private is different from what you do in public.
"Narrow-casting" (semi-peivate distribution) of "art" is the gray area we're
talking about, and who'd win a suit would depend on who had the deeper
pockets.
"Michael Horton" <[email hidden]> wrote in message
news:8o9%d.76131$gJ3.25853@clgrps13...
> The majority of the mods you mention there, Steve, extend the current code
> and do not alter the actual core code and that's where FIRST is drawingthe
went
have
> > learned anything from the mods of games like Half-Life and Battlefield,
> > which would prolly have ceased to exist w/o mods like Counter-Strike and
> > Galactic Conquest. It's been the salvation of racing sims in an erawhen
> > console games and ring-tones for cells almost wiped PC gaming off theface
> > of the earth. Even Unreal Tournament is on board, promoting moddingwith
> > contests like Make Something Unreal. Kaemmer may be Master of thePhysics
Quoted text (7 lines)
> line. FIRST is only going after mods that alter the .exe. While I'm not > especially happy about it (I was looking forward to the 1970's mod and the > 2005 update) FIRST not only is fully within their rights, I wouldn't be > surprised if they legally have to. I can't remember what flight sim it was > where some airline had a cow about people putting replicas of their > airplanes into it. Let's say one of of the car manufacturers that were in > the original GTP mod decided they didn't like their cars in the mod andQuoted text (19 lines)
> after Redline over it. If FIRST did not do anything to prevent Redline's > original mod then I'm sure some lawyer out there could twist it that they, > too, were culpable. > > "Steve Smith" <[email hidden]> wrote in message > news:Fn%_d.84081$[email hidden]... > > Going back to IndyCar Racing and the original NASCAR Racing, Papyrus > > worked > > hard to discourage mods. I presented Kaemmer with evidence that the > > (wholly > > unintentional) "modability" of Microsoft's Flight Simulator actually > > encouraged that sim's growth. Eventually, Papyrus embraced the idea. > > But, > > like SimBin, which started out as modders and now discourage it in GTR > > (they > > shut down a promising BMW M3 expansion car and won't even permit mention > > of > > 3rd-party tracks on their forums), Papy's legal and spiritual successor, > > F1RST, has joined the ranks of the Blue Meanies. They don't seem toQuoted text (27 lines)
> > Engine, but abt. what makes the gaming world go around, he ain't gotta > > clue. > > > > "Dave Henrie" <[email hidden]> wrote in message > > news:[email hidden]... > >> "Steve Smith" <[email hidden]> wrote in > >> news:oNL_d.83931$[email hidden]: > >> > >> > These guys are not merely ripping off somebody else's whole shtick, > >> > they're bragging about it. Talk abt. hacking the executable.... > >> > > >> > >> I only remember that Papyrus was ENCOURAGING mod groups when the > >> 1.201 > >> patch was released. THey were almost begging for modders to help stave > > off > >> EA's juggernaut. Now I know FIRST is NOT PAPYRUS legally, but they are > >> close enough in my mind that it feels like FIRST is going back on > >> Papyrus' > >> promise. > >> > >> dave henrie > >> > > > > > >Yer right abt. FIRST (sorry), but wrong abt. PWF. Kaemmer had long since
left Papy when the ex-Papy peeps did their deed, and I don't think he was
associated with the Project (altho, like the similarly reclusive Howard
Hughes, his fingerprints are always deliberately smudged). Indeed, it may
have been because PWF let the (intellectual property) cat outta the bag that
he decided to shut down any repeat of the "leak."
"JM" <[email hidden]> wrote in message
news:[email hidden]...
to
> be taken in the context that it was FIRST, under the guise of PWF, that
> engineered the situation to put CTS/TA/Busch code in the nr2003.exe,giving
Quoted text (12 lines)
> "Steve Smith" <[email hidden]> wrote in > news:f46%d.101111$[email hidden]: > > > I'm not objecting to what F1RST might or might not produce; I'm > > > FIRST. Not F1RST, which is a completely different bunch of guys. > Let's face it, FIRST don't give a toss whether mods improve sales of > NR2003, because I doubt they get anything from any sale of NR2003 in the > shops. They bought the rights, not the money it's already made. > > Any talk about how Papyrus/Vivendi were happy for mods to come about hasQuoted text (10 lines)
> the illusion that exe modding would be ok, because papy did it for people > anyway. > > Then DK+PWF > FIRST. > > A canny manouver, for sure. > > cheers > John >Agreed. Corporate greed and myopia go hand in hand. A friend of mine makes
die-cast model cars. He wanted to make a 1:18 of the Lotus-Ford that ran at
Indy. He reasoned that since Ford had spent millions of dollars 40 years
ago for the p.r. (to influence peep's perception of Ford as a
performance-minded company), they'd be happy to have a reminder of their
glory days. But no, they gave him the run-around and finally told him it
would cost him $50,000 to put the Ford "bug" (logo) on the model. My friend
pointed out that the development cost of the model was around $100,000 and
he'd be lucky to sell a thousand of them (unlike 1:43 models, 1:18s don't
exactly fly off the shelves) to break even. He put the model on the market
without the Ford logo, thus diluting the impact of the millions that Ford
had already spent and gaining no additional impact. What would the $50K
have done to their bottom line? That's probably less than they would have
made selling a couple of extra Expeditions.
OTOH, I told Kaemmer years ago that instead of going to corporations, hat in
hand, and begging for their permission to use their products in games, that
he should go to them like a movie company and ask for money for "product
placement." Ford will pay movie producers up to $100,000 per vehicle to get
a Ford Expedition, say, in a film (even if it's irrelevant to the plot).
What exposure do they get out of this? Usually no more than one
"impression" (viewing) per customer. I used to work as a marketing
consultant. Marketeers pay per impression. Now take, say, Firestone. If
one of their billboards appears trackside in, say, NASCAR Racing, they reap
the benefit of THOUSANDS of impressions per viewer over the life of the
game. In any marketing research, this would be worth thousands to
Firestone, and they should be willing to pay the developer multiple
thousands of dollars for such free advertising. Nowadays, of course, this
is becoming the norm (and will only get more instrusive), but 20 years ago,
Papy's licensing manager threw me out of her office for suggesting such a
radical idea.
"Tony Rickard" <[email hidden]> wrote in message
news:EHb%d.1770$[email hidden]...
> "Steve Smith" wrote:
>
> > If this mod dispute landed in court, F1RST would win in a walk, but noton
> > the merits of the case, but because Kaemmer's financial muscle (theowner
> > of the Red Sox) would crush the individual modders who ply their tradefor
Quoted text (25 lines)
> > the love of the game. Too bad Mr. Kaemmer doesn't realize that the very > > people he is stomping on here are the core of his future audience...that > > is, if he ever gets a product out the door that these people might > > actually otherwise want. > > I agree. In reality the niche group who mod and play mods probably isn't > going to make a difference to John Henry's bottom line so embracing the > modders or eliminating them "just in case" doesn't really matter. > > However, it doesn't feel like the developers playing nicely with their > greatest fans does it nor come across particularly well in demonstrating > Henry as an "avid participant in the auto racing simulation community"? > > It seems a bit like a car manufacturer going after one of its enthusiast > owners clubs members for modifying their engines, a tiny percentage of > customers but hardly good PR. > > Quite how the developer run "Federation of International Racing and > Sanctioning Trust" will work remains to be seen. > > > > > >Tell that to Epic Games and Atari, the sponsors of the "Make Something
Unreal" contest, which put up a million dollars to encourage modders. They
prolly know better than either of us what the modding community is worth to
their bottom line. You might even say they're feeding the hand that bites
them (from FIRST's perspective).
