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Question about creative commons license

Discussion in 'General Discussion' started by Polkatuba, Jul 15, 2016.

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  1. Polkatuba

    Polkatuba

    Joined:
    Oct 31, 2014
    Posts:
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    Greetings,

    I have been trying to wrap my head around the creative commons 3.0 license. There are still things that I don’t fully comprehend.

    My game is using lots of sounds from OLPC sample project, which have been released under CC3.0. Most of these samples I have composed and modified to suit my needs.
    http://wiki.laptop.org/go/Free_sound_samples

    According to the CC3.0 description:

    ”You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.

    If supplied, you must provide the name of the creator and attribution parties, a copyright notice, a license notice, a disclaimer notice, and a link to the material. CC licenses prior to Version 4.0 also require you to provide the title of the material if supplied, and may have other slight differences. ”


    So, does this imply that in the end credits of my game I must show a huge list that describes:

    - The name of each single audio sample used in my game
    - The name of the author of that sample
    - What modifications I made to that sample
    - A link to the CC license page

    This feels a bit unrealistic to me. I was hoping just to make a statement something like this:

    ”Some of the audio fx have been taken from OLPC sample collection released under CC3.0 license”.

    According to CC description, this would not be enough, apparently?
    So, if anyone knows this better, I’d be happy to take some advice.
    Thanks
     
  2. Martin_H

    Martin_H

    Joined:
    Jul 11, 2015
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    Personally I just try to never use CC licensed stuff except CC-0 material. Imho those licenses are too vague and no one really seems to be 100% sure what is needed to fully comply with them. We've had a thread touching on that topic before I think.
     
    Kiwasi and Ryiah like this.
  3. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,141
    Usually when I'm trying to understand one of these licenses I go to the actual Creative Commons website and it generally tells you what you need to do in a way that doesn't feel like I'm trying to read a legal document. Following the link below and clicking on the "appropriate credit" link gives the following statement.
    https://creativecommons.org/licenses/by/3.0/
     
    Kiwasi likes this.
  4. Polkatuba

    Polkatuba

    Joined:
    Oct 31, 2014
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    Martin, in the last couple of days I have been heading steadily to the same conclusion.
     
  5. Polkatuba

    Polkatuba

    Joined:
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    Ryiah, thanks for your reply. That is exactly what I'm trying to comprehend. I have read the terms. But when trying to convert them into real world practice, it feels quite non-realistic to achieve in the context I described in my first post.
     
  6. Kiwasi

    Kiwasi

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    16,860
    Pretty much this. Why do you think credits are often so long? Everyone wants their name there.

    It's not a huge burden, it's essentially a line per source. Just put a button in a menu somewhere that lets someone open a credit pages and scroll through the list.

    Keeping track of every lisence you use and need to credit is often more challanging then doing the actual credits.
     
    Teila, Ony, Martin_H and 1 other person like this.
  7. drewradley

    drewradley

    Joined:
    Sep 22, 2010
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    3,063
    I've got a text document I keep in my project that I put all the credits in. Most of the time you can just copy and paste the credits from the source. And this way, I'm sure to never miss any later on.
     
    Kiwasi, Ony, Martin_H and 1 other person like this.
  8. Polkatuba

    Polkatuba

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    Oct 31, 2014
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    Thanks for your feedback. I guess I have to start making the list...
     
  9. CaoMengde777

    CaoMengde777

    Joined:
    Nov 5, 2013
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    lol i always feel bad about using other peoples stuff, even when its public domain or CC
    ... its like CHEATING!
    STOP CHEATING!! (i tell myself)
    I must learn to do all gamedev tasks like a pro!

    ive taken a few CC models from blendswap and retopologized them, makes me feel like iam not cheating cause ill spend a few hours trying to ditch triangles here and there in crazy ways lol
    Its Still Cheating though...:D

    textures though man.... textures i feel like its cheating too, but what can you do?
    well theres substance designer... and learning to paint like a pro lol
    i got pretty good at substance designer lol


    ohhh music, thats something i kinda suck at...
    but LMMS is pretty cool

    wait.... its okay to use other peoples stuff? i feel its kinda scummy lmao... guess its just me
     
  10. Polkatuba

    Polkatuba

    Joined:
    Oct 31, 2014
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    CaoMengde777,

    Basically I tend to agree with you... If you make stuff that you share publicly, it would be always preferable to only use assets of your own making. However, things are often not so ideal. This is even more true if you happen to be a one man show, trying to achieve everything just by yourself - and being limited by your personal resources & skill-set. Basically it leaves you with 2 choices: Use the resources you can get from online or forget making games.

    I think the irony is this: I would personally call myself a quite experienced audio engineer. And yet, I still need 3rd party audio assets for my game because I lack resources to go and record everything from scratch.
     
  11. Ryiah

    Ryiah

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    Oct 11, 2012
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    By your definition most professionals would be "cheaters". The Witcher 3 for example is using Manufactura K4 assets.

    There is a third choice available. Focus on creating high quality in those areas you are good at and pick a niche audience that won't be upset if the other areas are far less impressive. I've known successful games that have lacked significantly in some areas.
     
    SamMetalWorker likes this.
  12. SamMetalWorker

    SamMetalWorker

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    Feb 6, 2020
    Posts:
    1
    Learn about copyright and copyleft before making any IP. Think about license of your project from the start. Make a list of credits from the first time you use 3rd party asset. Check and comply with every new 3rd party asset license. Non-compliance with licenses allows to sue you and not crediting someone's work you use is immoral.
     
  13. sxa

    sxa

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    Aug 8, 2014
    Posts:
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    Just so you know; as a response to to a 2016 question asking for an elaboration of implementing a very specific copyright license requirement, your list of generic, unexplained and rather obvious dictats is somewhat irrelevant.
     
    EricWilliams, Amon, UnityMaru and 4 others like this.
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