Beyond that, as you say, it'll never happen, because entities like Disney are not going to forego their ability to drum up demand by "vaulting" their properties.
Beyond that, as you say, it'll never happen, because entities like Disney are not going to forego their ability to drum up demand by "vaulting" their properties.
Because copyright laws (in the US at least) are (supposed to) provide to creators a limited time monopoly on their work in order to "To promote the Progress of Science and useful Arts".
Getting the right to squat on a piece of art that you claimed copyright over but not doing anything with is counter to that whole purpose of providing copyright in the first place.
> Secondly, that puts an unfair burden on creators. If I do a run of of my book, and it sells out, I don't think it becomes open season on duplicating it digitally, and I shouldn't have to always carry excess inventory just in case it's a hit.
This is a strawman interpretation. There is a lot of room between "I ran out of stock today" and "this game hasn't been on sale for 3 decades".
Another reason is that costs are far lower with digital distribution as is time to market.
That's why the notion of expiring copyright works out. I didn't suggest removing that. And sure, there's plenty of room in between there. What would call for, then? If there is any demand, the owner of the work needs to front the expense to fulfill it, otherwise lose the rights to the work? There are lots of ways for this to go wrong.
Anyway, copyright is already a mess, and it will only get worse over the next decade. It's worth talking about it.
This discussion started with the topic of video games, and this thread is about digitally distributed video games.
The upfront work needed to host an executable online is essentially zero, especially when there are platforms like HumbleBundle, GoG, and Steam which will do the hosting for you in exchange for a cut of sales.
not really
>> Make it apply not just to videogames, but books, movies, music, etc.
The pedantic point being that this started with video games and then was extended to other works. But fine let's talk about everything else too.
Everything on that list can be sold digitally.
Even physical works can, to a large degree, be made to order and drop shipped.
But again this is beside the point. These are the technicalities of how it would be implemented and beside the real point: if you have not been selling a copyrighted work for some length of time (between 1 minute and 3 decades) you should no longer have the right to that government granted monopoly since you are no longer using it for the reason it was given to you.
A side effect of this would be to encourage the creator or company to continue making it available.
> Secondly, that puts an unfair burden on creators. If I do a run of of my book, and it sells out, I don't think it becomes open season on duplicating it digitally, and I shouldn't have to always carry excess inventory just in case it's a hit.
That’s why I explicitly included a short time period to account for such hiccups. And, for example, if you’re talking about books then print on demand is certainly a way to satisfy the for sale criteria.
Nobody is asking for that. We only want it to become open season on duplicating it digitally if you choose not to do any further runs of it.
That's what the large conglomerates keep saying, although they haven't been able to produce any study proving that.
Since there's no proof of it, the loss of revenue is some urban legend.