"Malc" <[email hidden]> wrote in message
news:423d796b$0$531$[email hidden]...
> "Steve Smith" <[email hidden]> wrote in message
> news:f46%d.101111$[email hidden]...
>
> > If this mod dispute landed in court, F1RST would win in a walk, but noton
> > the merits of the case, but because Kaemmer's financial muscle (theowner
exist,
> and if the community puts the creators in a position where they are no
> longer financially interested in creating the sims in the first place the
> whole community loses out anyway. Don't bite the hand that feeds you.
>
> If it's good enough we'll buy the sims anyway whether they can be moddedor
> not. There is a compromise as I stated earlier that the lack of mods may
> restrict sales a little (I wouldn't have bought F1C or F12k2 were it notfor
> the mods, I only bought NR2k3 & NR4 to pay my Papy tax) but if restricting
> the mods allows DK & buddies to secure a better financial footing &
> therefore produce more sims then that benefits us all. Maybe in the future
> 'if we behave' we'll be given something that can be legitimately modded asa
Quoted text (13 lines)
> of > > the Red Sox) would crush the individual modders who ply their trade for > the > > love of the game. Too bad Mr. Kaemmer doesn't realize that the very > people > > he is stomping on here are the core of his future audience...that is, if > he > > ever gets a product out the door that these people might actually > otherwise > > want. > > Too bad you don't realise that the sims are more important than the mods. > Sure the mods are important, but you can't mod something that doesn'tQuoted text (22 lines)
> reward, as we were with the extra code in NR2k3. > > Some people may want mods for the sake of it but mostly what I think the > community wants are sims that model what they are interested in. Would you > rather have that sim made by DK or the modding community? Both can produce > great stuff but given the choice between buying a sim then modifying it to > suit my needs, or buying a sim that suits my needs in the first place I'll > go with the latter every time. > > Malc. > > > > > "Malc" <[email hidden]> wrote in message > > news:423cd426$0$552$[email hidden]... > > > > Give FIRST a chance to actually produce something that you might like > > > straight out of the box before complaining that you can't alter it to > suit > > > your needs. > >Steve Smith wrote:
but 20 years
> ago, Papy's licensing manager threw me out of her office for suggesting
> such a radical idea.
Was her name Anne-Marie?
Mitch
--
Remove "nospam." to reply.
SuSE 9.2 Pro KDE 3.3.2a
but 20 years
Was her name Anne-Marie?
Mitch
--
Remove "nospam." to reply.
SuSE 9.2 Pro KDE 3.3.2a
The only problem with this analogy is....what if you have a situation
where one brand is cleaning the clocks of all the other brands in real
life. E.g. the way Firestone was crushing Goodyears a few years back
when the two competed in CART. Let's say Goodyear pays a sim maker for
"product placement" in a CART sim but then everyone who plays the game
chooses Firestones because the Goodyears are accurately simulated as
being crap by comparison.
Product placement is a 'neutral' concept where the brand is in your
face. I seriously doubt that the company would be eager to pay for
"placement" where they were made to look bad because they were failing
in the real life competition as well.
Randy
Steve Smith wrote:
Quoted text (17 lines)
> OTOH, I told Kaemmer years ago that instead of going to corporations, > hat in hand, and begging for their permission to use their products > in games, that he should go to them like a movie company and ask for > money for "product placement." Ford will pay movie producers up to > $100,000 per vehicle to get a Ford Expedition, say, in a film (even > if it's irrelevant to the plot). What exposure do they get out of > this? Usually no more than one "impression" (viewing) per customer. > I used to work as a marketing consultant. Marketeers pay per > impression. Now take, say, Firestone. If one of their billboards > appears trackside in, say, NASCAR Racing, they reap the benefit of > THOUSANDS of impressions per viewer over the life of the game. In > any marketing research, this would be worth thousands to Firestone, > and they should be willing to pay the developer multiple thousands of > dollars for such free advertising. Nowadays, of course, this is > becoming the norm (and will only get more instrusive), but 20 years > ago, Papy's licensing manager threw me out of her office for > suggesting such a radical idea."Steve Smith" <[email hidden]> wrote in message
news:vDf%d.84178$[email hidden]...
> Tell that to Epic Games and Atari, the sponsors of the "Make Something
> Unreal" contest, which put up a million dollars to encourage modders.They
> prolly know better than either of us what the modding community is worthto
> their bottom line. You might even say they're feeding the hand that bites
> them (from FIRST's perspective).
If you bite the hand that feeds you, you are going against their wishes you
fool.
Malc.
> > > "Malc" <[email hidden]> wrote in message
> > > news:423cd426$0$552$[email hidden]...
> >
> > > > Give FIRST a chance to actually produce something that you mightlike
> > > > straight out of the box before complaining that you can't alter itto
> > suit
> > > > your needs.
As we like to say in marketing, Randy, "One hand washes the other."
"Randy Magruder" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (34 lines)
> The only problem with this analogy is....what if you have a situation > where one brand is cleaning the clocks of all the other brands in real > life. E.g. the way Firestone was crushing Goodyears a few years back > when the two competed in CART. Let's say Goodyear pays a sim maker for > "product placement" in a CART sim but then everyone who plays the game > chooses Firestones because the Goodyears are accurately simulated as > being crap by comparison. > > Product placement is a 'neutral' concept where the brand is in your > face. I seriously doubt that the company would be eager to pay for > "placement" where they were made to look bad because they were failing > in the real life competition as well. > > Randy > > Steve Smith wrote: > > > OTOH, I told Kaemmer years ago that instead of going to corporations, > > hat in hand, and begging for their permission to use their products > > in games, that he should go to them like a movie company and ask for > > money for "product placement." Ford will pay movie producers up to > > $100,000 per vehicle to get a Ford Expedition, say, in a film (even > > if it's irrelevant to the plot). What exposure do they get out of > > this? Usually no more than one "impression" (viewing) per customer. > > I used to work as a marketing consultant. Marketeers pay per > > impression. Now take, say, Firestone. If one of their billboards > > appears trackside in, say, NASCAR Racing, they reap the benefit of > > THOUSANDS of impressions per viewer over the life of the game. In > > any marketing research, this would be worth thousands to Firestone, > > and they should be willing to pay the developer multiple thousands of > > dollars for such free advertising. Nowadays, of course, this is > > becoming the norm (and will only get more instrusive), but 20 years > > ago, Papy's licensing manager threw me out of her office for > > suggesting such a radical idea.Must...re-read...sentence...sez...FEED...the...hand...that...BITES...you...n
ot...v.v.
"Malc" <[email hidden]> wrote in message
news:423dbd33$0$535$[email hidden]...
bites
> > them (from FIRST's perspective).
