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		<id>https://wiki.creativecommons.org/index.php?title=4.0/Games_3d_printing_and_functional_content&amp;diff=62056</id>
		<title>4.0/Games 3d printing and functional content</title>
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		<summary type="html">&lt;p&gt;LindaL: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Background =&lt;br /&gt;
&lt;br /&gt;
The purpose of this page is to collect thoughts on issues that affect&lt;br /&gt;
games and projects that span the domains of cultural and&lt;br /&gt;
functional/software works.  There are actually quite a few categories&lt;br /&gt;
of works that cross this domain, but games, as creative works that *by&lt;br /&gt;
necessity* combine code and artwork together, perhaps expose and&lt;br /&gt;
encounter some of these issues the most clearly.  However games are&lt;br /&gt;
not the only area that contain this overlap; for example, 3d printing&lt;br /&gt;
is an emerging medium where the line between funtional and cultural is&lt;br /&gt;
either blurred or interwoven.  It's likely that as the spaces of free&lt;br /&gt;
software and free culture (ideally) grow, we'll continue to see more&lt;br /&gt;
and more examples of this overlap [http://www.telsgroup.com.de/services/groupage_cargo_transportation_services/ Spedition Sammelgut]&lt;br /&gt;
&lt;br /&gt;
Most of this wiki page will involve issues of the code/functional and&lt;br /&gt;
cultural works overlap, but some bits at the end will cover some other&lt;br /&gt;
issues raised by speaking with members of the free software gaming&lt;br /&gt;
community.&lt;br /&gt;
&lt;br /&gt;
== Background on separation of functional/software and cultural layers ==&lt;br /&gt;
&lt;br /&gt;
As further background, traditionally we've held a fairly clear&lt;br /&gt;
division between the free culture and free software spaces.  This&lt;br /&gt;
division is partly because it's a useful distinction, and partly a&lt;br /&gt;
historic one.  (The FSF has held this position or something like it&lt;br /&gt;
for a long time; alluded to slightly on their&lt;br /&gt;
[http://www.gnu.org/philosophy/free-system-distribution-guidelines.html#non-functional-data distribution guidelines about non-functional data].)&lt;br /&gt;
&lt;br /&gt;
It looks something like:&lt;br /&gt;
&lt;br /&gt;
   .----------.&lt;br /&gt;
   | CONTENT  |&lt;br /&gt;
   +----------+&lt;br /&gt;
   |   CODE   |&lt;br /&gt;
   '----------'&lt;br /&gt;
&lt;br /&gt;
In a game context, content might be art, music, story, plain character&lt;br /&gt;
descriptions.  Code would be the game engine, game scripting, etc.&lt;br /&gt;
&lt;br /&gt;
In a free-as-in-freedom type environment the former would be under&lt;br /&gt;
free culture and the user freedom respecting subset of Creative&lt;br /&gt;
Commons licenses, and code would be free software licenses such as&lt;br /&gt;
MIT/BSD or the GPL.&lt;br /&gt;
&lt;br /&gt;
One of the other results of this (licensing) division though is that&lt;br /&gt;
you can also have one half of this layer be proprietary and the other&lt;br /&gt;
be free-as-in-freedom.  So, for example, the first person shooter&lt;br /&gt;
Quake was released under the GPL but the game content was kept&lt;br /&gt;
proprietary.  Likewise, it's possible that someone could have a game&lt;br /&gt;
whose assets were released completely as free cultural works but the&lt;br /&gt;
software wasn't; this hasn't seemed to have happened (but some artists&lt;br /&gt;
have expressed concern about it).  But outside of games, people play&lt;br /&gt;
CC licensed content in proprietary media players or view them in&lt;br /&gt;
proprietary browsers all the time.&lt;br /&gt;
&lt;br /&gt;
In general, the software/content division in many areas works just&lt;br /&gt;
fine as separate layers.  But sometimes there is a certain kind of&lt;br /&gt;
content that spans both.  For example say you have a game that's using&lt;br /&gt;
CC BY-SA content and the GPL for the engine.  In this you have level&lt;br /&gt;
files or character description files saying this is placed here, that's&lt;br /&gt;
there, and here's a cute block of text describing this creature if you&lt;br /&gt;
look at them in info mode.  At this point, that sounds like content,&lt;br /&gt;
and so falls into the CC licensing.  But what happens if in this same&lt;br /&gt;
file there's a certain amount of scripting?  It has logic, it assigns&lt;br /&gt;
variables, but it also has some programming code.&lt;br /&gt;
&lt;br /&gt;
   .----------------.&lt;br /&gt;
   |CONTENT.--------.|&lt;br /&gt;
   |       |scripted||&lt;br /&gt;
   +-------| level  |+&lt;br /&gt;
   |CODE   '--------'|&lt;br /&gt;
   |                 |&lt;br /&gt;
   '-----------------'&lt;br /&gt;
&lt;br /&gt;
This actually happens all the time in games (both Wesnoth and Frogatto&lt;br /&gt;
use an engine that's a bunch of config files that describe maps,&lt;br /&gt;
scenarios, storylines, and creatures but which contain a functional&lt;br /&gt;
programming language embedded inside them also; see&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/Heir_To_The_Throne/scenarios/05b_Isle_of_the_Damned.cfg?view=markup this wesnoth level file which looks like mostly data]&lt;br /&gt;
and&lt;br /&gt;
[https://github.com/frogatto/frogatto/blob/master/data/objects/enemies/bosses/moth_boss.cfg this boss file from Frogatto that looks like code].&lt;br /&gt;
&amp;lt;ref&amp;gt;Technically Frogatto developers consider this to be all content,&lt;br /&gt;
but it's also an interpreted language.  The intention here isn't to&lt;br /&gt;
pass judgement on their interpretation (if the developers don't intend&lt;br /&gt;
to enforce the copyleft on the scripting layer, they're the only ones&lt;br /&gt;
that can do that anyway) but their files provide pretty clear examples&lt;br /&gt;
despite them drawing a line somewhere else.&amp;lt;/ref&amp;gt; If for example we&lt;br /&gt;
consider a game engine that uses Python as an interpreted language but&lt;br /&gt;
which has a backend bound by the GPL to have to follow the GPL, surely&lt;br /&gt;
combo content/code files like this might provide an &amp;quot;intertwined data&lt;br /&gt;
and code&amp;quot; scenario.&lt;br /&gt;
&amp;lt;ref&amp;gt;In fact, this issue comes up with Blender all the time, which&lt;br /&gt;
*does* have a backend which is scriptable with Python; see Blender's&lt;br /&gt;
[http://www.blender.org/education-help/faq/gpl-for-artists/ GPL for&lt;br /&gt;
artists page]... although I'm somewhat unconvinced that all of the&lt;br /&gt;
statements on that page make sense, it does demonstrate the complexity&lt;br /&gt;
of things.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This might seem like a very one-off type of consideration, something&lt;br /&gt;
not worth considering generally with CC, but I don't think it is.&lt;br /&gt;
Surely we want to see more free software and free culture overlapping,&lt;br /&gt;
and it is likely that when that happens there may be scenarios when&lt;br /&gt;
that happens where some sort of difficult intertwining of code and&lt;br /&gt;
content will happen and we'll have to consider what to do about&lt;br /&gt;
copyleft incompatibility.&lt;br /&gt;
&lt;br /&gt;
Here's another example not game related, rooted in the physical space:&lt;br /&gt;
