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Home»News»Media & Culture»Valve Blocks Indie Dev Game For Including IP From The Same Indie Dev In Game
Media & Culture

Valve Blocks Indie Dev Game For Including IP From The Same Indie Dev In Game

News RoomBy News Room2 months agoNo Comments3 Mins Read602 Views
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Valve Blocks Indie Dev Game For Including IP From The Same Indie Dev In Game
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from the cue-the-spider-man-meme dept

Complaining about automagic enforcement of copyrights on the internet through copyright bots is so old hat at this point so as to be cliché. But there is a very good reason for that. Even in the narrower realm of PC gaming, we have seen examples of how copyright enforcement has ensnared totally innocent games, or fallen victim to clear fraud and abuse, resulting in the delisting of those games from platforms like Steam. This often happens in the all important early release windows for these games and, to be sure, it’s smaller indie studios that are hurt the most by this failed process. It’s incredibly frustrating to watch all of this in the macro and then witness the major platforms do absolutely nothing about it.

This, in fact, despite the absolutely absurd situations all of this produces. Take the demo for Wired Tokyo 2007 that was supposed to be released recently, but wasn’t, all because indie dev Daikichi dared to use intellectual property existing outside of the game. Except, of course, that said IP was the property of Daikichi itself.

As reported by VGC via GameSpark, a post to X from the developer lays out the situation, in which they explain that (via machine translation) “the motif of a board game I personally created in the past, placed within the game Wired Tokyo 2007, is getting caught by Steam’s side as third-party intellectual property.” As a result, Valve has blocked the release of the game’s promised demo which is currently listed as “Coming soon.”

The copyright-violating aspects, as claimed by Valve, include “dinosaur themed card-games shown on the environment within your app in gameplay,” which refers to a board game called Dinostone, created by one Daikichi. In Daikichi’s response, they link to the Board Game Geek page for their table-top game, which lists the same developer name.

“It’s not a third party,” says Daikichi on X. “It’s just me wanting to use my own intellectual property rights myself.” They add, “I have no idea what the meaning of this is at all.”

In an incredible response from Valve, the platform is demanding Daikichi provide some form of documented agreement to license the images used in the game, or else provide a documented letter of authorization from an attorney in order to get the demo approved for release. This is a “papers, please!” moment in video gaming, and it makes no sense.

The situation gets even more Monty-Python-esque from there. Daikichi decided their best course of action was to send a signed letter to itself, signed by itself, authorizing itself to use the assets it had created in the game it also had created.

Then over the weekend, rather wonderfully, the developer says they “created a signed document granting myself permission to use all of my created works, including board games, and resubmitted it for the demo review.”

We’ve crossed the Rubicon, folks. And now Valve is in the uncomfortable situation of having to choose between accepting this “evidence” of IP ownership when the evidence is literally a dev writing himself a letter like a crazy person, or else Valve refuses to accept it and a developer remains unable to release a game demo because they used their own property within it.

It’s a choice that only has two wrong outcomes. Sympathy is in short supply, however, as this is the result of the guilty-first process Valve has come up with for copyright takedowns on its platform.

Filed Under: automated takedowns, copyright, dinostone, steam, wired tokyo 2007

Companies: daikichi, valve

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