>
> If you bite the hand that feeds you, you are going against their wishesyou
Quoted text (8 lines)
> "Steve Smith" <[email hidden]> wrote in message > news:vDf%d.84178$[email hidden]... > > Tell that to Epic Games and Atari, the sponsors of the "Make Something > > Unreal" contest, which put up a million dollars to encourage modders. > They > > prolly know better than either of us what the modding community is worth > to > > their bottom line. You might even say they're feeding the hand thatQuoted text (18 lines)
> fool. > > Malc. > > > > > > > > "Malc" <[email hidden]> wrote in message > > > > news:423cd426$0$552$[email hidden]... > > > > > > > > Give FIRST a chance to actually produce something that you might > like > > > > > straight out of the box before complaining that you can't alter it > to > > > suit > > > > > your needs. > >Not to be churlish...if a game like IndyCar Racing featured a Chevy-powered
car that could crush all the Ford-powered cars, then Ford would be stupid to
buy into the deal, either as a licenser or literally by paying for product
placement. (But you're right, in The French Connection, the car that Gene
Hackman comandeers is truly brand-neutral, altho a huge case could be made
for the benefits to Ford...and, to a lesser degree, to Dodge...for the
Mustang that Steve McQueen drove in Bullit...and the Charger that the bad
guys drove.) Or if a game exists where you can only win on Michelins, then
Firestone and Goodyear shouldn't have any part of it. But since game
developers generally aim toward a level playing field ("play balance"),
that's not likely to be the case.
I also worked at car magazines (Road & Track, Car and Driver, Motor Trend)
and at ad agencies (for accounts like Mercedes, Porsche, Ford, Chevy, etc.).
The case was often made that agencies should only buy ads in magazines that
were likewise "brand-neutral," i.e., not biased for or against any given
manufacturer. But the opposite argument--that increased brand exposure can
counter bad reviews--also had its proponents. Once, when I announced in Car
and Driver that we would not be road-testing a Corvette because its build
quality was so poor, not only did the ad agency *not* cancel its
advertising, they reasoned that they should buy even more pages to counter
the negative impression that I had created. (And Zora Duntov loved the
comment; he used it as a club to beat up top GM brass with the argument that
he needed more money for quality control. And he got it; it's in his book.)
"Randy Magruder" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (34 lines)
> The only problem with this analogy is....what if you have a situation > where one brand is cleaning the clocks of all the other brands in real > life. E.g. the way Firestone was crushing Goodyears a few years back > when the two competed in CART. Let's say Goodyear pays a sim maker for > "product placement" in a CART sim but then everyone who plays the game > chooses Firestones because the Goodyears are accurately simulated as > being crap by comparison. > > Product placement is a 'neutral' concept where the brand is in your > face. I seriously doubt that the company would be eager to pay for > "placement" where they were made to look bad because they were failing > in the real life competition as well. > > Randy > > Steve Smith wrote: > > > OTOH, I told Kaemmer years ago that instead of going to corporations, > > hat in hand, and begging for their permission to use their products > > in games, that he should go to them like a movie company and ask for > > money for "product placement." Ford will pay movie producers up to > > $100,000 per vehicle to get a Ford Expedition, say, in a film (even > > if it's irrelevant to the plot). What exposure do they get out of > > this? Usually no more than one "impression" (viewing) per customer. > > I used to work as a marketing consultant. Marketeers pay per > > impression. Now take, say, Firestone. If one of their billboards > > appears trackside in, say, NASCAR Racing, they reap the benefit of > > THOUSANDS of impressions per viewer over the life of the game. In > > any marketing research, this would be worth thousands to Firestone, > > and they should be willing to pay the developer multiple thousands of > > dollars for such free advertising. Nowadays, of course, this is > > becoming the norm (and will only get more instrusive), but 20 years > > ago, Papy's licensing manager threw me out of her office for > > suggesting such a radical idea."Steve Smith" <[email hidden]> wrote in message
news:u_l%d.146015$[email hidden]...
>Must...re-read...sentence...sez...FEED...the...hand...that...BITES...you...n
> ot...v.v.
You really have no idea what I'm on about do you? If the modder put the dev
in the position where they struggle to find financial backing, no more sims
from that dev, simple.
So if the modders 'lose' and can't make mods we get sims & have to hope they
are what we want. If the modders 'win' this round the devs just move on (eg
to console games) & the communuty dies. Either way if the devs don't want
mods, there will be no mods.
If you bite the hand that feeds you, next time you might not get fed.
If the devs don't mind mods being made (or if they encourage them) then it
doesn't matter either way. If you bite the hand that feeds you and it
doesn't mind being bitten, it doesn't matter whether you bite it or not. (I
feel this is stretching the analogy somewhat, but it's still a damned sight
closer than some in this thread)
The flip side of this is that if the dev who doesn't want mods doesn't make
a popular sim he'll be in a less robust position, so what I'm saying is that
you (personally you Steve) need to be attempting to influence what sport the
sim actually simulates rather than worrying about the little stuff like how
mod-friendly the sim is.
Malc.
worth
it
Quoted text (8 lines)
> "Malc" <[email hidden]> wrote in message > news:423dbd33$0$535$[email hidden]... > > "Steve Smith" <[email hidden]> wrote in message > > news:vDf%d.84178$[email hidden]... > > > Tell that to Epic Games and Atari, the sponsors of the "Make Something > > > Unreal" contest, which put up a million dollars to encourage modders. > > They > > > prolly know better than either of us what the modding community isQuoted text (20 lines)
> > to > > > their bottom line. You might even say they're feeding the hand that > bites > > > them (from FIRST's perspective). > > > > If you bite the hand that feeds you, you are going against their wishes > you > > fool. > > > > Malc. > > > > > > > > > > > > > "Malc" <[email hidden]> wrote in message > > > > > news:423cd426$0$552$[email hidden]... > > > > > > > > > > Give FIRST a chance to actually produce something that you might > > like > > > > > > straight out of the box before complaining that you can't alterQuoted text (7 lines)
> > to > > > > suit > > > > > > your needs. > > > > > >If the mods make the game wildly popular then the devs will have a lot less
trouble finding fin backers that if they had put out a game that can't be
modded, or, worse, nobody *wants* to mod. Like Postal, which sold less than
GPL its first time out. Somehow, I don't think Kaemmer, with the squillions
he got from selling out to Sierra, and Henry, a trader who rides herd on a
$2 billion fund and who paid $700 million for the Red Sox, are going to have
to go to the vulture capitalists.
You're the one who doesn't seem to get it, Malc. Mods are not only not the
Anti-Christ, but are instead so good for business that they have been
embraced by the rest of the PC games community as a source of fresh blood,
new ideas, reams of fawning p.r., near-infinite good will, and future
loyalties. Otherwise, why would Atari be willing to spend ONE MILLION
DOLLARS to encourage them? Mods are one of the few reasons left to get into
PC games, as opposed to consoles, where the h/w and s/w are as rigid as a
control-freak like Herr Ing. hcF Kaemmer likes. I'd go so far as to say
that if it wasn't for mods, PC games would be in even more dire straits than
they already are.
What planet or century are you from exactly? Mod-friendliness isn't
"little." At one point, there were 30,000 players on several thousand
servers every night playing Counter-Strike, far outstripping the success of
the original game. Ghost Recon, a far better FPS, wasn't mod friendly (you
could make maps, uniforms and guns and that was about it), and it dribbled
away like Duke Nukem. Ghost Recon 2 for the PC, in the works since 2002
(the year after GR was released), was recently canceled for lack of
interest. All that remains are the console titles. That's where a lack of
mod-friendliness will get you.
