
個人でイラスト描いてゲーム制作するを文系社会人/ポケモン@kasagumori/愛媛大学漫研OB/gogh「漫画研究会部室」を不定期開催
愛媛県松山市
Joined May 2012
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日課 373日目
結局60秒に戻して丁寧に描く練習
時間があるときはこの枠で時間かけて描こう
ここから先、上手くなる方法模索
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日課 372日目
線を丁寧に正確にを意識するとやっぱり描くスピードが
描くべき線と箇所をしっかり意識していきたい
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日課 371日目
線を離して描かず、繋げて描く練習開始
雑にササっと描いてしまう癖を直して
描きたい線を正確に描けるようになりたい
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笠雲@ゲーム製作中 retweeted
適当に作ったゲームがSteam登録料$100を稼げるわけがないので、今回適当に作って出した人たちは損すると分かって撤退すると思う。
ゲームを作る難易度は下がったけど、ゲームを売る難易度は下がってない。
結局売れるのは、ゲームが好きで情熱を持って面白いゲームを作ろうとしてる人だけだよ。
なるほど興味深いし、一理ある
一方で日本人が海賊版嫌う理由は、海賊版が原因で数多くのコンテンツが衰退した過去が実際にあったことが大きく
海賊版を国内で許さなかったからこそ、今の繁栄があるとも言える
そりゃ海外の海賊版に対するスタンスと真っ向勝負になるわけだ
Hello Japanese Twitter. I want to explain why Western consumers are often willing to push the boundaries of copyright, even when it's controversial:
Historically, in the West, challenging copyright restrictions has SOMETIMES led to better outcomes for everyone, including the copyright holders themselves.
Take "fair use".
In the US, copyright law allows people to use pieces of copyrighted material for criticism, reviews, education, research, and parody, depending on the circumstances. It's why anyone can make YouTube essays using gameplay footage, review movies using clips, parody existing works, or study copyrighted material.
These freedoms developed over decades of folks challenging copyright restrictions in court. People pushed boundaries, courts established new rules, and consumers benefited. Hooray!
Something similar happened with the "right-to-repair" movement. Manufacturers have used copyright restrictions, software locks, and other barriers to stop people from repairing products they own. Consumers challenged those restrictions, by repairing them anyway, then being sent to court, which helped bring about laws that expanded our repair rights.
Basically we said: "This law sucks. If I buy this shit, I should have basic rights over how I use and repair it."
Now consider Piracy. I don't condone piracy, but I recognise that it has sometimes exposed problems with how entertainment is sold.
Music piracy EXPLODED when people wanted digital music. Then iTunes was created in response, and helped prove that millions of those same pirates were happy to pay for a convenient, affordable service that didn't exist. Movies and TV experienced similar problems, so streaming services were made which helped massively reduce Piracy. PC gaming saw something similar with Steam.
But my favourite example is Crunchyroll!
Crunchyroll started as a website hosting Pirate anime. Western audiences wanted to watch Japanese shows that often weren't legally available in their countries. Eventually, it becamse so big Japan made a deal with Crunchyroll to become a legitimate streaming business. The site now licenses anime directly from Japanese companies.
Today, it has millions of paying subscribers and generates MASSIVE revenue for the Japanese anime industry.
An audience that once watched anime without permission became a massive international customer base willing to pay Japanese companies. Imagine if that demand had simply been dismissed as criminal behaviour, without anyone recognising the business opportunity??
This is the pattern I'm trying to explain.
We see that when consumers push against restrictions, they sometimes expose problems with the existing business model. Companies respond with better services, laws change, and both consumers and creators can benefit.
None of this means piracy is justified or that creators shouldn't be paid. Only that challenging a restriction can SOMETIMES reveal that the damn restriction itself is preventing a better solution, and pressing on that restriction can create to fix.
I think this helps explain a cultural difference between some Western and Japanese attitudes towards copyright. Western consumers often see copyright disputes as ordinary folks fighting against wealthy corporations controlling access to entertainment. Japanese audiences seem to place greater emphasis on respecting the people and companies who created that entertainment.
Of course, neither perspective represents everyone. And I respect both views.
But where one person sees disrespect towards an artist's work, another sees consumers challenging a corporation's control over something they love. And because Western history contains examples of those challenges producing positive results, some Western consumers are more comfortable pushing those boundaries.
(Hope you can see how these points are relevant to old videogames like Tekken 6 that have no modern re-release/re-print)
ALSO I accept that sometimes piracy means consumers don't want to pay. They are just thieves. But other times, it means consumers were never given the opportunity to pay, and the solution will arise from pushing boundaries.
Please understand I'm not defending piracy. Just explaining why some Western consumers are willing to challenge copyright restrictions and not hate it so much.
We see things differently because history has shown us that sometimes, when people push back, everyone can end up way way way better off.
Sorry this was so long.
この話題、追えば追うほど不思議
文化や価値観の違いでこうも話が噛み合わないとは
著作権云々よりも企業と消費者の関係性が日本と海外では大きく異なるのでは…?
Yk I've always been curious why the Japanese defends copyright so much in situations where piracy is the only way to experience something not sold overseas.
Is it because Japanese companies treat their customers well so there's a level of brand loyalty? A lack of understanding on piracy as a whole? Or maybe most of them have never experienced wanting media from overseas and having no legal way to experience it?
日課 368日目
引き続き30秒
描いてバランスが崩れた分は何が原因かみていきつつ
今後の修正に活かしたい
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#日々描く
日課 367日目
久々30秒
正確に線をひけるようにしたい
30秒で集中して描く練習をしばらくする予定
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