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Censorship

Australian AvP Ban Reversed 71

Earlier this month, we discussed news that Sega's new Aliens vs. Predator video game had been refused classification in Australia, effectively banning it. After a scathing response from the developer saying they wouldn't censor the game, and later news that the classification scheme may be updated to include an R18+ rating, it now seems that the Classification Board has seen fit to give the game a green light after all. Sega's Darren Macbeth told Kotaku, "We are particularly proud that the game will be released in its original entirety, with no content altered or removed whatsoever. This is a big win for Australian gamers. We applaud the Classification Review Board on making a decision that clearly considers the context of the game, and is in line with the modern expectations of reasonable Australians."

Comment Re:title goes here. (Score 2, Insightful) 94

I think two things affected the modding community: one is, as you said, definitely the tightening reins in an attempt to monetise additional content post-release. The other, which I think had begun to take effect well before the propagation of paid-for DLC, is simply the spirally complexity and cost of game development. The chief time expenditure for any major mod has always been asset creation (while I fully admit what separates good mods from bad is still overall game design). In the past, a couple of talented individuals could roll out a mod in a couple of months that looked as polished as the original game. Now as engines allow for far more detailed graphics, high quality asset creation takes significantly longer. Thus the dev cycle for mods has increased just as for the original game. For a handful of bedroom coders, putting together larger teams has generally been found impractical so the result is that the best-looking and most promising mods still have smallish teams and end up in limbo for years, during which many falter and disappear. The alternative is a cheap-looking mod which is unlikely to garner significant interest.
Games

Copyright and the Games Industry 94

A recent post at the Press Start To Drink blog examined the relationship the games industry has with copyright laws. More so than in some other creative industries, the reactions of game companies to derivative works are widely varied and often unpredictable, ranging anywhere from active support to situations like the Chrono Trigger: Crimson Echoes debacle. Quoting: "... even within the gaming industry, there is a tension between IP holders and fan producers/poachers. Some companies, such as Epic and Square Enix, remain incredibly protective of their Intellectual Property, threatening those that use their creations, even for non-profit, cultural reasons, with legal suits. Other companies, like Valve, seem to, if not embrace, at least tolerate, and perhaps even tacitly encourage this kind of fan engagement with their work. Lessig suggests, 'The opportunity to create and transform becomes weakened in a world in which creation requires permission and creativity must check with a lawyer.' Indeed, the more developers and publishers that take up Valve's position, the more creativity and innovation will emerge out of video game fan communities, already known for their intense fandom and desire to add to, alter, and re-imagine their favorite gaming universes."

Comment Re:Still DRM'ed (Score 1) 146

While I generally decry DRM as crippling digital data that ought to be freely movable, I am less concerned here. Primarily because it is essentially FREE access to programming (license fee notwithstanding) which is still only available for a short time outside its allocated broadcast slot. The need to move a file between machines during the short grace period is unlikely.

Although this prevents you transferring shows to portable devices it is only intended as an alternative TV system and so is playable on appropriate devices like PCs and Media Centre/Xbox 360 connected TVs. Portable shows are a separate concern.

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