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Economic implications of successful Creative Commons license

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UpliftedOctopi UpliftedOctopi's picture
Economic implications of successful Creative Commons license
It would seem important to begin a dialog regarding the implications of the success of a product line distributed under the Creative Commons Licence. I realize and apologize for the implicit demand of developer attention. I also wish to explain that, assuming required volume of information, I intend to base an academic piece on this topic. For the sake of avoiding discourse that may bore those who do not care, any inquiry regarding said piece and publication details should be addressed directly to me and not on this topic. Thank you, UpliftedOctopi (Yes, all of us)
UpliftedOctopi UpliftedOctopi's picture
Re: Economic implications of successful Creative Commons license
I will begin this thread with a tentative inquiry to not only the developers, but also anyone with access to pertinent information. The first question that it seems should be answered is: "Does Posthuman Studios feel that Eclipse Phase has been a success so far?" Additionally, it would seem important to gain an idea of the public's response to the same question. In consideration of this, I encourage everyone to feel that their contribution to this topic is relevant. My hypothesis is that the Creative Commons License has achieved an instance in which both the public and the business feel that the product is a success through Eclipse Phase. The implication here, that I intend to emphasize, is that products, available for no cost, can be successful in a competitive environment. Any critique is welcome but, in interest of not exceeding my lucidity rating with trauma, please make all effort to ensure it remains cordial.
Decivre Decivre's picture
Re: Economic implications of successful Creative Commons license
UpliftedOctopi wrote:
I will begin this thread with a tentative inquiry to not only the developers, but also anyone with access to pertinent information. The first question that it seems should be answered is: "Does Posthuman Studios feel that Eclipse Phase has been a success so far?" Additionally, it would seem important to gain an idea of the public's response to the same question. In consideration of this, I encourage everyone to feel that their contribution to this topic is relevant. My hypothesis is that the Creative Commons License has achieved an instance in which both the public and the business feel that the product is a success through Eclipse Phase. The implication here, that I intend to emphasize, is that products, available for no cost, can be successful in a competitive environment. Any critique is welcome but, in interest of not exceeding my lucidity rating with trauma, please make all effort to ensure it remains cordial.
To a certain degree, we've known that free and open source products are capable of pulling in incomes for a long time. Many of the largest players in the world support and even exclusively produce open source or free products; Google (of which, most of their software is either free to use or open source), IBM (which created the IBM PC architecture and released it as open source, revolutionizing the way that we produce computers), Red Hat (whose primary product is a free operating system, and they are still on the S&P 500) and the Mozilla Foundation (a non-profit organization that pulled in 98 million in profits in 2008) are just the first four that come to mind. It's a business model that works, and will only get more prominence as more companies show how feasible it can be. I think the biggest problem with adapting these technologies are the consumers themselves. It's only the last two generations that has grabbed hold of it to a large degree, and ironically I think it's also these last two generations that forcibly propelling its prominence. Even where free products do not exist, younger people see fit to convert pay-for products into free products by way of digital piracy. Some think this as a simplistic crime, but in reality it seems more like forced conversion into a new economy; download a pirated game or album sometime, and you'll notice that a common trend is to have a "if you like it, please purchase it" disclaimer in a readme file. This is because digital pirates aren't the shoplifters and baseless thieves that companies try to pain them as; they are people like you and I who see a new model for economy, and want to push it along as quickly as they can. And this has expanded somewhat beyond the software industry, obviously. Not just Eclipse Phase, however... Trent Reznor has been producing and making Creative Commons albums since 2008 (though he technically started in 2007, when anger from how his record label was handling the album Year Zero made him release it for free and demand that people steal it). Plenty of authors are appearing that release books for free. The infancy of fabrication technology has spurned a generation of people producing 3D blueprints for products... for free. The open source movement threatens to spread like wildfire across all boundaries, and the only thing seemingly holding it back is the continued scarcity of materials.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
PaulK PaulK's picture
Re: Economic implications of successful Creative Commons license
Decivre wrote:
..... IBM (which created the IBM PC architecture and released it as open source, revolutionizing the way that we produce computers), .......
Actually, IBM did not release the PC architecture as you say. The original PC BIOS (which was the core of the architecture) was meticulously reverse-engineered by a team at Compaq who created a detailed specification of the architecture. A second team used the specification to create their own BIOS that was 100% identical in operation to that of the IBM PC. Take a look at http://oldcomputers.net/compaqi.html for a (slightly) more detailed description. Open source works in software primarily due to the fact that corporate enterprises want/need either indemnification or support contracts. That said, I am definitely rooting for Posthuman Studios on their approach with Eclipse Phase. /Paul
RobBoyle RobBoyle's picture
Re: Economic implications of successful Creative Commons license
UpliftedOctopi wrote:
"Does Posthuman Studios feel that Eclipse Phase has been a success so far?"
Absolutely. Our first print run sold through very quickly for a new game, and our PDF sales were higher than we anticipated (though the low PDF price point may have also contributed to this). The CC license means that the game found its way into the hands of thousands of people who wouldn't have seen it otherwise (or may not have seen it as quickly). It has also earned us an incredible amount of good will from our fan base, and that's an excellent thing to have. We've seen a good amount of fan projects start up right away as people take advantage of the license to hack together their own spreadsheets, characters sheets, ports to other rules systems, translations to other languages, and so on. We've also gotten quite a bit of attention online simply for the approach we've taken. Overall, I'd say we've adequately cleared that initial hurdle that new games face of simply being known and picking up a dedicated fan base.
UpliftedOctopi wrote:
My hypothesis is that the Creative Commons License has achieved an instance in which both the public and the business feel that the product is a success through Eclipse Phase. The implication here, that I intend to emphasize, is that products, available for no cost, can be successful in a competitive environment.
I would say that is true and I think there's a growing body of evidence supporting the idea that giving away your product digitally increases print sales, and serves in effect as a grassroots marketing method as people who like it pass it on to their friends. I would hesitate to say that this is going to be true for all things given away for free. I still feel that quality is a big issue. I don't think EP would have been as widely accepted if we'd had a poor graphic presentation, or hadn't put as much effort into the setting, or things like that. This is a criticism that gets leveled at Cory Doctorow and his CC evangelism too -- that his method of putting books out for free online works for him because he is a good writer and somewhat famous already, and that it doesn't work as well for new authors who are completely unknown. While I do think this approach is going to be of some benefit to just about everyone trying it, I think actual *success* is still going to be determined by other quality factors.

