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[gameprogrammer] Content Licensing (was: Sound Effects)



On Tuesday 15 August 2006 17:12, Marian Schedenig wrote:
> On Monday 14 August 2006 13:22, David Olofson wrote:
> > (BTW, the game *data* doesn't have to be GPLed, just because the code
> > is... Hint: Id Software.)
>
> True. I've mentioned the GPL a bit prematurely; I do intend on making the
> code GPL, but we haven't yet decided on the licenses for gfx, music etc.;
> it very likely won't be the GPL, though I do want to keep it as "free" as
> possible.

Speaking of which, is anyone here familiar with "good" content licenses?

Specifically, my game code will be licensed under the GPL, and the graphics 
and sound content probably under a version of the Creative Commons license. 
My composer favours the NonCommercial-NoDerivs version, meaning that his 
music may be distributed only for free and unaltered. Which is basically fine 
by me, except that I do not want to hinder the (however likely or unlikely) 
case that my game, with all its original content, might be included in some 
game compilation, or perhaps Linux distribution, possibly sold on CD/DVD/some 
medium.

Therefore, what would be a usual way to license the music under the 
Attribution-NonCommercial-NoDerivs CC license, but at the same time allow 
people to distribute the whole game package even if they charge money for it?

Thanks again,
Marian.

-- 
http://www.musgit.com
http://marian.musgit.com

Hofstadter's law: "It always takes longer than you think,
even when you take account of Hofstadter's law".


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