--Tom Clancy
"Malc" <[email hidden]> wrote in message
news:423e0bfa$0$546$[email hidden]...
> "Steve Smith" <[email hidden]> wrote in message
> news:u_l%d.146015$[email hidden]...
> >
>Must...re-read...sentence...sez...FEED...the...hand...that...BITES...you...n
> > ot...v.v.
>
> You really have no idea what I'm on about do you? If the modder put thedev
> in the position where they struggle to find financial backing, no moresims
> from that dev, simple.
>
> So if the modders 'lose' and can't make mods we get sims & have to hopethey
> are what we want. If the modders 'win' this round the devs just move on(eg
(I
> feel this is stretching the analogy somewhat, but it's still a damnedsight
> closer than some in this thread)
>
> The flip side of this is that if the dev who doesn't want mods doesn'tmake
> a popular sim he'll be in a less robust position, so what I'm saying isthat
> you (personally you Steve) need to be attempting to influence what sportthe
> sim actually simulates rather than worrying about the little stuff likehow
Something
> > > > Unreal" contest, which put up a million dollars to encouragemodders.
wishes
might
> > > like
> > > > > > > straight out of the box before complaining that you can'talter
Quoted text (7 lines)
> to console games) & the communuty dies. Either way if the devs don't want > mods, there will be no mods. > If you bite the hand that feeds you, next time you might not get fed. > > If the devs don't mind mods being made (or if they encourage them) then it > doesn't matter either way. If you bite the hand that feeds you and it > doesn't mind being bitten, it doesn't matter whether you bite it or not.Quoted text (10 lines)
> mod-friendly the sim is. > > Malc. > > > > "Malc" <[email hidden]> wrote in message > > news:423dbd33$0$535$[email hidden]... > > > "Steve Smith" <[email hidden]> wrote in message > > > news:vDf%d.84178$[email hidden]... > > > > Tell that to Epic Games and Atari, the sponsors of the "MakeQuoted text (9 lines)
> > > They > > > > prolly know better than either of us what the modding community is > worth > > > to > > > > their bottom line. You might even say they're feeding the hand that > > bites > > > > them (from FIRST's perspective). > > > > > > If you bite the hand that feeds you, you are going against theirQuoted text (12 lines)
> > you > > > fool. > > > > > > Malc. > > > > > > > > > > > > > > > > > > "Malc" <[email hidden]> wrote in message > > > > > > news:423cd426$0$552$[email hidden]... > > > > > > > > > > > > Give FIRST a chance to actually produce something that youQuoted text (10 lines)
> it > > > to > > > > > suit > > > > > > > your needs. > > > > > > > > > > > >She was wearing a housecoat and slippers. I vividly remember what she said
to me (and won't repeat it here) but I don't remember if she had curlers in
her hair, and I vehemently disremember her name.
"Mitch_A" <[email hidden]> wrote in message
news:m2h%d.20476$[email hidden]...
Quoted text (12 lines)
> Steve Smith wrote: > > but 20 years > > ago, Papy's licensing manager threw me out of her office for suggesting > > such a radical idea. > > Was her name Anne-Marie? > > Mitch > -- > Remove "nospam." to reply. > SuSE 9.2 Pro KDE 3.3.2a"Steve Smith" <[email hidden]> wrote in message
news:7To%d.106523$[email hidden]...
> If the mods make the game wildly popular then the devs will have a lotless
> trouble finding fin backers that if they had put out a game that can't be
> modded, or, worse, nobody *wants* to mod. Like Postal, which sold lessthan
> GPL its first time out. Somehow, I don't think Kaemmer, with thesquillions
> he got from selling out to Sierra, and Henry, a trader who rides herd on a
> $2 billion fund and who paid $700 million for the Red Sox, are going tohave
> to go to the vulture capitalists.
We're talking about racing sims here, it's a specialist market. If you are a
dev & you want something that will be 'wildly popular' you make a good
arcade racer, not a sim.
Not only is it a specialist market, within that market there are a great
deal of different racing series, even if you generalise & use terms like
'single seaters', or 'rallying' or 'touring cars'. You obviously realise
that it's possible to make more than one type of racing sim from the same
base game engine, that's what the aftermarket mods do after all. The market
isn't big enough to support a specialist sim in an already specialist
market, and for EA it's solution is to make sims that out of the box appeal
to as wide an audience as possible (ie F1 mostly) but that can be modded so
people like me (who aren't interested in racing modern F1) might also buy
it. I'm not saying that doesn't work, nor am I saying it's a bad choice.
It's just a choice. And FIRST have made a different choice, which is
(hopefully) to focus on multiplayer.
> You're the one who doesn't seem to get it, Malc. Mods are not only notthe
> Anti-Christ, but are instead so good for business that they have been
> embraced by the rest of the PC games community as a source of fresh blood,
> new ideas, reams of fawning p.r., near-infinite good will, and future
> loyalties. Otherwise, why would Atari be willing to spend ONE MILLION
> DOLLARS to encourage them? Mods are one of the few reasons left to getinto
> PC games, as opposed to consoles, where the h/w and s/w are as rigid as a
> control-freak like Herr Ing. hcF Kaemmer likes. I'd go so far as to say
> that if it wasn't for mods, PC games would be in even more dire straitsthan
> they already are.
>
> What planet or century are you from exactly? Mod-friendliness isn't
> "little." At one point, there were 30,000 players on several thousand
> servers every night playing Counter-Strike, far outstripping the successof
> the original game. Ghost Recon, a far better FPS, wasn't mod friendly(you
> could make maps, uniforms and guns and that was about it), and it dribbled
> away like Duke Nukem. Ghost Recon 2 for the PC, in the works since 2002
> (the year after GR was released), was recently canceled for lack of
> interest. All that remains are the console titles. That's where a lackof
> mod-friendliness will get you.
Once again you plough in & miss the point Steve. I'm not against mods & I
understand & have written in this very thread about the benefits of modding.
What I am saying is that if the sim is what you want out of the box the fact
that it can't (or mustn't) be modded isn't a big deal. If the original game
/was/ Counter-Strike do you think it would have been as popular? Of course
it would because that was what people wanted to play, plus the gamers would
have paid for the original game (if they liked that too) /and/ CS. The only
people that benefit from CS being 'free' are the people who would only have
bought one CD anyway, so they are not a factor for the devs.
imo good online multiplayer requires a game or sim to be hard to mod so that
cheating is also hard. Picture a sliding scale with 'good online racing' at
one end, and 'adjustable physics' at the other. FIRST seem to have set their
priority towards the online end, EA is probably somewhere in the middle.
If your big selling point is the online code then it's mod-friendliness has
to take a back seat, and vice versa. Life is full of compromise and this
just looks like a way for FIRST to differentiate themselves from EA so they
aren't competing head-on. If FIRST compete directly with EA then the one
with more money wins (ie probably not FIRST) so FIRST aren't particularly
losing sales, but they will hopefully fill a gap in the market that
currently only lfs fills imo.
> --Tom Clancy
Tom Clancy writes plausable fiction Steve, you don't.
Malc.