3d printing.  There's a potential that 3d printing could become (and&lt;br /&gt;
actually, it's already starting to become) the type of revolution for&lt;br /&gt;
physical things what computers and the internet have been for&lt;br /&gt;
information.&lt;br /&gt;
&lt;br /&gt;
The most popular 3d printer is something called the&lt;br /&gt;
[http://reprap.org/wiki/RepRap RepRap], which has been released under&lt;br /&gt;
the GPL.  Arguably because of the strength of this copyleft, several&lt;br /&gt;
commercial versions have been released such as the&lt;br /&gt;
[http://store.makerbot.com/thing-o-matic-kit-mk7.html MakerBot Thing-O-Matic].&lt;br /&gt;
But here's an iteration of the 3d printer called the&lt;br /&gt;
[http://www.thingiverse.com/thing:14111 Ronthomp Mendel]&lt;br /&gt;
which is labeled as being BY-SA, even though it uses a GPL'ed design.&lt;br /&gt;
&lt;br /&gt;
Now, technically the BY-SA and the GPL are not compatible, and it's&lt;br /&gt;
probable that this is an issue of education because maybe the Ronthomp&lt;br /&gt;
Mendel should simply be under the GPL as well.  But here's a&lt;br /&gt;
question... what if the Ronthomp Mendel were making use of some BY-SA&lt;br /&gt;
parts?  What is someone tried to make a new 3d printer that made use&lt;br /&gt;
of some cool new gear system that someone released as BY-SA?&lt;br /&gt;
&lt;br /&gt;
One could argue that in the copyleft scope, functional things such as&lt;br /&gt;
the RepRap should be GPL'ed (citation needed, but it's been argued at&lt;br /&gt;
least by Eben Moglen that GPL is great for hardware because it also&lt;br /&gt;
takes advantage of GPL's patent pool protections) and that purely&lt;br /&gt;
cultural things such as the&lt;br /&gt;
[http://www.thingiverse.com/thing:10367 Octocat print] should be CC BY-SA.&lt;br /&gt;
But a) not everyone has agreed on this, plenty of people are using&lt;br /&gt;
BY-SA for functional works, and b) this breakdown itself could really&lt;br /&gt;
stop working right when we try to create a new project that combines&lt;br /&gt;
cultural and functional works.&lt;br /&gt;
&lt;br /&gt;
(One could possibly ask&lt;br /&gt;
[http://www.publicknowledge.org/blog/3d-printing-settlers-catan-probably-not-illeg how far copyright applies to functional 3d printed works]&lt;br /&gt;
(and therefore, how far copyleft applies), and there's not much&lt;br /&gt;
background to show how it applies at all yet.  I'm writing this&lt;br /&gt;
assuming it does apply.)&lt;br /&gt;
&lt;br /&gt;
To more clearly illustrate the problem, let me first make a list of&lt;br /&gt;
some various cool 3d printable things under different licenses:&lt;br /&gt;
&lt;br /&gt;
GPL things:&lt;br /&gt;
* [http://reprap.org/wiki/RepRap RepRap 3d printer] (on which most modern 3d printers are based)&lt;br /&gt;
* [http://www.thingiverse.com/thing:951 Bead belt gear]&lt;br /&gt;
&lt;br /&gt;
BY-SA things:&lt;br /&gt;
* [http://www.thingiverse.com/thing:13368 Motorized functional differential gear system]&lt;br /&gt;
* [http://www.thingiverse.com/thing:14599 Robot chassis]&lt;br /&gt;
* [http://www.thingiverse.com/thing:10367 Octocat]&lt;br /&gt;
&lt;br /&gt;
BY things:&lt;br /&gt;
* [http://www.thingiverse.com/thing:13827 Botmobile dune buggy]&lt;br /&gt;
&lt;br /&gt;
From this list of things already we can see a list of things that&lt;br /&gt;
could be blocked.  Say you want to power your 3d printer by human&lt;br /&gt;
energy by plugging in the motorized functional differential gear&lt;br /&gt;
system?  Okay, maybe possibly you could argue that that's functional&lt;br /&gt;
and should have been GPL'ed, but what about the dune buggy, which is&lt;br /&gt;
closer to a children's toy?  What about combining that with some&lt;br /&gt;
GPL'ed part?&lt;br /&gt;
&lt;br /&gt;
But most complicated of all, what if you wanted to make a walking&lt;br /&gt;
cat-robot that uses a BY-SA cat design (maybe the head of the octocat)&lt;br /&gt;
and combines it with the robot chassis and some bears and the bead&lt;br /&gt;
belt gear and a bunch of other things.  Suddenly we've a cool&lt;br /&gt;
intersection of culture and functionality is blocked by two copyleft&lt;br /&gt;
licenses that both have the same (and best) intentions at heart.&lt;br /&gt;
We've blocked the cat-robot from ever being born (well, within license&lt;br /&gt;
compliance) by best-intentions-copyleft.  This is a problem, and if&lt;br /&gt;
the world continues to develop in the direction we want it to, I think&lt;br /&gt;
we're going to start seeing it a lot more.&lt;br /&gt;
&lt;br /&gt;
= Possible actions =&lt;br /&gt;
== GPL compatibility ==&lt;br /&gt;
&lt;br /&gt;
Probably the most actionable and most urgently raised amongst issues&lt;br /&gt;
when discussing with relevant community members is that of a one-way&lt;br /&gt;
compatibility between CC BY-SA (and probably also CC BY) and the GPL.&lt;br /&gt;
It's almost certainly not possible at this point (and probably&lt;br /&gt;
undesirable) that GPL-&amp;gt;BY-SA compatibility is possible, but if we&lt;br /&gt;
choose to do it BY-SA-&amp;gt;GPL (and probably BY-&amp;gt;GPL) should be.&lt;br /&gt;
&lt;br /&gt;
The benefits of this is that it will resolve the tricky issues with&lt;br /&gt;
&amp;quot;interwoven&amp;quot; content and cultural works.  Clashes in copyleft licenses&lt;br /&gt;
which share the same goals are unfortunate if they block useful things&lt;br /&gt;
from being created. As&lt;br /&gt;
[https://creativecommons.org/weblog/entry/30676#comment-356183 Arne Babenhauserheide said],&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;... the case of cc-by-sa not being comptible with the GPL is very sad,&lt;br /&gt;
because they share exactly the same goals: Copyleft. Thus their&lt;br /&gt;
incompatibility creates a real split in cultural works.  If the 4.0&lt;br /&gt;
licenses could make it possible to combine cc works under licenses&lt;br /&gt;
with compatible concepts (cc by, cc by-sa) with the GPL, that would be&lt;br /&gt;
a huge step towards a unified free culture.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what are potential downsides?  The main downside is that&lt;br /&gt;
[http://wiki.creativecommons.org/Frequently_Asked_Questions#Can_I_apply_a_Creative_Commons_license_to_software.3F Creative Commons licenses are not acceptable for software]&lt;br /&gt;
and we don't want to spread a misconception that they are.  If we go&lt;br /&gt;
forward with this, we should develop strong messaging that makes clear&lt;br /&gt;
that software should still not be released as BY-SA and that this is&lt;br /&gt;
for avoiding conflicts in complicated areas of interwoven cultural and&lt;br /&gt;
functional/software works.&lt;br /&gt;
&lt;br /&gt;
The other possible downside is whether or not source requirements for&lt;br /&gt;
art might make incorporating BY-SA works with the GPL difficult.  Ie,&lt;br /&gt;
there is no source requirement for BY-SA, and there is one for the&lt;br /&gt;
GPL.  The GPL says:&lt;br /&gt;
&lt;br /&gt;
  The “source code” for a work means the preferred form of the work&lt;br /&gt;
  for making modifications to it. “Object code” means any non-source&lt;br /&gt;
  form of a work.&lt;br /&gt;
&lt;br /&gt;
See also the &amp;quot;source release&amp;quot; section of this document for detailing&lt;br /&gt;
