I can buy the Supreme Commander OST that Jeremy Soule did such a great work on online, and the Total Annihilation music (also Jeremy) can be ripped from the game disk. Any word on who did the OST for SC2 and if SE/GPG will be releasing it, or how to grab it from the game?|||Leave your game open 24/7. why wouldent you
I can't comment on anything higher tech than that.|||X-Cubed|||Does anyone have a filepath to the folder in which the soundtracks are located?|||Though ripping the music from the game files would probably not be judged to be as bad as pirating the game itself, it's still technically piracy from a legal perspective.
The reason: when you buy a game, you don't own the GAME, you own a license to USE IT. "Well, GPG, I like your game, so I'd like to play it. You mind giving me a lifetime pass to use it for, say, $50 bucks?"
But the lifetime pass doesn't include rights to play the MUSIC for your own enjoyment. To do that, you need to buy the soundtrack.
I'm not judging, I'm just giving you the legal facts. Remember, this sort of law is designed to protect intellectual property and copyright: so people can actually make money off their stuff. Copyright is a pretty big deal in Western (American) capitalism.|||Ripping maybe is a good idea. but It's not appropriate to discuss here.|||I think the jury is still out on whether buying a game, on a piece of physical media, constitutes ownership of that game or just a license to use it. (yes, I know about the latest Adobe fiasco that is going through the courts) Even if specifically stated in the EULA and not buried in the wall of text, its debatable if it'll hold up. Also, if I have a license to use the *whole* game, why can't I just use a portion of that at a given time?
On your third point, I agree that the spirit of copyright laws are to protect IP and thus protect content producers so that they are encouraged and rewarded for making stuff that people enjoy. One thing you learn about American Capitalism is that no one really cares about the spirit of laws, all they want is to twist and bend laws in a way that nets them more money ( *cough* Billion dollar lobbying industry)
Poking more holes in that leaky bucket is the fact that there is no possible way of purchasing the SC2 soundtrack at this time!
Honestly, US software IP rights are so broken. I buy a plastic disk. I own that bit of plastic. But all those little pits and bums on that piece of plastic, I'm supposedly renting. When I buy a book, I OWN that book and can do anything I darn please with those pages as long as I don't make copies of the work and distribute them. If I want to rip out a dozen pages and stuff them in my ear, there is nothing that can legally stop me.
Of course, if you are a US lawyer, then I retract this statement.|||Procyon7|||@Dawumyster:
You make good points. I'm not a lawyer, but as a media grad student, we're learning about IP and copyright protection. The media conglomerates are scared ****less of piracy (and the Internet, since they don't know how to monetize it). At the moment, all they know how to do is create copy protection software... which gets broken, necessitating new copy protection software. It's a vicious cycle.
Personally, I buy the games I'm interested in. If I'm not THAT interested, I wait until the game is cheaper, which is exactly what I did for SupCom2. But now that I have it, I'll continue to pour money into it if they release an expansion or more DLC.
As for US copyright law, it was written in a time when there weren't computers but there WAS mass production capability. Hence: "If one person has an idea for a blueprint, they are able to mass produce that product and sell it without interference from someone who replaced a red LED with a green LED." Unfortunately, this requires both enforcement and a quantitative definition of what constitutes intellectual property (see below).
As the old joke goes, the difference between piracy and outright theft is that piracy makes a copy: by copying the software, you're only depriving whoever wrote it of ONE potential sale -- unless you distribute it, which is why the music industry was so pissed off at Napster: it wasn't just ONE person downloading it, they were SHARING it. That's why they go after seeders, not leechers -- in the grand scheme of things, the leechers are the bigger problem, since each seeder is technically reducing sales by an unlimited number of copies. Well, not unlimited amount -- it's more like the more seeders there are, the more they reduce the number of potential sales.
Translation: "Oh, one leecher. Big deal, we'll deal with him when we have the seeders under control. But now that leecher is seeding! *BAM*"
The problem is, it's AWFULLY hard to convert any of that into quantifiable info. To wit: how many differences are required before something becomes "different?"
The spectrum, basically, goes from "Well, my product is made of metal and HIS product is made of metal (it doesn't really matter what kind), so they're both the same; and since I had the idea first, I get exclusive rights to profits;" ....to, "Well, there are exactly 263 molecules worth of difference between my product and his product; that is sufficient to allow my product to compete with his, and may the best product win."
You see the problem?
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