Do we own any of the intellectual property for major settings we play games in? Or could we actually own most of it..?
I'm going to make a relatively long and mostly hypothetical argument, but I recommend following it if you have time - it could be quite literally game-changing. I'll use bold text to highlight key or useful passages in case it is too long.
I'm going to make a relatively long and mostly hypothetical argument, but I recommend following it if you have time - it could be quite literally game-changing. I'll use bold text to highlight key or useful passages in case it is too long.
I'm going to focus on Games Workshop and the tabletop wargame Warhammer 40,000, but this could be relevant whatever your most-loved, explored and developed IP. I'll be using the core example of GW's space marines all the way through, for consistency and general familiarity.
I will say before we go that I'm not a lawyer - not even a rules lawyer. This isn't legal advice, and before any of us gets carried away, it would seem worth looking deeper.
Here goes then.
Some of us have been playing 40K for nearly 25 years. The game may have influenced our thinking and become a central part of our lives. We could well have supported GW financially and spiritually, and given that support through thick and thin as their games and staff came and went. We may have been a heart and soul of the hobby as individuals and part of groups, clubs and local and international communities.
My own personal feeling is that our investment is potentially as valuable as GW's, and arguably far more so, especially since the firm became a public limited company and became answerable first and foremost to its shareholders, not all of its stakeholders.
But even after a huge quarter century of engagement, what actually belongs to us?
If I create my own chapter of space marines - convert the miniatures, paint them in my own colour scheme and write narrative for them - does the chapter belong to me?
Arguably, by converting a GW miniature the artist is creating a derivative work. GW's own website seemed to hint at this the last time I looked at the legal info. If so, then we're infringing GW copyright, right? Or wrong? Definitely pick me up on any misstep in the thinking. In theory then, the same would be true for a paintjob.
If so, the company seem willing to overlook it in the name of practicality, not to mention profit - if they clamped down, they could lose sales of parts and paints for a start.
Can you guess where I'm going with this?
Before we go there, let's stick with converting and painting. Could one of us make a living converting, painting and selling GW miniatures? Moot point maybe - many people seem to do this already. GW may not notice the smaller players, or turn a blind eye, but may even encourage the larger with a discount; after all, GW earn on the sales.
But what if the business grows? What if one firm's interpretation is so good that their version of a space marine becomes the new standard, that they change the market so that people look to them for the future direction of space marines? Tricky.
But here's the crunch: what if that company produced parts, art, literature or rules for those new marines? Acted as if marines really did belong to them? Many would likely expect GW to send a cease and desist letter, and follow it up in court if need be.
But again, if I create my own chapter, does that chapter belong to me?
It seems from the above reasoning that the answer is no, that I wouldn't own it any legal sense, and certainly wouldn't be allowed to try exercising ownership past a certain point. According to that reasoning, while it may seem fine to act as if I own it, in that for some time at least no one actually claims pops up to claim I don't, or actually sends out that cease and desist letter, the cease and desist could still come at any point.
But what if I'd poured love into the chapter for several years? What if I had dated documents or photographic evidence to prove it. Let's imagine, quite realistically, that I'd played dozens if not hundreds of games in that time, some in tournaments away from home, that I'd taken a high place in a painting competition and sculpted part of a chapter master model, had various images of the army printed, drawn battle scenes and written fan fiction and published it on a forum? What if a large proportion of the gaming community had seen or heard of my chapter and all the while GW said nothing?
Again, what if GW didn't actively stop me, or even make particularly clear in that time I couldn't do it? This would presumably be because the channels available are too broad, and the message could alienate the wider community, and eat into that profit. But still. Would that mean they hadn't actively enforced their copyright as regards my creative work? We do hear that activity helps the holder in a claim of infringement.
If so, would it weaken their claim? Make it more likely they couldn't pursue it successfully? At what point would we pass a point of no return? Could it be enough to win me ownership if the claim went to court? Could the chapter then belong to me?
Considered cautiously like this, to me as a non-lawyer the case does seem stronger.
But still, how much would I really own if so? Presumably I own the parts that are wholly original, my own new work, where these are not derivative of GW's work, making no substantial reference. If my chapter was a thousand monastic transhuman warriors, I'd guess all was well. If they had a father who was an emperor and a deity, it's not so far off Dune. If he was martyred in a fraticidal war ten millennia ago, the empire had fallen into decay and foes were at the gates, things might be getting perilous.
How much would the vital gene-seed be mine? What about the design of the marines? They're not necessarily space marines without the bulky armour, its pauldrons, the backpack and bolter. What about the names and visual elements that are trademarks?
My chapter couldn't exist as I know it without the core elements. Does that mean I'd share ownership of them? If not, how could I exercise the ownership of the parts that are my own work? If my own battle-worn chapter master Porkius was still just a generic GW-brand space marine, would I be prevented from doing anything more with him than I already had done? Could I write a novel in which he featured if I couldn't describe him in full, or commission an artist to draw him for the cover? Hire another, more capable sculptor to produce a far more polished tie-in miniature?
But wait. In that hypothetical history higher up, I did something similar. I wrote fan fiction. I drew my own sketches. I converted models and sculpted whole new armour sections for good old Porkius. The work was publicly acknowledged. GW quiet.
Would that make it mine by default?
What if we all had our own chapters? Or Ork Waaaghs! or Eldar craftworlds. Would we all own the related IP together? Could the hobby be one great shared space, under law? That would be impractical surely, especially if we all wanted to make a living developing them for gaming, sculpting our own minis and writing our own materials.