on the complexities of source code requirements in BY-SA.  But as for&lt;br /&gt;
fulfilling the requirements of the GPL, what about the following:&lt;br /&gt;
&lt;br /&gt;
* In programming, the division of what source and object code is well understood.  In content it's more of a gradient&lt;br /&gt;
* For example, the Blender Foundation releases all the &amp;quot;source code&amp;quot; of its films such as Big Buck Bunny and etc by releasing the .blend files (though it is not a requirement of the license).&lt;br /&gt;
* However, what if someone made a remix of Big Buck Bunny where they changed the order of scenes, added a psychadelic overlay, and added new music.  But the &amp;quot;source&amp;quot; they worked with was not on the .blend file level, but by remixing the rendered film itself.  If incorporated with a GPL'ed work, would the source requirement apply, and would it in fact require sharing the source all the way down to the original .blend files?&lt;br /&gt;
* What about a film like Sita Sings the Blues, which is BY-SA but from which the source files were never redistributed at all?  It's unlikely the content/code layers would be intertwined if combined with software, but let's pretend for a moment that it was.  Would &amp;quot;combining&amp;quot; with a GPL'ed work mean requiring distribution of the original files from which the film was made?  What if those were lost?  What if there's still a lot you can do without the &amp;quot;original source files&amp;quot;, although admittedly not as much as if you had them?&lt;br /&gt;
* In other words, just how far does &amp;quot;preferred form of the work for making modifications to it&amp;quot; go down?  What if people are remixing it on different layers, and the artists themselves prefer separate layers?  Does the GPL give flexibility here?&lt;br /&gt;
&lt;br /&gt;
There is additional discussion about GPL/CC compatibility [[4.0/ShareAlike#Considerations_regarding_compatibility_of_other_licenses| here]]. &lt;br /&gt;
&lt;br /&gt;
== Scoping copyleft across and code ==&lt;br /&gt;
&lt;br /&gt;
Bart Kelsey has written an excellent article,&lt;br /&gt;
&amp;quot;[http://freegamer.blogspot.com/2011/12/why-we-need-better-copyleft-for-artists.html Why we need a stronger copyleft for artists, and how this might be accomplished]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It's best just to read that article, but the crux of the argument is&lt;br /&gt;
that artists who contribute artwork to free software games often worry&lt;br /&gt;
that their artwork will be &amp;quot;lifted&amp;quot; and dropped into some proprietary&lt;br /&gt;
game.  In other words, something along the lines of this:&lt;br /&gt;
&lt;br /&gt;
              ,---------YOINK----------,&lt;br /&gt;
              |                        V&lt;br /&gt;
   .---------------.              .---------------.&lt;br /&gt;
   |  FaiF CONTENT |              |  FaiF CONTENT |&lt;br /&gt;
   +---------------+              +---------------+&lt;br /&gt;
   |   FaiF CODE   |              |  CLOSED CODE  |&lt;br /&gt;
   '---------------'              '---------------'&lt;br /&gt;
&lt;br /&gt;
Where FaiF stands for &amp;quot;Free as in Freedom&amp;quot;.  The argument is that if&lt;br /&gt;
you're producing free-as-in-freedom content, you won't want your&lt;br /&gt;
content being lifted and dropped into a proprietary codebase (ie, my&lt;br /&gt;
dragon creature which is BY-SA could still be used with a game with a&lt;br /&gt;
proprietary engine).  Bart has pointed out that if the artwork were&lt;br /&gt;
done in something like the GIMP, it would be considered on a separate&lt;br /&gt;
layer, so even if copyleft like CC BY-SA were used, it could still be&lt;br /&gt;
compromised by being lifted and dropped into a proprietary&lt;br /&gt;
codebase... but if the artwork were instead done embedded into the&lt;br /&gt;
codebase itself like so:&lt;br /&gt;
&lt;br /&gt;
    /*  This program is free software: you can redistribute it and/or modify&lt;br /&gt;
     *  it under the terms of the GNU General Public License as published by&lt;br /&gt;
     *  the Free Software Foundation, either version 3 of the License, or&lt;br /&gt;
     *  (at your option) any later version.&lt;br /&gt;
     *&lt;br /&gt;
     *  This program is distributed in the hope that it will be useful,&lt;br /&gt;
     *  but WITHOUT ANY WARRANTY; without even the implied warranty of&lt;br /&gt;
     *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the&lt;br /&gt;
     *  GNU General Public License for more details.&lt;br /&gt;
     *&lt;br /&gt;
     *  You should have received a copy of the GNU General Public License&lt;br /&gt;
     *  along with this program.  If not, see &amp;lt;http://www.gnu.org/licenses/&amp;gt;.&lt;br /&gt;
     */&lt;br /&gt;
     &lt;br /&gt;
    var smiley = [&lt;br /&gt;
        0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,&lt;br /&gt;
        0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,&lt;br /&gt;
        0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,&lt;br /&gt;
        0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,&lt;br /&gt;
        0,1,0,0,1,1,0,0,0,0,1,1,0,0,1,0,&lt;br /&gt;
        0,1,0,0,1,1,0,0,0,0,1,1,0,0,1,0,&lt;br /&gt;
        1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,&lt;br /&gt;
        1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,&lt;br /&gt;
        1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,&lt;br /&gt;
        1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1,&lt;br /&gt;
        0,1,0,0,1,0,0,0,0,0,0,1,0,0,1,0,&lt;br /&gt;
        0,1,0,0,0,1,1,1,1,1,1,0,0,0,1,0,&lt;br /&gt;
        0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,&lt;br /&gt;
        0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,&lt;br /&gt;
        0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,&lt;br /&gt;
        0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,&lt;br /&gt;
    ];&lt;br /&gt;
&lt;br /&gt;
So, why should artists who use normal, real graphical tools not get&lt;br /&gt;
the same copyleft benefit of keeping their stuff protected with the&lt;br /&gt;
rest of the program under the GPL as do coders or artists who would&lt;br /&gt;
use a text-editor to hardcode their assets into their work?  Are&lt;br /&gt;
artists being treated as if they are using some sort of second class&lt;br /&gt;
citizen copyleft then?  Some artists in the FOSS gaming area feel that&lt;br /&gt;
they would be.  (Some have even expressed interest in preventing&lt;br /&gt;
proprietization by using an -NC license, but there's an irony there in&lt;br /&gt;
that an NC license is proprietary anyway.)&lt;br /&gt;
&lt;br /&gt;
The proposal then is for a copyleft license whose requirements reach&lt;br /&gt;
across the content layer over into the software layer, requiring a&lt;br /&gt;
free software licensed engine or etc.  Complexities quickly arise as&lt;br /&gt;
in terms of &amp;quot;what about viewing the image in a proprietary browser or&lt;br /&gt;
other viewer, etc&amp;quot; and Bart has proposed trying to seperate terms out&lt;br /&gt;
for that, particularly by doing packaging-based copyleft.&lt;br /&gt;
&lt;br /&gt;
It's easy to be sympathetic about why artists don't want their work&lt;br /&gt;