Rob Boyle :: Posthuman Studios

Tiempo Tiempo's picture
Re: Economic implications of successful Creative Commons license
Well, about the quality factor: CC isn't a panacea by itself. In fact, it turns to be a filter for bad products, as if you get the book, for example, and you don't like it, you don't buy it. In the other hands, when you read a book by buying it without prereading, you already spent the money so quality affects to the second wave of buyers, and not the first, as CC does. But in the other hands, CC gets you something that "Copyrights" doesn't if you made a good thing: That anyone can make your creation grow bigger, making that your sales can rise as everyone can start seeing your stuff as a great stuff and wants it to keep growing. Fidelity is what every comapany wants, and CC can give it to you, at least, in this moment (maybe if every creation were CC, the impact were lower)
Decivre Decivre's picture
Re: Economic implications of successful Creative Commons license
PaulK wrote:
Actually, IBM did not release the PC architecture as you say. The original PC BIOS (which was the core of the architecture) was meticulously reverse-engineered by a team at Compaq who created a detailed specification of the architecture. A second team used the specification to create their own BIOS that was 100% identical in operation to that of the IBM PC. Take a look at http://oldcomputers.net/compaqi.html for a (slightly) more detailed description. /Paul
Partly correct. IBM [i]did[/i] in fact release the architecture, they just didn't release the BIOS. The idea was that they weren't going to force people to get licenses to create peripheral hardware and components, but they still wanted to drum up sales for their computer line specifically, to which all devices designed for the architecture would exclusively work. Even today, that is a standard that many commercial open source projects strive toward. I would rather every company held one secret close to vest and released everything else open source, than not open source anything at all.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Decivre Decivre's picture
Re: Economic implications of successful Creative Commons license
Tiempo wrote:
Well, about the quality factor: CC isn't a panacea by itself. In fact, it turns to be a filter for bad products, as if you get the book, for example, and you don't like it, you don't buy it. In the other hands, when you read a book by buying it without prereading, you already spent the money so quality affects to the second wave of buyers, and not the first, as CC does. But in the other hands, CC gets you something that "Copyrights" doesn't if you made a good thing: That anyone can make your creation grow bigger, making that your sales can rise as everyone can start seeing your stuff as a great stuff and wants it to keep growing. Fidelity is what every comapany wants, and CC can give it to you, at least, in this moment (maybe if every creation were CC, the impact were lower)
That is very true. Creative Commons tends to act as a viral marketing tool more than anything. It gets the product into more hands than it would if they had to find it in a game store. However, presentation is more important than ever. Since these players have already gotten a copy, they have less incentive to purchase in if they find the product lackluster. It may even require a higher degree of quality than a product that people have to purchase before they play. However, I can see it directly affecting the consumer base as well. For instance, you can probably divide the consumer base into five camps: [list=1][*]Those who buy the product and like it. [*]Those who buy the product and find out that they don't like it. [*]Those will like the product, but don't want to spend money on something they don't know. [*]Those like the product, but cannot afford it. [*]Those who pirate, irregardless[/list] Essentially, Creative Commons trades customer type 2 for customer type 3, thanks to the fact that they will get better knowledge of what they're buying. On the other hand, while the last two may appear to be non-consumers in the vein of actual profits, only the last one actually is. Those who cannot afford it essentially become "welfare players" who are able to support their gaming habits on the free distribution of the product. In the long term, this may actually prove to be profitable, as they may become purchasing customers when they actually can afford it (I've noticed that this sort of player is very common amongst high-schoolers). I think it also fair to note that the [i]amount[/i] of utility that someone will get out of a product might be an issue as well. I doubt that people will pay for an adventure in Eclipse Phase if they can download it for free, simply because they'll likely only use it once and never again. This may go across the board to other product types as well. People might like the game, but avoid purchasing it if they don't think they can find a playgroup... simply because they can get it for free, and they only plan to read through it for personal enjoyment without getting full use of it.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]