case: (Default)
Case ([personal profile] case) wrote in [community profile] fandomsecrets2015-09-18 06:52 pm

[ SECRET POST #3180 ]


⌈ Secret Post #3180 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.

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09. [WARNING for rape]



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11. [WARNING for domestic violence/abuse]

[The Musketeers]


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13. [WARNING for rape]

[Babylon 5]









Notes:

Secrets Left to Post: 00 pages, 000 secrets from Secret Submission Post #454.
Secrets Not Posted: [ 0 - broken links ], [ 1 - not!secrets ], [ 0 - not!fandom ], [ 0 - too big ], [ 0 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.
dethtoll: (Default)

Re: Mods in Dragon Age fandom

[personal profile] dethtoll 2015-09-20 12:26 am (UTC)(link)
I'm curious, do you think AMVs, XNALara model rips, and picture/photo manips are also hugely different from fanfiction and fanart? I consider them all equally valid fanworks, but I never considered that some folks might have different levels of acceptability for them.

No, I don't, because those aren't altering game files for visible results in-game. That, to me, is the fundamental difference. It's one thing to rip the models for use in, say, Poser or whatever the hell people use these days, to make fanart with. It's quite another to make x character white so you don't have to look at brown people in-game.

I don't view mods as being in the same category as "fanworks," or rather I see them as a separate sort of fanwork compared to fanart, AMVs, manips, Garry's Mod screenshots, whatever, because you are directly altering the sum total of the work (as opposed to extracting a single piece of it for use outside of the work.)

I mean it's not really about "acceptability" or validity either. I use mods all the time -- Fallout 3 never goes without an install of FWE, for instance. I just don't see them as being the same thing as the conventional definition of "fanwork."

[ETA] Not to mention that mods aren't necessarily altering a single aspect of the game, or even multiple aspects of the game. Sometimes they change the game completely into something else. Cry of Fear, that freeware horror game? Started off as a Half-Life mod. Counterstrike is another. Other than a few reused textures it bears zero resemblance to the original game. In the old days we called that sort of thing a "total conversion." How can that reasonably be called a "fanwork?"
Edited 2015-09-20 00:30 (UTC)
darkmanifest: (Default)

Re: Mods in Dragon Age fandom

[personal profile] darkmanifest 2015-09-20 12:56 am (UTC)(link)
Huh, that's pretty interesting. I figure if the resources come from any copyrighted media, whether they're characters or models or images, then using them in any way that doesn't come with Word of God endorsement as canon all falls under fanworks. Some I find more distasteful than others, but I'd be hard-pressed to say they aren't all created by fans of the original media for private non-profit use, which is how I define fanworks.

As for the rest, I couldn't say exactly where the line is between regular and total conversion fanworks. Whatever it is that allows the Fifty Shades of Grey author to make a profit without being sued for infringement despite it being common knowledge how her work began life (probably going back to resource usage).

Anyway, I can't say your perspective isn't consistent, so I guess I agree to disagree.

Re: Mods in Dragon Age fandom

(Anonymous) 2015-09-22 02:32 pm (UTC)(link)
From what I heard it's because FSoG takes place in the real world (so no vampires and werewolves) and all the characters are too bland use common character templates it's apparently not similar enough to count.

I'm not a laywer though so take this with a grain of salt.
darkmanifest: (Default)

Re: Mods in Dragon Age fandom

[personal profile] darkmanifest 2015-09-22 06:57 pm (UTC)(link)
Yeah, that makes sense, swap out the names and most recognizable elements, I can see how just knowing it's an AU of something else wouldn't be enough to complain about copyright.