used in a proprietary engine.  The issue is complex, and Bart has&lt;br /&gt;
tried to weigh out some pros and cons of this in his blogpost above.&lt;br /&gt;
There's also some risk in that some authors have expressed interest in&lt;br /&gt;
making a separate copyleft license.  This could be very unfortunate&lt;br /&gt;
for license proliferation reasons, and especially because copyleft&lt;br /&gt;
does best when there's a&lt;br /&gt;
[http://gondwanaland.com/mlog/2007/12/01/copyleft-pd/ single copyleft license per domain].&lt;br /&gt;
&lt;br /&gt;
But here's another set of likely complexities with this:&lt;br /&gt;
&lt;br /&gt;
'''Number one:''' In the example shown above, in a sense it's not true&lt;br /&gt;
that artists get a second class copyleft.  The reverse also applies:&lt;br /&gt;
&lt;br /&gt;
   .---------------.              .----------------.&lt;br /&gt;
   |  FaiF CONTENT |              | CLOSED CONTENT |&lt;br /&gt;
   +---------------+              +----------------+&lt;br /&gt;
   |   FaiF CODE   |              |    FaiF CODE   |&lt;br /&gt;
   '---------------'              '----------------'&lt;br /&gt;
           |                               ^&lt;br /&gt;
           '-----------YOINK---------------'&lt;br /&gt;
&lt;br /&gt;
So while it's true that in the dual-layer system, copylefted&lt;br /&gt;
free-as-in-freedom content can be &amp;quot;yoinked&amp;quot; and dumped into a&lt;br /&gt;
proprietary game or game engine.  But the reverse is also true;&lt;br /&gt;
copylefted game engine code can also be yoinked and used with to power&lt;br /&gt;
a free-engine-yet-proprietary game using proprietary assets.  So&lt;br /&gt;
second class citizenship is not true; both sides are cat risk of&lt;br /&gt;
having their separate layer yoinked and used in something proprietary.&lt;br /&gt;
&lt;br /&gt;
'''Number two:''' Getting the copyleft-works-across-layers bit to work&lt;br /&gt;
right without restricting mere viewer programs could be very hard to&lt;br /&gt;
write the correct way, could be excessively complex, and could even&lt;br /&gt;
end up in a license that's deemed nonfree if done wrong.&lt;br /&gt;
&lt;br /&gt;
'''Number three:''' The current &amp;quot;separate layers&amp;quot; distinction between&lt;br /&gt;
code and content may result in some un-ideal circumstances, but people&lt;br /&gt;
have come to rely on it, and it's probably significantly easier to&lt;br /&gt;
manage things preserving these layers than to change them.&lt;br /&gt;
&lt;br /&gt;
'''Number four:''' There's still a significant amount of copyleft&lt;br /&gt;
protection being done on the content layer even if the culture layer&lt;br /&gt;
is dropped onto a proprietary software layer.  To put it this way: Say&lt;br /&gt;
Zynga or Nintendo were to take your CC BY-SA licensed 3d model and&lt;br /&gt;
were to drop it into their proprietary game with their proprietary&lt;br /&gt;
engine.  If the copyleft layer really does span the whole content&lt;br /&gt;
layer, then that means that they also have to release all the rest of&lt;br /&gt;
their content to stay in compliance, and that's potentially a&lt;br /&gt;
tremendous payback on its own in a way.&lt;br /&gt;
&lt;br /&gt;
That said, it's very reasonable that some artists are frustrated with&lt;br /&gt;
this copyleft divide and we should take this into careful consideration.&lt;br /&gt;
&lt;br /&gt;
== Increasing/clarifying scope of what's a derivative ==&lt;br /&gt;
&lt;br /&gt;
The 3.0 Creative Commons licenses provide clarification on what is and&lt;br /&gt;
isn't an adaptation/derivative as opposed to a mere collection:&lt;br /&gt;
&lt;br /&gt;
  For the avoidance of doubt, where the Work is a musical work,&lt;br /&gt;
  performance or phonogram, the synchronization of the Work in&lt;br /&gt;
  timed-relation with a moving image (&amp;quot;synching&amp;quot;) will be considered&lt;br /&gt;
  an Adaptation for the purpose of this License.&lt;br /&gt;
&lt;br /&gt;
Various people in the free software gaming community have commented on&lt;br /&gt;
the fact that it would be good to get more clarifications in the&lt;br /&gt;
license about what's an adaptation, making it clear that combining&lt;br /&gt;
works in a game ''is'' a derivative.  For example, this &amp;quot;syncing&amp;quot;&lt;br /&gt;
example probably intends to cover works such as multiple character&lt;br /&gt;
models that are BY-SA all placed together and interacting in the same&lt;br /&gt;
file, but it doesn't explicitly say so.&lt;br /&gt;
&lt;br /&gt;
One concern that has been raised is that the part that &amp;quot;binds&amp;quot;&lt;br /&gt;
together various assets in a game is the engine itself, and that if&lt;br /&gt;
the copyleft doesn't extend to the engine layer, maybe it doesn't&lt;br /&gt;
properly encompass all assets:&lt;br /&gt;
&lt;br /&gt;
    [asset] [asset] [asset]&lt;br /&gt;
         \     |    /&lt;br /&gt;
          \    |   /&lt;br /&gt;
           [engine]&lt;br /&gt;
              |&lt;br /&gt;
              V&lt;br /&gt;
       Player experience&lt;br /&gt;
&lt;br /&gt;
There's a good chance this isn't a concern however, as there's plenty&lt;br /&gt;
of things that aren't game engines that also load a bunch of separate&lt;br /&gt;
components and combine them into a single media experience.&lt;br /&gt;
&lt;br /&gt;
Even so, it would be helpful to make clear that something along the&lt;br /&gt;
lines of loading several pieces of media together, for example in a&lt;br /&gt;
game, was a clear adaptation.&lt;br /&gt;
&lt;br /&gt;
For specific proposals for 4.0 relating to the scope of SA, visit the [[4.0/ShareAlike#ShareAlike_scope|ShareAlike page]].&lt;br /&gt;
&lt;br /&gt;
== Source release? ==&lt;br /&gt;
&lt;br /&gt;
Right now, unlike the GPL, BY-SA does not have a requirement for&lt;br /&gt;
source release.  It's been proposed that this could possibly become a&lt;br /&gt;
requirement in CC BY-SA 4.0, but this seems unlikely:&lt;br /&gt;
&lt;br /&gt;
* This could mean plenty of works never released with sources before will suddenly become out of compliance&lt;br /&gt;
* Unlike with software, where there's a clear binary of source or no source, in other forms of content it's often a gradient.  See Big Buck Bunny/Sita Sings the Blues examples described the GPL compatibility section of this document.&lt;br /&gt;
&lt;br /&gt;
It's likely we can't or shouldn't make this a requirement for CC BY-SA&lt;br /&gt;
4.0, but perhaps we could improve messaging generally to encourage&lt;br /&gt;
more community sharing of sources.&lt;br /&gt;
&lt;br /&gt;
== DRM in BY-SA but not BY ==&lt;br /&gt;
&lt;br /&gt;
In talking to some OpenGameArt members about licensing issues, several&lt;br /&gt;
expressed interest in keeping anti-DRM provisions in BY-SA as it's a&lt;br /&gt;
copyleft license, but remove them from CC BY (under the rationale the&lt;br /&gt;
CC BY approximately the equivalent of MIT/BSD licenses and CC BY-SA&lt;br /&gt;
approximately the equivalent of the GPL).&lt;br /&gt;
&lt;br /&gt;
There are specific proposals about addressing DRM in Version 4.0 on the [[4.0/Technical_protection_measures|TPM page]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>LindaL</name></author>	</entry>

	<entry>
		<id>https://wiki.creativecommons.org/index.php?title=4.0/Games_3d_printing_and_functional_content&amp;diff=61905</id>