Must...re-read...sentence...sez...FEED...the...hand...that...BITES...you...n
Quoted text (7 lines)
> "Malc" <[email hidden]> wrote in message > news:423e0bfa$0$546$[email hidden]... > > "Steve Smith" <[email hidden]> wrote in message > > news:u_l%d.146015$[email hidden]... > > > > > >Quoted text (17 lines)
> > > ot...v.v. > > > > You really have no idea what I'm on about do you? > > > > > > > "Malc" <[email hidden]> wrote in message > > > > > > > news:423cd426$0$552$[email hidden]... > > > > > > > > > > > > > > Give FIRST a chance to actually produce something that you > might > > > > like > > > > > > > > straight out of the box before complaining that you can't > alter > > it > > > > to > > > > > > suit > > > > > > > > your needs.
"Malc" <[email hidden]> wrote in message
news:423e39da$0$565$[email hidden]...
> "Steve Smith" <[email hidden]> wrote in message
> news:7To%d.106523$[email hidden]...
> > If the mods make the game wildly popular then the devs will have a lot
> less
> > trouble finding fin backers that if they had put out a game that can'tbe
> > modded, or, worse, nobody *wants* to mod. Like Postal, which sold less
> than
> > GPL its first time out. Somehow, I don't think Kaemmer, with the
> squillions
> > he got from selling out to Sierra, and Henry, a trader who rides herd ona
> > $2 billion fund and who paid $700 million for the Red Sox, are going to
> have
> > to go to the vulture capitalists.
>
> We're talking about racing sims here, it's a specialist market. If you area
market
> isn't big enough to support a specialist sim in an already specialist
> market, and for EA it's solution is to make sims that out of the boxappeal
> to as wide an audience as possible (ie F1 mostly) but that can be moddedso
blood,
> > new ideas, reams of fawning p.r., near-infinite good will, and future
> > loyalties. Otherwise, why would Atari be willing to spend ONE MILLION
> > DOLLARS to encourage them? Mods are one of the few reasons left to get
> into
> > PC games, as opposed to consoles, where the h/w and s/w are as rigid asa
dribbled
modding.
> What I am saying is that if the sim is what you want out of the box thefact
> that it can't (or mustn't) be modded isn't a big deal. If the originalgame
> /was/ Counter-Strike do you think it would have been as popular? Of course
> it would because that was what people wanted to play, plus the gamerswould
> have paid for the original game (if they liked that too) /and/ CS. Theonly
> people that benefit from CS being 'free' are the people who would onlyhave
> bought one CD anyway, so they are not a factor for the devs.
>
> imo good online multiplayer requires a game or sim to be hard to mod sothat
> cheating is also hard. Picture a sliding scale with 'good online racing'at
> one end, and 'adjustable physics' at the other. FIRST seem to have settheir
> priority towards the online end, EA is probably somewhere in the middle.
>
> If your big selling point is the online code then it's mod-friendlinesshas
> to take a back seat, and vice versa. Life is full of compromise and this
> just looks like a way for FIRST to differentiate themselves from EA sothey
Must...re-read...sentence...sez...FEED...the...hand...that...BITES...you...n
Gee Malc, maybe you and Steve need to take some of your own
advice..........here, let me refresh your memory........
"By & large RAS is one of the most friendly newsgroups I've seen, and I'd
like to help it stay that way. You will get a better response if you
think about your posts a bit more before clicking 'submit'. Maybe it
would help if you compare a newsgroup to a school playground. Act like a
fool & people will ignore you or call you a fool, be helpful & friendly
and people will be friendly & helpful back to you. It's really not all
that hard if you think about it ;-) "
Quoted text (8 lines)
> dev & you want something that will be 'wildly popular' you make a good > arcade racer, not a sim. > > Not only is it a specialist market, within that market there are a great > deal of different racing series, even if you generalise & use terms like > 'single seaters', or 'rallying' or 'touring cars'. You obviously realise > that it's possible to make more than one type of racing sim from the same > base game engine, that's what the aftermarket mods do after all. TheQuoted text (11 lines)
> people like me (who aren't interested in racing modern F1) might also buy > it. I'm not saying that doesn't work, nor am I saying it's a bad choice. > It's just a choice. And FIRST have made a different choice, which is > (hopefully) to focus on multiplayer. > > > > > You're the one who doesn't seem to get it, Malc. Mods are not only not > the > > Anti-Christ, but are instead so good for business that they have been > > embraced by the rest of the PC games community as a source of freshQuoted text (12 lines)
> > control-freak like Herr Ing. hcF Kaemmer likes. I'd go so far as to say > > that if it wasn't for mods, PC games would be in even more dire straits > than > > they already are. > > > > What planet or century are you from exactly? Mod-friendliness isn't > > "little." At one point, there were 30,000 players on several thousand > > servers every night playing Counter-Strike, far outstripping the success > of > > the original game. Ghost Recon, a far better FPS, wasn't mod friendly > (you > > could make maps, uniforms and guns and that was about it), and itQuoted text (8 lines)
> > away like Duke Nukem. Ghost Recon 2 for the PC, in the works since 2002 > > (the year after GR was released), was recently canceled for lack of > > interest. All that remains are the console titles. That's where a lack > of > > mod-friendliness will get you. > > Once again you plough in & miss the point Steve. I'm not against mods & I > understand & have written in this very thread about the benefits ofQuoted text (21 lines)
> aren't competing head-on. If FIRST compete directly with EA then the one > with more money wins (ie probably not FIRST) so FIRST aren't particularly > losing sales, but they will hopefully fill a gap in the market that > currently only lfs fills imo. > > > > --Tom Clancy > > Tom Clancy writes plausable fiction Steve, you don't. > > Malc. > > > > "Malc" <[email hidden]> wrote in message > > news:423e0bfa$0$546$[email hidden]... > > > "Steve Smith" <[email hidden]> wrote in message > > > news:u_l%d.146015$[email hidden]... > > > > > > > > > >Quoted text (18 lines)
> > > > ot...v.v. > > > > > > You really have no idea what I'm on about do you? > > > > > > > > > > "Malc" <[email hidden]> wrote in message > > > > > > > > news:423cd426$0$552$[email hidden]... > > > > > > > > > > > > > > > > Give FIRST a chance to actually produce something that you > > might > > > > > like > > > > > > > > > straight out of the box before complaining that you can't > > alter > > > it > > > > > to > > > > > > > suit > > > > > > > > > your needs. >Agree 100% Steve!
Bill Bollinger
www.gsxn.com
"Steve Smith" <[email hidden]> wrote in message
news:f46%d.101111$[email hidden]...
