Quote: > > If the company wishes to protect a console version, they can contact us just as > Cave > > > and Arika have in the past. (In Arika's case, they made more copies of the game > > than > > > Xbox 360s have ever sold in Japan, with predictable 2600 ET-like results, but > > MAMEdev > > > did remove the games as we were asked). > > > > But then nobody decided to ask them first, they just did it, and only did you > remove > > it, after the fact. Right? > > > > I do not see that as a positive. > > > > Sorry no kudos for you. > > You might like to rethink things. > > Plenty of people have asked the "major" companies. Not a single one as far as I can > tell has ever said "Yes". There is either no answer (which implies "No") or else > there is a definite "No". > > Here's one example: In the very early days of arcade emulation, Dave Spicer > (Sparcade) and I exchanged many, many dozens (perhaps 100's) of emails. In 1995/96, I > offered a lot of money (think 6 figures !) to back him to take his arcade emulator > and make it a commercial product with 100% legal / licensed games. The BIG problem - > and the reason the project never went commercial - was the permissions. No-one would > grant any. No-one even wanted to discuss money / licensing fees. No-one would talk > about it. The "right person" was never there to talk to. No-one would answer letters. > No-one would return phone calls. They just wanted to sit on their IP. Their focus was > the future. Not old or ancient games from their past. > > If people asked before emulating, then there would be ZERO emulation. Many of the > games supported by projects like MAME are preserved ONLY because these projects saved > them, and often they were saved just in time. Many games would already be lost to > oblivion if things were left to the IP holders. In many cases, they don't even have a > backup of their source code. > > The fact that there are now some freeware games for MAME doesn't mean anything. These > were only released long after MAME had become a success (emulating dozens of games, > with wide distribution). > > If MAME had been a project that was still trying to emulate it's first game with full > permission of the IP owner, and had approached any of the very nice people who have > now released their games as freeware, then would they have said "YES" ? > > I'm all for you doing research about this for your thesis. However, you need to keep > an open mind. It sounds like you have already decided on what your answers are, long > before you've done the research and probably long before you have even thought what > the real questions should be. > > Where are your interviews with emulator devs, IP holders, etc ? Where are your > surveys of these people ? Where's your literature review ? Where have you tested your > claims ? e.g. write to a selection of IP holders to ask them about licensing their > games for your own hypothetical emulation project, and see how far you get. Then, and > only then, will you know what the real situation is. > > If you are coming to conclusions, you'd better have solid evidence to backup all of > your findings, or your thesis wont be worth anything.
I totally agree with your point, but even I do "agree" I cannot conduct research with personal opinions. I have to extend both views of the argument and tell the story accordingly. I personally do not care either way, but I must ask the questions just like a professional reporter or researcher does.