		<title>4.0/Games 3d printing and functional content</title>
		<link rel="alternate" type="text/html" href="https://wiki.creativecommons.org/index.php?title=4.0/Games_3d_printing_and_functional_content&amp;diff=61905"/>
				<updated>2012-12-10T15:10:29Z</updated>
		
		<summary type="html">&lt;p&gt;LindaL: /* Source release? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Background =&lt;br /&gt;
&lt;br /&gt;
The purpose of this page is to collect thoughts on issues that affect&lt;br /&gt;
games and projects that span the domains of cultural and&lt;br /&gt;
functional/software works.  There are actually quite a few categories&lt;br /&gt;
of works that cross this domain, but games, as creative works that *by&lt;br /&gt;
necessity* combine code and artwork together, perhaps expose and&lt;br /&gt;
encounter some of these issues the most clearly.  However games are&lt;br /&gt;
not the only area that contain this overlap; for example, 3d printing&lt;br /&gt;
is an emerging medium where the line between funtional and cultural is&lt;br /&gt;
either blurred or interwoven.  It's likely that as the spaces of free&lt;br /&gt;
software and free culture (ideally) grow, we'll continue to see more&lt;br /&gt;
and more examples of this overlap.&lt;br /&gt;
&lt;br /&gt;
Most of this wiki page will involve issues of the code/functional and&lt;br /&gt;
cultural works overlap, but some bits at the end will cover some other&lt;br /&gt;
issues raised by speaking with members of the free software gaming&lt;br /&gt;
community.&lt;br /&gt;
&lt;br /&gt;
== Background on separation of functional/software and cultural layers ==&lt;br /&gt;
&lt;br /&gt;
As further background, traditionally we've held a fairly clear&lt;br /&gt;
division between the free culture and free software spaces.  This&lt;br /&gt;
division is partly because it's a useful distinction, and partly a&lt;br /&gt;
historic one.  (The FSF has held this position or something like it&lt;br /&gt;
for a long time; alluded to slightly on their&lt;br /&gt;
[http://www.gnu.org/philosophy/free-system-distribution-guidelines.html#non-functional-data distribution guidelines about non-functional data].)&lt;br /&gt;
&lt;br /&gt;
It looks something like:&lt;br /&gt;
&lt;br /&gt;
   .----------.&lt;br /&gt;
   | CONTENT  |&lt;br /&gt;
   +----------+&lt;br /&gt;
   |   CODE   |&lt;br /&gt;
   '----------'&lt;br /&gt;
&lt;br /&gt;
In a game context, content might be art, music, story, plain character&lt;br /&gt;
descriptions.  Code would be the game engine, game scripting, etc.&lt;br /&gt;
&lt;br /&gt;
In a free-as-in-freedom type environment the former would be under&lt;br /&gt;
free culture and the user freedom respecting subset of Creative&lt;br /&gt;
Commons licenses, and code would be free software licenses such as&lt;br /&gt;
MIT/BSD or the GPL.&lt;br /&gt;
&lt;br /&gt;
One of the other results of this (licensing) division though is that&lt;br /&gt;
you can also have one half of this layer be proprietary and the other&lt;br /&gt;
be free-as-in-freedom.  So, for example, the first person shooter&lt;br /&gt;
Quake was released under the GPL but the game content was kept&lt;br /&gt;
proprietary.  Likewise, it's possible that someone could have a game&lt;br /&gt;
whose assets were released completely as free cultural works but the&lt;br /&gt;
software wasn't; this hasn't seemed to have happened (but some artists&lt;br /&gt;
have expressed concern about it).  But outside of games, people play&lt;br /&gt;
CC licensed content in proprietary media players or view them in&lt;br /&gt;
proprietary browsers all the time.&lt;br /&gt;
&lt;br /&gt;
In general, the software/content division in many areas works just&lt;br /&gt;
fine as separate layers.  But sometimes there is a certain kind of&lt;br /&gt;
content that spans both.  For example say you have a game that's using&lt;br /&gt;
CC BY-SA content and the GPL for the engine.  In this you have level&lt;br /&gt;
files or character description files saying this is placed here, that's&lt;br /&gt;
there, and here's a cute block of text describing this creature if you&lt;br /&gt;
look at them in info mode.  At this point, that sounds like content,&lt;br /&gt;
and so falls into the CC licensing.  But what happens if in this same&lt;br /&gt;
file there's a certain amount of scripting?  It has logic, it assigns&lt;br /&gt;
variables, but it also has some programming code.&lt;br /&gt;
&lt;br /&gt;
   .----------------.&lt;br /&gt;
   |CONTENT.--------.|&lt;br /&gt;
   |       |scripted||&lt;br /&gt;
   +-------| level  |+&lt;br /&gt;
   |CODE   '--------'|&lt;br /&gt;
   |                 |&lt;br /&gt;
   '-----------------'&lt;br /&gt;
&lt;br /&gt;
This actually happens all the time in games (both Wesnoth and Frogatto&lt;br /&gt;
use an engine that's a bunch of config files that describe maps,&lt;br /&gt;
scenarios, storylines, and creatures but which contain a functional&lt;br /&gt;
programming language embedded inside them also; see&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/Heir_To_The_Throne/scenarios/05b_Isle_of_the_Damned.cfg?view=markup this wesnoth level file which looks like mostly data]&lt;br /&gt;
and&lt;br /&gt;
[https://github.com/frogatto/frogatto/blob/master/data/objects/enemies/bosses/moth_boss.cfg this boss file from Frogatto that looks like code].&lt;br /&gt;
&amp;lt;ref&amp;gt;Technically Frogatto developers consider this to be all content,&lt;br /&gt;
but it's also an interpreted language.  The intention here isn't to&lt;br /&gt;
pass judgement on their interpretation (if the developers don't intend&lt;br /&gt;
to enforce the copyleft on the scripting layer, they're the only ones&lt;br /&gt;
that can do that anyway) but their files provide pretty clear examples&lt;br /&gt;
despite them drawing a line somewhere else.&amp;lt;/ref&amp;gt; If for example we&lt;br /&gt;
consider a game engine that uses Python as an interpreted language but&lt;br /&gt;
which has a backend bound by the GPL to have to follow the GPL, surely&lt;br /&gt;
combo content/code files like this might provide an &amp;quot;intertwined data&lt;br /&gt;
and code&amp;quot; scenario.&lt;br /&gt;
&amp;lt;ref&amp;gt;In fact, this issue comes up with Blender all the time, which&lt;br /&gt;
*does* have a backend which is scriptable with Python; see Blender's&lt;br /&gt;
[http://www.blender.org/education-help/faq/gpl-for-artists/ GPL for&lt;br /&gt;
artists page]... although I'm somewhat unconvinced that all of the&lt;br /&gt;
statements on that page make sense, it does demonstrate the complexity&lt;br /&gt;
of things.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This might seem like a very one-off type of consideration, something&lt;br /&gt;
not worth considering generally with CC, but I don't think it is.&lt;br /&gt;
Surely we want to see more free software and free culture overlapping,&lt;br /&gt;
and it is likely that when that happens there may be scenarios when&lt;br /&gt;
that happens where some sort of difficult intertwining of code and&lt;br /&gt;
content will happen and we'll have to consider what to do about&lt;br /&gt;
copyleft incompatibility.&lt;br /&gt;
&lt;br /&gt;
Here's another example not game related, rooted in the physical space:&lt;br /&gt;
