Showing posts with label Free Culture. Show all posts
Showing posts with label Free Culture. Show all posts

Sunday, August 21, 2011

What is Free Culture?

What is free culture?
Free culture is a growing understanding among artists and audiences that people shouldn't have to ask permission to copy, share, and use each other's work; it is also a set of practices that make this philosophy work in the real world.

The opposite of "free culture" is "permission culture", which you probably don't need to have explained in detail because you're familiar with it already.  In the permission culture, if I write a book and you want to translate it, you have to get my permission first (or, more likely, the permission of my publisher).  Similarly, if I wrote a song and you want to use it in your movie, you have to go through a series of steps to get clear permission to do so.  Our laws are written such that permission culture is currently the default.

In free culture, you just translate the book, use the song, etc.  If I don't like the translation or the film, I'm free to say so, of course, but I wouldn't have any power to suppress or alter your works.  Of course, free culture goes both ways: I'm also free to put out a modified copy of your movie using a different song, recommend someone else's translation that I think is better, etc.  These are idealized examples, for the sake of illustration, but they give the general idea: freedom takes precedence over commercial monopolies.

There is plenty of free culture out there already.  In the past all culture was free culture; in today's legal environment, the way people create free culture is to put their work out under a free license -- a special copyright license that explicitly allows most of the activities that standard copyrights prohibit.  Free culture means you can perform it, record it, distribute it, use it in your own works, and anything else.  It does not mean you can claim credit for things you didn't do; that would just be fraud or plagiarism (fortunately, it turns out that allowing works to spread freely is the best way to prevent plagiarism anyway).

Free culture artists make money too.  Mostly they do so in the same ways artists always have: direct audience support, commissions, patronage, government and academic support, etc.  (Copyright-controlled distribution has never been a major source of funding for art, and wasn't designed to be.)  Free culture artists make a point of working with their audiences instead of against them.  They inhabit the Internet as natives, instead of stumbling around in awkward space-suits made of contracts and copyrights and permission forms whose real purpose is to cause enough friction that a corporation has to be paid off to reduce it.

Distilled into a few basic principles, free culture means:
  • Artists can use each others' work without asking permission.  If you're not already convinced that freedom is valuable in itself, read this.  Or this.  Or this.
  • People can receive and transmit art by whatever physical means are available to them.  We've got an Internet -- let's not be afraid to use it.
  • The distinction between audience and artist is fluid, and should remain so because culture is participatory.  Free culture means anyone can engage with art and other works of the mind, however they want, without hiring a lawyer first.
  • Artists are paid for what they do, not for what other people do.  Artists should be paid up front for the work they do.  But charging again for music every time a copy is exchanged, for example, is silly.  The musicians didn't do extra work to make more copies, and the copies are transactions between third parties.  In the long run, making it harder to share art hurts artists as much as audiences.
  • Monopolies hurt everyone except the monopolist. Permission cultures tend to concentrate control in the hands of people who specialize in accumulating control, without doing much to help artists.  There's nothing wrong with running a business that deals with art and artists, of course; the problem isn't middlemen, it's monopolies.
One common argument you'll hear against free culture is that "it should be the artist's choice" -- that if an artist chooses to put their work out under a free license, that's fine, but they shouldn't be required to do so.  However, this argument is not as clear cut as it first seems.  When an artist (or, let's be realistic, a corporation) is given the power to restrict what other people can do with their own copies of things, that takes away everyone else's choice.  When two "choices" oppose each other, we cannot resolve the issue by appealing to choice itself as a value -- we have to actually look at which choice is better.  Free culture's answer is that freedom should take precedence; that since no one forces an artist to release their work, once they do release it, it should really be free to spread.  Remember, this isn't about credit: of course artists should be properly credited for their work.  But that's very different from controlling who can see and use the work.

These issues simmered until the Internet came along, and then they really started to boil.  Copying became physically so cheap as to be almost costless, and yet the laws against copying only got tighter and tighter, as a frightened industry lobbied for longer copyright terms and more restrictions.  This is the dynamic that has given rise to the free culture movement.

(By the way, it was that industry who invented copyright in the first place -- in the late 1600s and early 1700s, printers devised it as a replacement for an expiring censorship-based monopoly system.  I can't emphasize that enough: a system designed by business for business is not going to put artists' interests first, and that's why it never has. Free culture is not anti-business: there are lots of ways to make money, and if some of those ways involve helping artists and audiences connect, that's great.  In a sense, free culture stands for truly free markets.  It is merely against monopolies that force artists and audiences to get permission, usually for a fee and under restrictive terms, to use or access certain works.)

