If You Can’t Beat Them..

Join Them!

What is the best way to turn a brand Ambassador into a brand Detractor? apply MBA thinking.

Over 10 years ago, I began to explore 3D modeling and animation. Being an autodidact, I do most of my learning by doing. My muse was my imagination, fueled by the narratives I grew up on, and driven by a desire to immerse myself in these fantastic worlds that have been created by other minds.

Video games have always been the best promise of that immersion, from the days of the old 8 bit Atari to the 64 bit games of today, where gaming assets rival cinema models. This desire for immersion has spawned a whole new “Boss Battle” in copyright.

The animation above is one that I made during my studies. In my case, I was not trying to resell or make any money, on the art I produced, which contains  copyrighted models, they are intended to be just for fun, and an exercise in narrative design, but are nonetheless technically copyright violations.

Recently a case example came to my attention, that I think bears some discussion, a Game Development Company, filed a cease and desist order, on one of the distributors of these game assets on a forum I follow. It turns out, that a third party was downloading and re-selling a 3D Print Model version of the ripped game asset. The result of this action, converted a loyal fan and game customer, who was so enamored with the game (IP) that it inspired a creative fusion producing A: new content around the (IP) and B: highlighting a new source of revenue. Turned them sour to the brand and the game.

For what? The gaming company will say that the 3D print model is based on their IP and thus only their exploitable asset. This way of thinking is based on the scarcity model.

In 2015, when designing 2Q, a game that is actually meant to produce both audience market data, and derivative IP assets, created by the players themselves, leveraged by us the game creator with the intention of marketing the game and the associated TV series before and while it airs. We recognized that when the associated TV series was over, the game itself could live on in perpetuity, exposing it to new generations of players, and could continue to amass data, and assets which, in this data age would continue to grow in value. We decided the best way to re-distribute that contributed wealth, was to return it to the players who contributed create it.  Thus ownership of the game would revert to the players themselves upon game play completion. 

By applying a model of abundance. We hope to eliminate any need for copyright, as any assets created from the fusion of the players minds and our IP reverts to the players themselves.

After it’s they who made the IP valuable in the first place.