3d printing.  There's a potential that 3d printing could become (and&lt;br /&gt;
actually, it's already starting to become) the type of revolution for&lt;br /&gt;
physical things what computers and the internet have been for&lt;br /&gt;
information.&lt;br /&gt;
&lt;br /&gt;
The most popular 3d printer is something called the&lt;br /&gt;
[http://reprap.org/wiki/RepRap RepRap], which has been released under&lt;br /&gt;
the GPL.  Arguably because of the strength of this copyleft, several&lt;br /&gt;
commercial versions have been released such as the&lt;br /&gt;
[http://store.makerbot.com/thing-o-matic-kit-mk7.html MakerBot Thing-O-Matic].&lt;br /&gt;
But here's an iteration of the 3d printer called the&lt;br /&gt;
[http://www.thingiverse.com/thing:14111 Ronthomp Mendel]&lt;br /&gt;
which is labeled as being BY-SA, even though it uses a GPL'ed design.&lt;br /&gt;
&lt;br /&gt;
Now, technically the BY-SA and the GPL are not compatible, and it's&lt;br /&gt;
probable that this is an issue of education because maybe the Ronthomp&lt;br /&gt;
Mendel should simply be under the GPL as well.  But here's a&lt;br /&gt;
question... what if the Ronthomp Mendel were making use of some BY-SA&lt;br /&gt;
parts?  What is someone tried to make a new 3d printer that made use&lt;br /&gt;
of some cool new gear system that someone released as BY-SA?&lt;br /&gt;
&lt;br /&gt;
One could argue that in the copyleft scope, functional things such as&lt;br /&gt;
the RepRap should be GPL'ed (citation needed, but it's been argued at&lt;br /&gt;
least by Eben Moglen that GPL is great for hardware because it also&lt;br /&gt;
takes advantage of GPL's patent pool protections) and that purely&lt;br /&gt;
cultural things such as the&lt;br /&gt;
[http://www.thingiverse.com/thing:10367 Octocat print] should be CC BY-SA.&lt;br /&gt;
But a) not everyone has agreed on this, plenty of people are using&lt;br /&gt;
BY-SA for functional works, and b) this breakdown itself could really&lt;br /&gt;
stop working right when we try to create a new project that combines&lt;br /&gt;
cultural and functional works.&lt;br /&gt;
&lt;br /&gt;
(One could possibly ask&lt;br /&gt;
[http://www.publicknowledge.org/blog/3d-printing-settlers-catan-probably-not-illeg how far copyright applies to functional 3d printed works]&lt;br /&gt;
(and therefore, how far copyleft applies), and there's not much&lt;br /&gt;
background to show how it applies at all yet.  I'm writing this&lt;br /&gt;
assuming it does apply.)&lt;br /&gt;
&lt;br /&gt;
To more clearly illustrate the problem, let me first make a list of&lt;br /&gt;
some various cool 3d printable things under different licenses:&lt;br /&gt;
&lt;br /&gt;
GPL things:&lt;br /&gt;
* [http://reprap.org/wiki/RepRap RepRap 3d printer] (on which most modern 3d printers are based)&lt;br /&gt;
* [http://www.thingiverse.com/thing:951 Bead belt gear]&lt;br /&gt;
&lt;br /&gt;
BY-SA things:&lt;br /&gt;
* [http://www.thingiverse.com/thing:13368 Motorized functional differential gear system]&lt;br /&gt;
* [http://www.thingiverse.com/thing:14599 Robot chassis]&lt;br /&gt;
* [http://www.thingiverse.com/thing:10367 Octocat]&lt;br /&gt;
&lt;br /&gt;
BY things:&lt;br /&gt;
* [http://www.thingiverse.com/thing:13827 Botmobile dune buggy]&lt;br /&gt;
&lt;br /&gt;
From this list of things already we can see a list of things that&lt;br /&gt;
could be blocked.  Say you want to power your 3d printer by human&lt;br /&gt;
energy by plugging in the motorized functional differential gear&lt;br /&gt;
system?  Okay, maybe possibly you could argue that that's functional&lt;br /&gt;
and should have been GPL'ed, but what about the dune buggy, which is&lt;br /&gt;
closer to a children's toy?  What about combining that with some&lt;br /&gt;
GPL'ed part?&lt;br /&gt;
&lt;br /&gt;
But most complicated of all, what if you wanted to make a walking&lt;br /&gt;
cat-robot that uses a BY-SA cat design (maybe the head of the octocat)&lt;br /&gt;
and combines it with the robot chassis and some bears and the bead&lt;br /&gt;
belt gear and a bunch of other things.  Suddenly we've a cool&lt;br /&gt;
intersection of culture and functionality is blocked by two copyleft&lt;br /&gt;
licenses that both have the same (and best) intentions at heart.&lt;br /&gt;
We've blocked the cat-robot from ever being born (well, within license&lt;br /&gt;
compliance) by best-intentions-copyleft.  This is a problem, and if&lt;br /&gt;
the world continues to develop in the direction we want it to, I think&lt;br /&gt;
we're going to start seeing it a lot more.&lt;br /&gt;
&lt;br /&gt;
= Possible actions =&lt;br /&gt;
== GPL compatibility ==&lt;br /&gt;
&lt;br /&gt;
Probably the most actionable and most urgently raised amongst issues&lt;br /&gt;
when discussing with relevant community members is that of a one-way&lt;br /&gt;
compatibility between CC BY-SA (and probably also CC BY) and the GPL.&lt;br /&gt;
It's almost certainly not possible at this point (and probably&lt;br /&gt;
undesirable) that GPL-&amp;gt;BY-SA compatibility is possible, but if we&lt;br /&gt;
choose to do it BY-SA-&amp;gt;GPL (and probably BY-&amp;gt;GPL) should be.&lt;br /&gt;
&lt;br /&gt;
The benefits of this is that it will resolve the tricky issues with&lt;br /&gt;
&amp;quot;interwoven&amp;quot; content and cultural works.  Clashes in copyleft licenses&lt;br /&gt;
which share the same goals are unfortunate if they block useful things&lt;br /&gt;
from being created. As&lt;br /&gt;
[https://creativecommons.org/weblog/entry/30676#comment-356183 Arne Babenhauserheide said],&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;... the case of cc-by-sa not being comptible with the GPL is very sad,&lt;br /&gt;
because they share exactly the same goals: Copyleft. Thus their&lt;br /&gt;
incompatibility creates a real split in cultural works.  If the 4.0&lt;br /&gt;
licenses could make it possible to combine cc works under licenses&lt;br /&gt;
with compatible concepts (cc by, cc by-sa) with the GPL, that would be&lt;br /&gt;
a huge step towards a unified free culture.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what are potential downsides?  The main downside is that&lt;br /&gt;
[http://wiki.creativecommons.org/Frequently_Asked_Questions#Can_I_apply_a_Creative_Commons_license_to_software.3F Creative Commons licenses are not acceptable for software]&lt;br /&gt;
and we don't want to spread a misconception that they are.  If we go&lt;br /&gt;
forward with this, we should develop strong messaging that makes clear&lt;br /&gt;
that software should still not be released as BY-SA and that this is&lt;br /&gt;
for avoiding conflicts in complicated areas of interwoven cultural and&lt;br /&gt;
functional/software works.&lt;br /&gt;
&lt;br /&gt;
The other possible downside is whether or not source requirements for&lt;br /&gt;
art might make incorporating BY-SA works with the GPL difficult.  Ie,&lt;br /&gt;
there is no source requirement for BY-SA, and there is one for the&lt;br /&gt;
GPL.  The GPL says:&lt;br /&gt;
&lt;br /&gt;
  The “source code” for a work means the preferred form of the work&lt;br /&gt;
  for making modifications to it. “Object code” means any non-source&lt;br /&gt;
  form of a work.&lt;br /&gt;
&lt;br /&gt;
See also the &amp;quot;source release&amp;quot; section of this document for detailing&lt;br /&gt;