Quoted text (103 lines)
> I'm not objecting to what F1RST might or might not produce; I'm objecting > to > their prior restraint of what others have produced. The rights you seem > so > eager to protect here are not being violated. There is no commercial > intent. F1RST would have to prove that TR's mod (or BR's or C'One's or > anybody's) are hurting the sales of that which they undeniably own the > rights to, namely, NASCAR Racing 2003. But...N2003 isn't being sold (at > least not by F1RST), so they would have to prove that these mods would > hurt > *future* sales of some as-yet-undefined F1RST product, which obviously > can't--or won't--be done. > > I smell a rat when F1RST jumps in to not only protect their rights, but > when > they also force TR to remove references to Sauber/Mercedes, Jaguar, Mazda > and Toyota. Is F1RST the agent, assign, counsel, heir, or party to any of > these manufacturers? No, they are, IMO, just throwing their weight around > to show they "mean business." > > I know all about property rights. I introduced a property called the > Swiss > Army Watch here in the U.S. I was contacted by the bullies, thugs, and > goons of Forschner, who distibuted the Swiss Army Knife in this country. > They told me, among other things, that I could not sell a watch with a red > dial (!) and that I could not claim that the watch was made in Switzerland > (which it was, in the hamlet of Porrentruy). This kind of intimidation is > standard in this business. I forced them to change their name to Swiss > Army > *Brands* (their product had never been endorsed by the Swiss Army), but > they > forced me out of business because I could not afford to defend my little > company against the onslaught of their mighty legal brigade. After I quit > the field, they gobbled up my idea and profited from it to the tune of > several million dollars a year. And still do. > > If this mod dispute landed in court, F1RST would win in a walk, but not on > the merits of the case, but because Kaemmer's financial muscle (the owner > of > the Red Sox) would crush the individual modders who ply their trade for > the > love of the game. Too bad Mr. Kaemmer doesn't realize that the very > people > he is stomping on here are the core of his future audience...that is, if > he > ever gets a product out the door that these people might actually > otherwise > want. > > "Malc" <[email hidden]> wrote in message > news:423cd426$0$552$[email hidden]... >> "Tony Rickard" <[email hidden]> wrote in message >> news:tPS_d.668$[email hidden]... >> > "Malc" wrote: >> > >> > > Well I guess congratulations are in order Steve, you managed to find > an >> > > analogy even worse than Tonys. >> > >> > Thanks Malc :) >> > >> > Kaemmer started all the train analogy stuff you know. I just did *too* >> good >> > a job in my efforts to show it was all nonsense! >> >> I take it all back, Steve found an analogy even worse than DK's then. >> >> Steve, This thread was started to offer an explanation of the thought >> process behind sim designers allowing people to create what is >> essentially > a >> second complete sim that can double the value of their original sim - >> this >> has the benefit of making the sim potentially appeal to a wider audience > but >> the downside that the need to buy new sims may be reduced. >> >> It should be pretty clear to most that the intellectual rights belong to > the >> original design team & there is a gentlemen's agreement that it's broadly >> okay to mod a sim even though usually the EULA will specifically prohibit >> it. If the designer chooses not to look the other way the community can't >> really do anything other than accept that. >> >> If it ended up in court the designer would win every time, so I don't > really >> see how case law has anything to do with this situation. If the situation >> reaches the point where case law history is required the modders have >> already lost, and nobody likes a poor loser. Just accept and respect > FIRST's >> decision & aim to influence the genres they simulate rather than getting >> hung up on the modding. There are plenty of other sims to mod. >> >> Give FIRST a chance to actually produce something that you might like >> straight out of the box before complaining that you can't alter it to >> suit >> your needs. >> >> Malc. >> >> > >When I met the Papy PR people they were in no way impressive AT ALL. No
wonder these people couldn't think outside of the box.
I met the PR people at the NROS Finals in Daytona.
Bill Bollinger
"Steve Smith" <[email hidden]> wrote in message
news:wxf%d.84177$[email hidden]...
Quoted text (80 lines)
> Agreed. Corporate greed and myopia go hand in hand. A friend of mine > makes > die-cast model cars. He wanted to make a 1:18 of the Lotus-Ford that ran > at > Indy. He reasoned that since Ford had spent millions of dollars 40 years > ago for the p.r. (to influence peep's perception of Ford as a > performance-minded company), they'd be happy to have a reminder of their > glory days. But no, they gave him the run-around and finally told him it > would cost him $50,000 to put the Ford "bug" (logo) on the model. My > friend > pointed out that the development cost of the model was around $100,000 and > he'd be lucky to sell a thousand of them (unlike 1:43 models, 1:18s don't > exactly fly off the shelves) to break even. He put the model on the > market > without the Ford logo, thus diluting the impact of the millions that Ford > had already spent and gaining no additional impact. What would the $50K > have done to their bottom line? That's probably less than they would have > made selling a couple of extra Expeditions. > > OTOH, I told Kaemmer years ago that instead of going to corporations, hat > in > hand, and begging for their permission to use their products in games, > that > he should go to them like a movie company and ask for money for "product > placement." Ford will pay movie producers up to $100,000 per vehicle to > get > a Ford Expedition, say, in a film (even if it's irrelevant to the plot). > What exposure do they get out of this? Usually no more than one > "impression" (viewing) per customer. I used to work as a marketing > consultant. Marketeers pay per impression. Now take, say, Firestone. If > one of their billboards appears trackside in, say, NASCAR Racing, they > reap > the benefit of THOUSANDS of impressions per viewer over the life of the > game. In any marketing research, this would be worth thousands to > Firestone, and they should be willing to pay the developer multiple > thousands of dollars for such free advertising. Nowadays, of course, this > is becoming the norm (and will only get more instrusive), but 20 years > ago, > Papy's licensing manager threw me out of her office for suggesting such a > radical idea. > > "Tony Rickard" <[email hidden]> wrote in message > news:EHb%d.1770$[email hidden]... >> "Steve Smith" wrote: >> >> > If this mod dispute landed in court, F1RST would win in a walk, but not > on >> > the merits of the case, but because Kaemmer's financial muscle (the > owner >> > of the Red Sox) would crush the individual modders who ply their trade > for >> > the love of the game. Too bad Mr. Kaemmer doesn't realize that the >> > very >> > people he is stomping on here are the core of his future >> > audience...that >> > is, if he ever gets a product out the door that these people might >> > actually otherwise want. >> >> I agree. In reality the niche group who mod and play mods probably isn't >> going to make a difference to John Henry's bottom line so embracing the >> modders or eliminating them "just in case" doesn't really matter. >> >> However, it doesn't feel like the developers playing nicely with their >> greatest fans does it nor come across particularly well in demonstrating >> Henry as an "avid participant in the auto racing simulation community"? >> >> It seems a bit like a car manufacturer going after one of its enthusiast >> owners clubs members for modifying their engines, a tiny percentage of >> customers but hardly good PR. >> >> Quite how the developer run "Federation of International Racing and >> Sanctioning Trust" will work remains to be seen. >> >> >> >> >> >> > >Half-Life-2 and the mod-friendly Valve group now surpasses over 100,000
users 24/7.
Bill Bollinger
www.gsxn.com
"Steve Smith" <[email hidden]> wrote in message
news:7To%d.106523$[email hidden]...