So would it all just be available to everyone, as a commons? Like common land, with a nominal owner, but multiple users, or maybe a generic trademark woven deeply into a culture? Because it seems to me we may be getting to that point. Have a look at this post up today at BoLS - some of us even tattoo protected symbols onto our bodies because the IP speaks to us so strongly. It can literally be part of who we are.
But if so, and we could own it, does GW recognise that? Could they be sitting on the knowledge that we have a potential resistance to any claim, hoping we don't realise it?
If the thinking in this post is correct, their lawyers would surely be good enough to see it too, wouldn't they? Who would make the next move? Could we test the waters, or do they? Is it theirs until we prove otherwise, or ours until they prove otherwise?
Whichever, if do we want to take ownership of our own efforts, it could make sense to start gathering evidence, even if only to demonstrate a lack of active enforcement.
Photographing everything, with a proof of date, the converting, sculpting and painting. Backing up the writing, drawing and posting. Maybe even recording avoidance of GW parts, paints and ideas, to demonstrate lack of association, creative independence.
And that's not even mentioning all the feedback GW must have received by letter and email, at Games Days and through Golden Demon entries, even via the retail chain.
Looking back, could a large part of the past 25 years have been our work?
If you have answers to any of these questions, I'd love to hear them.
_

4 responding:
Greating something that's part of somebody else's IP would be considered a derivative work, so yeah no copyright for you. But of course, that's legally.
In the broader sense, I think our "that's my idea!" obsessed culture has lost sight of the original purpose of copyrights. Is there any sense (except legal) that Superman does belong to the cultural fabric now, not to a corporation? This is true of any number of hallowed media creations that realistically should have long ago entered the public domain.
So I don't own the Adeptus Mechanicus?..
/snap
Darn... =P
Some interesting thoughts here...
White Metal Games
http://whitemetalgames.blogspot.com/
Has been making a living for a while now by creating conversions out of miniature parts and toys.. most often for figures that GW is a couple years behind releasing. (Like Nids that have rules, but no minis)
(I wonder if that factors in to diluting their IP too... creating a market for a model they haven't released)
We also have to keep in mind how much GW has borrowed from our culture... Eldar are just space elves... Orcs are pretty universal images, necrons are just Terminator robots, Nids are similar to Alien, Tau looks like robot anime / mechwarrior, imperials are just soldiers, and so on... Space Marines are pretty much GW's though. (maybe not if you start looking at medieval armour?) But considering the rest, in theory you could get away with creating your own designs by modifying enough to make them look dissimilar. Just don't name them the same... that's what got GW after.. oh who was that? Making the Warlock jetbike conversions..
As for your own chapter... well, paint may look different, but the models are the same.
I am very curious about the part where a company has to actively protect their IP. LOTS of people openly make a business using their imagery to convert / paint / build in addition to all the tattoos, artists, etc.
I'll respond in reverse order, to deal with the subjects in what seems a more natural sequence.
@ Dave G _ Nplusplus - That active protection is the key to this post, in the specific context of a hobby in which creation of derivative works seems tacitly encouraged. As Trey points out, there can't be much doubt about the base situation in the case of a derivative work. The issue is really how far that muddies the waters, and how much our own creative contribution is protected by law, where a part of that investment may be original creation. Another question being got at here is whether or not it's possible for a firm to claim that a body of text in a relatively hard-to-find place, through a small link at the base of a website say, can qualify as enforcement. Maybe it does, but that doesn't seem so different from the simple marking of copyrighted material. The producer you're thinking of is probably Chapterhouse. I'm not sure how that's going, but there's some relatively recent discussion here at Warseer. I would say that heavily involved gamers and designers everywhere are likely to be very interested in the outcome.
@ Lantz - The ad mech are a good case study, because they're so popular despite a general lack of official products and because that general lack means a large outlay of creative effort and interpretation is needed to build them up, a filling of the spaces left unmapped and further exploration. How much of the content of the AdMech FanDex is your work, not related directly to GW work, except by source of inspiration and your decision to put them in that labelled volume? I'm guessing a large amount, including increasingly recognisable names. You could even rewrite the GW IP out fairly easily and be left with something substantial. In that sense, as a provisional and amateur attempt to answer your question, I'd guess you could claim rightfully to own a lot of your ad mech - but who knows now how the situation might look legally? I asked a question here recently, as to whether anyone has ever statted up a non-GW faction using the 40K ruleset, which would mean it could be used in 40K, but without being built on GW IP. You're a step away from that. If enough players did that, what would happen? It seems it could turn the current model inside out. Questions, questions. It's hard to believe GW haven't considered all of this. If so, what did they decide? Could there be no clear answer?
@ Trey - Again, at base that interpretation of copyright seems right, but as you write, legally, and laws change by multiple means. My thinking is that copyright in general is a very useful tool, but that the duration can be too long. If it were only practical, the degree of success of a work could govern the duration of its protection, so a highly successful work that penetrates the culture would quickly become public domain. Given the increased means to lobby for extensions that a successful creator conceivably has, and the potential costs of litigation to small creators, the opposite may well be true at the moment. There's a good argument that we need access to a major work in order to express and critique ourselves, especially based on the suggestion in the comments and post of deep investment in a work, and the multi-directional nature of inspiration. Hallowed is an excellent word in this context. With the way infringement is becoming a growing issue, we may be on the verge of a schism in belief. Many already live as if in a reformed landscape.
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