Interesting, I once held a speech on ethics and software engineering in my university... And none of those things I said then are useful to answer any of your questions :D
- As a map maker, is it ethically proper for you to copy others peoples maps, change stuff and publish it as long as you give proper attribution and the map was unlocked?
No. I might copy some systems and alter them but to copy the entire map would be stealing. I might actually not even ask for permission.
- What if the map was locked?
Same answer as above. If I can get my hands on an interesting system I'll try to use it.
- And what if it was locked and the maker declared they had abandoned it?
I would ask for permission.
- And if it was abandoned for 3 years, and was broken from all the blizzard patches?
I would ask for permission and make my intentions clear (use systems or continue where he left)
- What if you've tried all possible ways to get in contact with the maker, and have gotten no replies? How long should you wait for a reply?
3 Weeks.
- As a map maker is it ethical of you to abandon a map and let future patches break said map, without ever updating it?
Yes. This can happen to everyone. We have no paying customers. We shouldn't be forced to work on a hobby, then it wouldn't be a hobby.
- Is it ethical to post maps that you didn't copy a map file from another maker, but the game is almost the same as another game aside from terrain and certain aspects of data and trigger coding?
Depends on how simple it is. But most maps aren't very simple. The game industry is based on copying ideas. It's OK to copy.
Yes, the classic modding was deliberate modification of the game data/code, via external manipulation, in the form of replacing data files, memory injection or straight up recompiling.
And yes, this form of modding is basically dying/dead, because we no longer can do it. Most games had this because tools were either non existent and the game was done from total scratch, or the game was poorly coded and had little or no security, because games often cut corners to meet performance requirements or just ship at all.
Today, games provide full API's, and tools can be had for nothing (Unity, Starcraft 2, DotA 2, RPG GameMaker, Cryengine, Unreal). Games are better coded and now include hard security (tamper with any official Blizzard mod, and the moment you load up, the game will complain, and connect to B.net, game runs a hash check, and re downloads the entire affected mod to a clean state.
The raison d'etre for modding, is slowly but surely going away. Simply good evolution of software development is forcing this. Starcraft 2 "Modding" is more akin to normal game development, in that you are provided the engine, an API, and a toolchain. This is almost no different then purchasing/licensing a coding framework, which comes with the API, examples and the possibility to license the source code for modification.
I decided against breaking it open completely. I'll recreate the map from scratch, while cracking it open as I approach certain problems in the original design in order to see how they dealt with them (advice sort of).
In the US, it tends to be written in the contract as to who's responsible for theft/casualty. Typically it's the owner when between merchants. At least that was my impression from school.
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Interesting, I once held a speech on ethics and software engineering in my university... And none of those things I said then are useful to answer any of your questions :D
- As a map maker, is it ethically proper for you to copy others peoples maps, change stuff and publish it as long as you give proper attribution and the map was unlocked? No. I might copy some systems and alter them but to copy the entire map would be stealing. I might actually not even ask for permission.
- What if the map was locked? Same answer as above. If I can get my hands on an interesting system I'll try to use it.
- And what if it was locked and the maker declared they had abandoned it? I would ask for permission.
- And if it was abandoned for 3 years, and was broken from all the blizzard patches? I would ask for permission and make my intentions clear (use systems or continue where he left)
- What if you've tried all possible ways to get in contact with the maker, and have gotten no replies? How long should you wait for a reply? 3 Weeks.
- As a map maker is it ethical of you to abandon a map and let future patches break said map, without ever updating it? Yes. This can happen to everyone. We have no paying customers. We shouldn't be forced to work on a hobby, then it wouldn't be a hobby.
- Is it ethical to post maps that you didn't copy a map file from another maker, but the game is almost the same as another game aside from terrain and certain aspects of data and trigger coding? Depends on how simple it is. But most maps aren't very simple. The game industry is based on copying ideas. It's OK to copy.
no no no
Re: Modding
Yes, the classic modding was deliberate modification of the game data/code, via external manipulation, in the form of replacing data files, memory injection or straight up recompiling.
And yes, this form of modding is basically dying/dead, because we no longer can do it. Most games had this because tools were either non existent and the game was done from total scratch, or the game was poorly coded and had little or no security, because games often cut corners to meet performance requirements or just ship at all.
Today, games provide full API's, and tools can be had for nothing (Unity, Starcraft 2, DotA 2, RPG GameMaker, Cryengine, Unreal). Games are better coded and now include hard security (tamper with any official Blizzard mod, and the moment you load up, the game will complain, and connect to B.net, game runs a hash check, and re downloads the entire affected mod to a clean state.
The raison d'etre for modding, is slowly but surely going away. Simply good evolution of software development is forcing this. Starcraft 2 "Modding" is more akin to normal game development, in that you are provided the engine, an API, and a toolchain. This is almost no different then purchasing/licensing a coding framework, which comes with the API, examples and the possibility to license the source code for modification.
So what'd ya decide? Gonna break open a map?
http://us.battle.net/sc2/en/forum/topic/3657433476?page=5
This post has me nostalgic for an old map that is now broken on battle.net. Makes me think about looking into such topics.
I decided against breaking it open completely. I'll recreate the map from scratch, while cracking it open as I approach certain problems in the original design in order to see how they dealt with them (advice sort of).
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
no no no
@houndofbaskerville: Go
Well robbers can sue for getting hurt while breaking in, so i'm guessing you''d be responsible.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
In the US, it tends to be written in the contract as to who's responsible for theft/casualty. Typically it's the owner when between merchants. At least that was my impression from school.