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	<time pubdate datetime="2011-03-04T15:45:00+00:00">
		<sup>3:45<abbr>pm</abbr> • 2011</sup>
		<abbr title="March">Mar</abbr> 4
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<h1>The Theft of Creativity</h1>
		HTML5 makes adding video and audio content to your site very easy but there is currently no way to protect
		that content. If we’re all completely honest we know that content protection is still a big deal for
		record companies, movie studios, and TV channels, yet HTML5 puts their content just up for grabs.
	<cite><a href="http://blogs.adobe.com/flashplatform/2011/01/stealing-content-was-never-easier-than-with-html5.html" rel="external">Stealing content was never easier than with HTML5</a></cite>
	<strong>You know what’s so <em>fundamentally</em> wrong about this viewpoint?</strong> It’s the same thing
	we’ve heard over and over again from the RIAA and MPAA — using content in any way that they don’t approve of
	is ‘stealing’.
	According to them, downloading a video to view it offline is stealing — a punishable crime protected by law.
	Converting, or transferring the video to any other device you own so you can watch it is a crime. Accessing the
	video through an alternate piece of software for accessibility purposes is a crime (despite not being a crime in
		Speaking during the closing session yesterday at the Independent Games Summit, Notch dismissed the notion
		that piracy is the same as stealing, or ‘looting’ as incoming MPAA chief Chris Dodd framed it this
		<q>Piracy is not theft,</q> he said to those gathered in San Francisco. <q>If you steal a car, the original
		is lost. If you copy a game, there are simply more of them in the world.</q>
		<q>There is no such thing as a ‘lost sale’,</q> he added with a philosophy so Pirate-aligned it could
		be happily transcribed directly into any of their press releases. <q>Is a bad review a lost sale? What
		about a missed ship date?</q>
	<cite><a href="http://torrentfreak.com/piracy-is-theft-ridiculous-lost-sales-they-dont-exist-says-minecraft-creator-110303/" rel="external">Piracy is Theft? Ridiculous. Lost Sales? They Don’t Exist, Says Minecraft Creator</a></cite>
	What Adobe are not seeing is that if you put up barriers between customers, you then have to maintain those barriers
	when customer demand breaks them down.
	Look at Minecraft. It has completely rewritten the rulebook on releasing a game. If any big game company
	<a href="http://www.minecraftforum.net/viewtopic.php?f=3&amp;t=204658" rel="external">had made Minecraft</a>, it
	would have never been seen or heard of outside of company walls right up until beta, at which point <em>only</em>
	select games journalists would play it, and then many moons later the public would finally have access to it in a
	severely restricted form (Disc-install, DRM, no server, Windows only).
	The size of the community that surrounds Minecraft is just mind-blowing. The
	<a href="http://www.minecraftforum.net/viewtopic.php?f=1020&amp;t=183206" rel="external">things</a> people are
	building. Look at <a href="http://www.minecraftforum.net/viewforum.php?f=1032" rel="external">all the mods</a> —
	some of which have been rolled into the official game. All of this even without a mod API yet (the modders wrote
	their own to begin with), which has forced Mojang to prioritise providing an official mod API, and even then very
	few games actually have an official mod API to begin with! Community driven innovation is outpacing the developers.
	The success of Minecraft’s mods, and the extra community they have driven, is a product of Minecraft’s source
	code being visible to all—it’s written in Java. Anybody can look at the source code of Minecraft. This doesn’t
	imply that they own it and can re-sell it, no more than I can download a Flash or HTML5 video and claim it as my
	own, but that because users have <em>been able to express their right to fair use</em> they have gone and created
	more marketing, more content, more value than a closed model could have ever, <em>ever</em> generated—with an
	advertising budget of $0.
	Though I use Minecraft as an example, Minecraft is obviously not HTML5, but in reality the Flash vs. HTML5 debate is
	missing the principle, it’s about restricted vs. unrestricted. Minecraft is made by a developer who believes users
	shouldn’t be restricted. Notch could have made Minecraft in Flash, and now that WebGL specification has been
	completed and Google Chrome and Firefox 4 are supporting WebGL, Minecraft could conceivably be made in HTML, and
	certainly plausable in a couple of years time.
	I have no hesitation to think how many more mods and creations there would be for Minecraft if it were written in
	HTML and JavaScript — a much lower barrier and far more portable and mashable than Java. With in the next few
	years there will be a runaway success indie game and it will be written in HTML and JavaScript.
	Adobe, understand this before you try to sell HTML5 creative tools to creative people: HTML5 and openness enables
	creativity in unexpected forms and places. It isn’t about protecting “content”, it is about allowing
	creativity. Flash can only create closed results regardless if the developer wants that or not, but HTML5 forces the
	hand of developers who want to be closed to be open, and more importantly, allows people who want to <em>profit</em>
	from an open and inclusive development model of their game, to do so.
	You are selling closed tools to create a closed platform for closed content and it only acts as a bottleneck to the
	customer base and ultimately, to profit. The fact that HTML5 doesn’t have protections is because it’s not
	<em>trying to be like you</em>, it’s trying to be <em>the opposite of you</em>. You are not the model to follow,
	you are not the custodians of this platform, you are one of its patrons. HTML5 is bigger than you and your business
	model, Adobe. Don’t tell us how we should be using it.
	Profiting from content was never easier than with HTML5.
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