If you're interested in learning more about free culture, there's lots of material on this site and elsewhere on the Internet (the Students for Free Culture site is a good resource, though I think it could be clearer on exactly which freedoms are important).  There's an in-depth article here that covers the issues more thoroughly and with more historical context; and here is a good analysis of the harms done by permission culture.  If you like what you read about free culture and want to support it, there are lots of things you can do.  Whenever possible, support artists directly and by choice, not through intermediaries and under duress.  Help sponsor an art project on Kickstarter, and encourage your favorite artists to use direct audience support and release their works under free licenses.  Translate, edit, or otherwise contribute to a free cultural work.  Release your own works under free licenses.  Share this article :-).  Spread skepticism whenever you see special pleading, especially in word choice: copying is not "theft", "filesharing" is really "music sharing", a copied DVD is not equivalent to a "lost sale", etc.

Free culture is culture.  That's all it has ever been.  The question is simply how much we value freedom.

Sunday, December 5, 2010

If 4e was released with a Creative Commons License

Killing Music

Interesting question.

One thing for sure, if it was released with a Creative Commons Attribution Share Alike license, I'd be tearing into it and throwing out all the stupid miniature rules (DELETE, DELETE, DELETE!)  I'd create some modules around the Yaun-ti, since they are the most interesting monsters in D&D that WotC claims that it has copyright over (the second being Mind Flayers, which are based on HP Lovecraft's Call of Cthulhu mythos).  I'd also be addressing a few rules that I've seen of late.

Take Sampson of the Bible.  Sampson was a judge of Israel who also happened to be Dan's local hero.  He was strong enough to kill a lion, to carry away city gates, and to cause the Temple of Dagon to fall and destroy the entire Philistine Aristocracy.  I'd say he had a STR of 30 (of course he sinned and had his hair cut off, so he lost his strength "it went back down to a measly 9.")  For some dumb reason, the ability scores are linked to one's level.

Actually, one of my 4e players made an issue of it when I didn't think there was one.  He thought I was insane.  Actually I was so incredibly tired I didn't want to discuss the issue.  I wanted to show he had super strength (in RM, Sampson would have a bonus to his strength not a modification to his strength score.  The "supernatural" bonus would be about +10 or +15 for RMFRP).

Secondly, I'd do something about the pidgeon-holing.  I just don't know where to begin.  I'd probably throw out the extended roles and try something different (I'm beginning to think that the pidgeon-holing is a core aspect of the system, but if we just got rid of that).

So, what would you do if WotC released 4e with a Creative Commons Attribution-Share Alike 3.0 license?

Tuesday, August 31, 2010

The Four Freedoms of Culture


Nina Paley has reiterated the four basic freedoms of Culture.   They are basically:

  1. the freedom to use the work and enjoy the benefits of using it
  2. the freedom to study the work and to apply knowledge acquired from it
  3. the freedom to make and redistribute copies, in whole or in part, of the information or expression
  4. the freedom to make changes and improvements, and to distribute derivative works 

Well, doesn't that sound good to your ears? The problem with creating good works for the use of others is that it is automatically put under copyright.  While that is a good thing, the terrible thing about it is that you are forced to police your copyright yourself, or face the danger of selling printer rights or all your rights to a publishing company (like Wizards of the Coast or Disney, to name two).

As liberal as the Wizards of the Coast were, it was a good thing that they made the Open Game License.  However, the flaw was that people weren't able to fully exercise their rights above.  This is important, because imagine what it would be like if you could comment and have the freedom to use the work.  Or to make and redistribute copies, or even to make changes and improvements and to distribute derivative works.

After all, culture is important to us as Gamers.  We as DMs buy a piece of work from Wizards of the Coast or some other Roleplaying production company and use it to provide free entertainment to a couple of others.  Also as DMs, we create our characters and adventures and tell wonderful interactive stories.  And if we aren't free to do that with the games we bought, how can we advance our own culture as gamers?

Everyone needs to know that a Roleplaying Game Setting, once published, is culture.  And Culture should be free.  Oh, by the way, the cartoons were made by Nina Paley.

Wednesday, April 28, 2010

Introduction Complete

The introduction to The World of Galatea: the Caithness Isles text is complete.  The entire introduction introduces the World of Galatea, as well as contains licensing information for this free culture product.  As a creative commons product, the entire world has been copylefted.

I did spell out some interesting things that you should know.  You will be free to adapt and republish the work under any game you desire as long as you adhere to the Creative Commons license and the Open Game License, Game System License, or a similar license.  You are prohibited to lock up this campaign setting or any derivatives behind a Copyright.  You, however, can support the Artist (me) through donations via paypal.  A donation to the Artist is supporting free culture and defeats ©ensorship and Internet piracy.

Merchandising will be released when the product is released.  This is going to be fun!

Now working on:
CHARACTER RACES
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