Quoted text (133 lines)
> If the mods make the game wildly popular then the devs will have a lot > less > trouble finding fin backers that if they had put out a game that can't be > modded, or, worse, nobody *wants* to mod. Like Postal, which sold less > than > GPL its first time out. Somehow, I don't think Kaemmer, with the > squillions > he got from selling out to Sierra, and Henry, a trader who rides herd on a > $2 billion fund and who paid $700 million for the Red Sox, are going to > have > to go to the vulture capitalists. > > You're the one who doesn't seem to get it, Malc. Mods are not only not > the > Anti-Christ, but are instead so good for business that they have been > embraced by the rest of the PC games community as a source of fresh blood, > new ideas, reams of fawning p.r., near-infinite good will, and future > loyalties. Otherwise, why would Atari be willing to spend ONE MILLION > DOLLARS to encourage them? Mods are one of the few reasons left to get > into > PC games, as opposed to consoles, where the h/w and s/w are as rigid as a > control-freak like Herr Ing. hcF Kaemmer likes. I'd go so far as to say > that if it wasn't for mods, PC games would be in even more dire straits > than > they already are. > > What planet or century are you from exactly? Mod-friendliness isn't > "little." At one point, there were 30,000 players on several thousand > servers every night playing Counter-Strike, far outstripping the success > of > the original game. Ghost Recon, a far better FPS, wasn't mod friendly > (you > could make maps, uniforms and guns and that was about it), and it dribbled > away like Duke Nukem. Ghost Recon 2 for the PC, in the works since 2002 > (the year after GR was released), was recently canceled for lack of > interest. All that remains are the console titles. That's where a lack > of > mod-friendliness will get you. > > --Tom Clancy > > "Malc" <[email hidden]> wrote in message > news:423e0bfa$0$546$[email hidden]... >> "Steve Smith" <[email hidden]> wrote in message >> news:u_l%d.146015$[email hidden]... >> > >> > Must...re-read...sentence...sez...FEED...the...hand...that...BITES...you...n >> > ot...v.v. >> >> You really have no idea what I'm on about do you? If the modder put the > dev >> in the position where they struggle to find financial backing, no more > sims >> from that dev, simple. >> >> So if the modders 'lose' and can't make mods we get sims & have to hope > they >> are what we want. If the modders 'win' this round the devs just move on > (eg >> to console games) & the communuty dies. Either way if the devs don't want >> mods, there will be no mods. >> If you bite the hand that feeds you, next time you might not get fed. >> >> If the devs don't mind mods being made (or if they encourage them) then >> it >> doesn't matter either way. If you bite the hand that feeds you and it >> doesn't mind being bitten, it doesn't matter whether you bite it or not. > (I >> feel this is stretching the analogy somewhat, but it's still a damned > sight >> closer than some in this thread) >> >> The flip side of this is that if the dev who doesn't want mods doesn't > make >> a popular sim he'll be in a less robust position, so what I'm saying is > that >> you (personally you Steve) need to be attempting to influence what sport > the >> sim actually simulates rather than worrying about the little stuff like > how >> mod-friendly the sim is. >> >> Malc. >> >> >> > "Malc" <[email hidden]> wrote in message >> > news:423dbd33$0$535$[email hidden]... >> > > "Steve Smith" <[email hidden]> wrote in message >> > > news:vDf%d.84178$[email hidden]... >> > > > Tell that to Epic Games and Atari, the sponsors of the "Make > Something >> > > > Unreal" contest, which put up a million dollars to encourage > modders. >> > > They >> > > > prolly know better than either of us what the modding community is >> worth >> > > to >> > > > their bottom line. You might even say they're feeding the hand >> > > > that >> > bites >> > > > them (from FIRST's perspective). >> > > >> > > If you bite the hand that feeds you, you are going against their > wishes >> > you >> > > fool. >> > > >> > > Malc. >> > > >> > > >> > > >> > > >> > > > > > "Malc" <[email hidden]> wrote in message >> > > > > > news:423cd426$0$552$[email hidden]... >> > > > > >> > > > > > > Give FIRST a chance to actually produce something that you > might >> > > like >> > > > > > > straight out of the box before complaining that you can't > alter >> it >> > > to >> > > > > suit >> > > > > > > your needs. >> > > >> > > >> > >> > >> >> > >
"Michael Horton" <[email hidden]> wrote in message
news:8o9%d.76131$gJ3.25853@clgrps13...
Well, we could talk legalities 'til we're blue in the face but who
cares. So the exe is hacked a little effectively creating a new mod that has
all the weaknesses (Nascar setups, front tyre temp discrepancy, etc) as all
the other mods and a little night driving - big deal.
Another question - why didn't the Ferrari mod get all this attention? I
think the creation of VROC for the GTP mod and the fact that no NR2003 disc
was required for the initial release is what created all the fuss. The car
and exe issues are a load of utter shit imo.
Quoted text (13 lines)
> The majority of the mods you mention there, Steve, extend the current code > and do not alter the actual core code and that's where FIRST is drawing > the line. FIRST is only going after mods that alter the .exe. While I'm > not especially happy about it (I was looking forward to the 1970's mod and > the 2005 update) FIRST not only is fully within their rights, I wouldn't > be surprised if they legally have to. I can't remember what flight sim it > was where some airline had a cow about people putting replicas of their > airplanes into it. Let's say one of of the car manufacturers that were in > the original GTP mod decided they didn't like their cars in the mod and > went after Redline over it. If FIRST did not do anything to prevent > Redline's original mod then I'm sure some lawyer out there could twist it > that they, too, were culpable. >
"Steve Smith" <[email hidden]> wrote in message
news:Ref%d.84173$[email hidden]...
Which raises the issue - were Jaguar, Chrysler, Ford and Chevrolet paid
for the PWF mod? What about the TPTCC mod? And the trucks? Aerowars?
Cooky stuff!
Like you said, it's just muscle flexing for the sake of muscle flexing
as far as this car rights and exe hacking crap goes.
Quoted text (8 lines)
> Yer right abt. FIRST (sorry), but wrong abt. PWF. Kaemmer had long since > left Papy when the ex-Papy peeps did their deed, and I don't think he was > associated with the Project (altho, like the similarly reclusive Howard > Hughes, his fingerprints are always deliberately smudged). Indeed, it may > have been because PWF let the (intellectual property) cat outta the bag > that > he decided to shut down any repeat of the "leak." >
"Steve Smith" <[email hidden]> wrote in message
news:mTn%d.147150$[email hidden]...
Simple solution - none of the bastards get a penny! As has been said,
sometimes it is free good advertising, sometimes not - just as in the money
outlayed by manufacturers in the actual sport of motor racing - they should
get nothing!
The only say they should get is if they are portrayed in a bad light or
unrealistically represented then they could force a company to cease selling
such a product.
Quoted text (15 lines)
> Not to be churlish...if a game like IndyCar Racing featured a > Chevy-powered > car that could crush all the Ford-powered cars, then Ford would be stupid > to > buy into the deal, either as a licenser or literally by paying for product > placement. (But you're right, in The French Connection, the car that Gene > Hackman comandeers is truly brand-neutral, altho a huge case could be made > for the benefits to Ford...and, to a lesser degree, to Dodge...for the > Mustang that Steve McQueen drove in Bullit...and the Charger that the bad > guys drove.) Or if a game exists where you can only win on Michelins, > then > Firestone and Goodyear shouldn't have any part of it. But since game > developers generally aim toward a level playing field ("play balance"), > that's not likely to be the case. >
"Malc" <[email hidden]> wrote in message
news:423d796b$0$531$[email hidden]...
Complete crap. If FIRST are threatened by GTP then they are in trouble
alright because what they'd be offering would be no more than a mod as well!
As for biting hands that feed you, you have that exactly the wrong way
around.
Quoted text (8 lines)
> > Too bad you don't realise that the sims are more important than the mods. > Sure the mods are important, but you can't mod something that doesn't > exist, > and if the community puts the creators in a position where they are no > longer financially interested in creating the sims in the first place the > whole community loses out anyway. Don't bite the hand that feeds you. >
"Malc" <[email hidden]> wrote in message
news:423e0bfa$0$546$[email hidden]...