on the complexities of source code requirements in BY-SA.  But as for&lt;br /&gt;
fulfilling the requirements of the GPL, what about the following:&lt;br /&gt;
&lt;br /&gt;
* In programming, the division of what source and object code is well understood.  In content it's more of a gradient&lt;br /&gt;
* For example, the Blender Foundation releases all the &amp;quot;source code&amp;quot; of its films such as Big Buck Bunny and etc by releasing the .blend files (though it is not a requirement of the license).&lt;br /&gt;
* However, what if someone made a remix of Big Buck Bunny where they changed the order of scenes, added a psychadelic overlay, and added new music.  But the &amp;quot;source&amp;quot; they worked with was not on the .blend file level, but by remixing the rendered film itself.  If incorporated with a GPL'ed work, would the source requirement apply, and would it in fact require sharing the source all the way down to the original .blend files?&lt;br /&gt;
* What about a film like Sita Sings the Blues, which is BY-SA but from which the source files were never redistributed at all?  It's unlikely the content/code layers would be intertwined if combined with software, but let's pretend for a moment that it was.  Would &amp;quot;combining&amp;quot; with a GPL'ed work mean requiring distribution of the original files from which the film was made?  What if those were lost?  What if there's still a lot you can do without the &amp;quot;original source files&amp;quot;, although admittedly not as much as if you had them?&lt;br /&gt;
* In other words, just how far does &amp;quot;preferred form of the work for making modifications to it&amp;quot; go down?  What if people are remixing it on different layers, and the artists themselves prefer separate layers?  Does the GPL give flexibility here?&lt;br /&gt;
&lt;br /&gt;
There is additional discussion about GPL/CC compatibility [[4.0/ShareAlike#Considerations_regarding_compatibility_of_other_licenses| here]]. &lt;br /&gt;
&lt;br /&gt;
== Scoping copyleft across and code ==&lt;br /&gt;
&lt;br /&gt;
Bart Kelsey has written an excellent article,&lt;br /&gt;
&amp;quot;[http://freegamer.blogspot.com/2011/12/why-we-need-better-copyleft-for-artists.html Why we need a stronger copyleft for artists, and how this might be accomplished]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It's best just to read that article, but the crux of the argument is&lt;br /&gt;
that artists who contribute artwork to free software games often worry&lt;br /&gt;
that their artwork will be &amp;quot;lifted&amp;quot; and dropped into some proprietary&lt;br /&gt;
game.  In other words, something along the lines of this:&lt;br /&gt;
&lt;br /&gt;
              ,---------YOINK----------,&lt;br /&gt;
              |                        V&lt;br /&gt;
   .---------------.              .---------------.&lt;br /&gt;
   |  FaiF CONTENT |              |  FaiF CONTENT |&lt;br /&gt;
   +---------------+              +---------------+&lt;br /&gt;
   |   FaiF CODE   |              |  CLOSED CODE  |&lt;br /&gt;
   '---------------'              '---------------'&lt;br /&gt;
&lt;br /&gt;
Where FaiF stands for &amp;quot;Free as in Freedom&amp;quot;.  The argument is that if&lt;br /&gt;
you're producing free-as-in-freedom content, you won't want your&lt;br /&gt;
content being lifted and dropped into a proprietary codebase (ie, my&lt;br /&gt;
dragon creature which is BY-SA could still be used with a game with a&lt;br /&gt;
proprietary engine).  Bart has pointed out that if the artwork were&lt;br /&gt;
done in something like the GIMP, it would be considered on a separate&lt;br /&gt;
layer, so even if copyleft like CC BY-SA were used, it could still be&lt;br /&gt;
compromised by being lifted and dropped into a proprietary&lt;br /&gt;
codebase... but if the artwork were instead done embedded into the&lt;br /&gt;
codebase itself like so:&lt;br /&gt;
&lt;br /&gt;
    /*  This program is free software: you can redistribute it and/or modify&lt;br /&gt;
     *  it under the terms of the GNU General Public License as published by&lt;br /&gt;
     *  the Free Software Foundation, either version 3 of the License, or&lt;br /&gt;
     *  (at your option) any later version.&lt;br /&gt;
     *&lt;br /&gt;
     *  This program is distributed in the hope that it will be useful,&lt;br /&gt;
     *  but WITHOUT ANY WARRANTY; without even the implied warranty of&lt;br /&gt;
     *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the&lt;br /&gt;
     *  GNU General Public License for more details.&lt;br /&gt;
     *&lt;br /&gt;
     *  You should have received a copy of the GNU General Public License&lt;br /&gt;
     *  along with this program.  If not, see &amp;lt;http://www.gnu.org/licenses/&amp;gt;.&lt;br /&gt;
     */&lt;br /&gt;
     &lt;br /&gt;
    var smiley = [&lt;br /&gt;
        0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,&lt;br /&gt;
        0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,&lt;br /&gt;
        0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,&lt;br /&gt;
        0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,&lt;br /&gt;
        0,1,0,0,1,1,0,0,0,0,1,1,0,0,1,0,&lt;br /&gt;
        0,1,0,0,1,1,0,0,0,0,1,1,0,0,1,0,&lt;br /&gt;
        1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,&lt;br /&gt;
        1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,&lt;br /&gt;
        1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,&lt;br /&gt;
        1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1,&lt;br /&gt;
        0,1,0,0,1,0,0,0,0,0,0,1,0,0,1,0,&lt;br /&gt;
        0,1,0,0,0,1,1,1,1,1,1,0,0,0,1,0,&lt;br /&gt;
        0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,&lt;br /&gt;
        0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,&lt;br /&gt;
        0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,&lt;br /&gt;
        0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,&lt;br /&gt;
    ];&lt;br /&gt;
&lt;br /&gt;
So, why should artists who use normal, real graphical tools not get&lt;br /&gt;
the same copyleft benefit of keeping their stuff protected with the&lt;br /&gt;
rest of the program under the GPL as do coders or artists who would&lt;br /&gt;
use a text-editor to hardcode their assets into their work?  Are&lt;br /&gt;
artists being treated as if they are using some sort of second class&lt;br /&gt;
citizen copyleft then?  Some artists in the FOSS gaming area feel that&lt;br /&gt;
they would be.  (Some have even expressed interest in preventing&lt;br /&gt;
proprietization by using an -NC license, but there's an irony there in&lt;br /&gt;
that an NC license is proprietary anyway.)&lt;br /&gt;
&lt;br /&gt;
The proposal then is for a copyleft license whose requirements reach&lt;br /&gt;
across the content layer over into the software layer, requiring a&lt;br /&gt;
free software licensed engine or etc.  Complexities quickly arise as&lt;br /&gt;
in terms of &amp;quot;what about viewing the image in a proprietary browser or&lt;br /&gt;
other viewer, etc&amp;quot; and Bart has proposed trying to seperate terms out&lt;br /&gt;
for that, particularly by doing packaging-based copyleft.&lt;br /&gt;
&lt;br /&gt;
It's easy to be sympathetic about why artists don't want their work&lt;br /&gt;
used in a proprietary engine.  The issue is complex, and Bart has&lt;br /&gt;