LOL. You are in serious danger of becoming negligible - utter dribble.
Now get a tissue and clean that up!
Let me try to paint a picture of how ridiculous this whole thing is.
In this corner we have DK - highly paid and needing to pay for the
rights for this and that and he is jealous of a bunch of blokes in the other
corner who are paid zero but need not pay for rights consequently.
If you can't see how pathetic that is then you're blind.
What DK ought to be worried about is what FIRST will need to do if
SimBin actually get around to puting the finishing touches on GTR because if
that happens then the least of his worries will be the GTP mod let me tell
you!
Quoted text (20 lines)
> "Steve Smith" <[email hidden]> wrote in message > news:u_l%d.146015$[email hidden]... >> > Must...re-read...sentence...sez...FEED...the...hand...that...BITES...you...n >> ot...v.v. > > You really have no idea what I'm on about do you? If the modder put the > dev > in the position where they struggle to find financial backing, no more > sims > from that dev, simple. > > So if the modders 'lose' and can't make mods we get sims & have to hope > they > are what we want. If the modders 'win' this round the devs just move on > (eg > to console games) & the communuty dies. Either way if the devs don't want > mods, there will be no mods. > If you bite the hand that feeds you, next time you might not get fed. >
"Malc" <[email hidden]> wrote in message
news:423e39da$0$565$[email hidden]...
So what about TPTCC, PWF, trucks, Aerowars,
Ferrari,..........................................?
Why just GTP?
I suppose FIRST should be really worried if I release an IRL mod based
on Indianapolis 500 - The Simulation? No doubt everyone would ignore the
fact that it was hopelessly outdated physics wise and just luuuuuuuuuuuve
those IRL skins?????
All that has happened here is that when Redline released GTP initially
no CD was required to install GTP or even play it online via the new VROC -
that's what got FIRST's attention. No doubt FIRST decided to go the whole
hog whilst they were at it. I wouldn't be surprised if DK wishes he could
take the rest of what he said back because it's hopelessly petty.
Moral to the story - when doing a mod don't make it so that people
without legit copies of the original game can use it. This might even be the
reason DK threw the other stuff at them as well - maybe he was pissed about
the way they did this?
Quoted text (17 lines)
> > Not only is it a specialist market, within that market there are a great > deal of different racing series, even if you generalise & use terms like > 'single seaters', or 'rallying' or 'touring cars'. You obviously realise > that it's possible to make more than one type of racing sim from the same > base game engine, that's what the aftermarket mods do after all. The > market > isn't big enough to support a specialist sim in an already specialist > market, and for EA it's solution is to make sims that out of the box > appeal > to as wide an audience as possible (ie F1 mostly) but that can be modded > so > people like me (who aren't interested in racing modern F1) might also buy > it. I'm not saying that doesn't work, nor am I saying it's a bad choice. > It's just a choice. And FIRST have made a different choice, which is > (hopefully) to focus on multiplayer. >Byron Forbes wrote:
>
This whole mess just took a very serious turn I guess...
http://www.first-racing.net/index.php?/First-Racing/legal/
Beers and cheers
(uncle) Goy
"goyl at nettx dot no"
http://www.theuspits.com
"A man is only as old as the woman he feels........"
--Groucho Marx--
Goy Larsen wrote:
Forgot this...
http://www.first-racing.net/index.php?/First-Racing/comments/for_immediate_release/
Beers and cheers
(uncle) Goy
"goyl at nettx dot no"
http://www.theuspits.com
"A man is only as old as the woman he feels........"
--Groucho Marx--
Quoted text (7 lines)
> > Byron Forbes wrote: > > > > This whole mess just took a very serious turn I guess... > > http://www.first-racing.net/index.php?/First-Racing/legal/
"Goy Larsen" <[email hidden]> wrote in message
news:[email hidden]...
Pretty sad stuff. It seems they can, so they have. ie it seems some
copyright stuff may have been breached so they have a "legal" right to do
this. The question is - should they? My answer is a huge NO!
I found it a little bit funny that DK reminds us over a half a dozen
times that he's so committed to making the best simulators on planet earth
yet here he is apparently threatened by a mod of a hack (the hack being
pta).
Petty.
Quoted text (13 lines)
> Goy Larsen wrote: >> >> Byron Forbes wrote: >> > >> >> This whole mess just took a very serious turn I guess... >> >> http://www.first-racing.net/index.php?/First-Racing/legal/ > > Forgot this... > > http://www.first-racing.net/index.php?/First-Racing/comments/for_immediate_release/ >
"Goy Larsen" wrote:
> This whole mess just took a very serious turn I guess...
>
> http://www.first-racing.net/index.php?/First-Racing/legal/
With all the money lawyers charge you'd think they would use a spell
checker. It takes some of the official edge off a legal document when they
can't spell defendant...
I am not sure most companies would want this stuff on their brand web site
but so be it, I guess they want to make a stand to the modders. I am sure it
goes without saying similar action will be taken against the internet
cracking outfits who simply duplicate their stuff and distribute it on the
Net?
Cheers
Tony
Note the train analogy has been dropped from FIRST's letter on their main
news page.
DK must have been fearful I'd do another one... :)
Cheers
Tony
Tony Rickard wrote:
>
> Note the train analogy has been dropped from FIRST's letter on their main
> news page.
>
> DK must have been fearful I'd do another one... :)
Either that or he was afraid the developers of Rail Road Tycoon would
sue him
Beers and cheers
(uncle) Goy
"goyl at nettx dot no"
http://www.theuspits.com
"A man is only as old as the woman he feels........"
--Groucho Marx--
"Goy Larsen" <[email hidden]> wrote in message
news:[email hidden]...
LOL.
Quoted text (10 lines)
> Tony Rickard wrote: >> >> Note the train analogy has been dropped from FIRST's letter on their main >> news page. >> >> DK must have been fearful I'd do another one... :) > > Either that or he was afraid the developers of Rail Road Tycoon would > sue him >>"Steve Smith" <[email hidden]> wrote
> "Narrow-casting" (semi-peivate distribution) of "art" is the gray area
> we're
> talking about, and who'd win a suit would depend on who had the deeper
> pockets.
Exactly. I often wrote about this here, that we have to remember that 99%
of all modifications third-party users have done probably have some form of
legal gray area. Just take car paints, how many of them have decals and
sponsors which they have not agreed to? All of them. Heck even putting the
standard Nascar decals near the door number, is in the gray area (that was,
after Papyrus stopped having their own paintkit with licensed decals). Same
for tracks with billboards, etc...
So if they start stopping mods, they also enter in the gray area where
themselves don't put the effort to block completely ALL possible legal
issues. That would be crazy, basically the software would be a simple
client where we couldn't alter anything, from sounds, tracks, graphical
add-ons, etc... as they would fear public distribution of such
modifications.
They should have went the Microsoft way with the FS series, and just made it
open in their first release back a decade ago. FS will stop being popular
in the future if they start blocking more and more distributions of
third-party add-ons (that where they built their market), so
Papyrus/F1RST/whatever should have had gone the same road with their racing
sim, nowadays we wouldn't fight for these issues as it would be the selling
point behind the simulator.
--
-- Fran�ois M�nard <ymenard>
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