tried to weigh out some pros and cons of this in his blogpost above.&lt;br /&gt;
There's also some risk in that some authors have expressed interest in&lt;br /&gt;
making a separate copyleft license.  This could be very unfortunate&lt;br /&gt;
for license proliferation reasons, and especially because copyleft&lt;br /&gt;
does best when there's a&lt;br /&gt;
[http://gondwanaland.com/mlog/2007/12/01/copyleft-pd/ single copyleft license per domain].&lt;br /&gt;
&lt;br /&gt;
But here's another set of likely complexities with this:&lt;br /&gt;
&lt;br /&gt;
'''Number one:''' In the example shown above, in a sense it's not true&lt;br /&gt;
that artists get a second class copyleft.  The reverse also applies:&lt;br /&gt;
&lt;br /&gt;
   .---------------.              .----------------.&lt;br /&gt;
   |  FaiF CONTENT |              | CLOSED CONTENT |&lt;br /&gt;
   +---------------+              +----------------+&lt;br /&gt;
   |   FaiF CODE   |              |    FaiF CODE   |&lt;br /&gt;
   '---------------'              '----------------'&lt;br /&gt;
           |                               ^&lt;br /&gt;
           '-----------YOINK---------------'&lt;br /&gt;
&lt;br /&gt;
So while it's true that in the dual-layer system, copylefted&lt;br /&gt;
free-as-in-freedom content can be &amp;quot;yoinked&amp;quot; and dumped into a&lt;br /&gt;
proprietary game or game engine.  But the reverse is also true;&lt;br /&gt;
copylefted game engine code can also be yoinked and used with to power&lt;br /&gt;
a free-engine-yet-proprietary game using proprietary assets.  So&lt;br /&gt;
second class citizenship is not true; both sides are cat risk of&lt;br /&gt;
having their separate layer yoinked and used in something proprietary.&lt;br /&gt;
&lt;br /&gt;
'''Number two:''' Getting the copyleft-works-across-layers bit to work&lt;br /&gt;
right without restricting mere viewer programs could be very hard to&lt;br /&gt;
write the correct way, could be excessively complex, and could even&lt;br /&gt;
end up in a license that's deemed nonfree if done wrong.&lt;br /&gt;
&lt;br /&gt;
'''Number three:''' The current &amp;quot;separate layers&amp;quot; distinction between&lt;br /&gt;
code and content may result in some un-ideal circumstances, but people&lt;br /&gt;
have come to rely on it, and it's probably significantly easier to&lt;br /&gt;
manage things preserving these layers than to change them.&lt;br /&gt;
&lt;br /&gt;
'''Number four:''' There's still a significant amount of copyleft&lt;br /&gt;
protection being done on the content layer even if the culture layer&lt;br /&gt;
is dropped onto a proprietary software layer.  To put it this way: Say&lt;br /&gt;
Zynga or Nintendo were to take your CC BY-SA licensed 3d model and&lt;br /&gt;
were to drop it into their proprietary game with their proprietary&lt;br /&gt;
engine.  If the copyleft layer really does span the whole content&lt;br /&gt;
layer, then that means that they also have to release all the rest of&lt;br /&gt;
their content to stay in compliance, and that's potentially a&lt;br /&gt;
tremendous payback on its own in a way.&lt;br /&gt;
&lt;br /&gt;
That said, it's very reasonable that some artists are frustrated with&lt;br /&gt;
this copyleft divide and we should take this into careful consideration.&lt;br /&gt;
&lt;br /&gt;
== Increasing/clarifying scope of what's a derivative ==&lt;br /&gt;
&lt;br /&gt;
The 3.0 Creative Commons licenses provide clarification on what is and&lt;br /&gt;
isn't an adaptation/derivative as opposed to a mere collection:&lt;br /&gt;
&lt;br /&gt;
  For the avoidance of doubt, where the Work is a musical work,&lt;br /&gt;
  performance or phonogram, the synchronization of the Work in&lt;br /&gt;
  timed-relation with a moving image (&amp;quot;synching&amp;quot;) will be considered&lt;br /&gt;
  an Adaptation for the purpose of this License.&lt;br /&gt;
&lt;br /&gt;
Various people in the free software gaming community have commented on&lt;br /&gt;
the fact that it would be good to get more clarifications in the&lt;br /&gt;
license about what's an adaptation, making it clear that combining&lt;br /&gt;
works in a game ''is'' a derivative.  For example, this &amp;quot;syncing&amp;quot;&lt;br /&gt;
example probably intends to cover works such as multiple character&lt;br /&gt;
models that are BY-SA all placed together and interacting in the same&lt;br /&gt;
file, but it doesn't explicitly say so.&lt;br /&gt;
&lt;br /&gt;
One concern that has been raised is that the part that &amp;quot;binds&amp;quot;&lt;br /&gt;
together various assets in a game is the engine itself, and that if&lt;br /&gt;
the copyleft doesn't extend to the engine layer, maybe it doesn't&lt;br /&gt;
properly encompass all assets:&lt;br /&gt;
&lt;br /&gt;
    [asset] [asset] [asset]&lt;br /&gt;
         \     |    /&lt;br /&gt;
          \    |   /&lt;br /&gt;
           [engine]&lt;br /&gt;
              |&lt;br /&gt;
              V&lt;br /&gt;
       Player experience&lt;br /&gt;
&lt;br /&gt;
There's a good chance this isn't a concern however, as there's plenty&lt;br /&gt;
of things that aren't game engines that also load a bunch of separate&lt;br /&gt;
components and combine them into a single media experience.&lt;br /&gt;
&lt;br /&gt;
Even so, it would be helpful to make clear that something along the&lt;br /&gt;
lines of loading several pieces of media together, for example in a&lt;br /&gt;
game, was a clear adaptation.&lt;br /&gt;
&lt;br /&gt;
For specific proposals for 4.0 relating to the scope of SA, visit the [[4.0/ShareAlike#ShareAlike_scope|ShareAlike page]].&lt;br /&gt;
&lt;br /&gt;
== Source release? ==&lt;br /&gt;
&lt;br /&gt;
Right now, unlike the GPL, BY-SA does not have a requirement for&lt;br /&gt;
source release.  It's been proposed that this could possibly become a&lt;br /&gt;
requirement in CC BY-SA 4.0, but this seems unlikely:&lt;br /&gt;
&lt;br /&gt;
* This could mean plenty of works never released with sources before will suddenly become out of compliance&lt;br /&gt;
* Unlike with software, where there's a clear binary of source or no source, in other forms of content it's often a gradient.[http://www.telsgroup.com.de/services/groupage_cargo_transportation_services/ Spedition Sammelgut] See Big Buck Bunny/Sita Sings the Blues examples described the GPL compatibility section of this document.&lt;br /&gt;
&lt;br /&gt;
It's likely we can't or shouldn't make this a requirement for CC BY-SA&lt;br /&gt;
4.0, but perhaps we could improve messaging generally to encourage&lt;br /&gt;
more community sharing of sources.&lt;br /&gt;
&lt;br /&gt;
== DRM in BY-SA but not BY ==&lt;br /&gt;
&lt;br /&gt;
In talking to some OpenGameArt members about licensing issues, several&lt;br /&gt;
expressed interest in keeping anti-DRM provisions in BY-SA as it's a&lt;br /&gt;
copyleft license, but remove them from CC BY (under the rationale the&lt;br /&gt;
CC BY approximately the equivalent of MIT/BSD licenses and CC BY-SA&lt;br /&gt;
approximately the equivalent of the GPL).&lt;br /&gt;
&lt;br /&gt;
There are specific proposals about addressing DRM in Version 4.0 on the [[4.0/Technical_protection_measures|TPM page]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>LindaL</name></author>	</entry>

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