行使版权时可能威胁到游戏开发者 (我对Gbcompo 25的看法)
When Exercising Copyrights Puts a Gamedev Under Threat (My Take on Gbcompo 25)

原始链接: https://allalonegamez.itch.io/zoryad/devlog/1135761/when-exercising-copyrights-puts-a-gamedev-under-threat-my-take-on-gbcompo-25

一位Game Boy开发者分享了一段关于版权和游戏制作比赛参与的令人担忧的经历。在参加GBCOMPO 23和25比赛后,并在2023年获奖,开发者要求将他们的游戏从比赛组织者的网站上移除——这是网站声明和版权法明确支持的权利。 然而,组织者以威胁回应,追溯性地取消了游戏的资格,并要求退还奖金,声称游戏不再“在线提供”。尽管最初的规则并未要求游戏无限期地在线提供。 开发者认为这是捏造的规则和不成比例的回应,可能会因为组织者在Game Boy出版社区的影响力而损害他们的职业生涯。这种情况强调了理解和捍卫版权、仔细审查比赛规则以及挑战不公平解释的重要性,即使是在看似开放的社区中。开发者希望分享这段经历能够赋予其他创作者保护他们的作品并倡导公平实践的力量。

一位参与GBCOMPO 25游戏比赛的游戏开发者因将比赛期间创作的游戏进行商业发布而面临批评。虽然规则并未明确禁止商业用途,但一些社区成员认为该开发者不正当地从“社区努力”中获利,并呼吁返还奖金和取消奖项。 争议的中心在于对社区精神的 perceived 违背,尽管该开发者在技术上遵守了规则。一位评论员强调了开发者行为的合法性,批评了其他人的“氛围逻辑”和潜在的“非法”报复行为。这一情况引发了关于游戏比赛中不成文的期望以及个人权利与社区善意之间的平衡的问题。
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原文

I want to share a recent experience that shows how, even in “open” and passionate communities, exercising your copyright can meet with abusive practices. This is the story of a Game Boy developer (myself) who faced threats—some already applied—for making a simple request. I asked for my games to be removed from the website of a game jam organizer (the games were uploaded by the site owner, not by me).

I participated in two Game Boy jams: GBCOMPO 23 and GBCOMPO 25. I finished on the podium in 2023 but did not place in 2025. The rules clearly stated that submissions had to be freely available to both the public and the judges, that they would be published on the competition platform (itch), and that after the competition, developers were free to continue working on their games or commercialize them. I fully complied with these rules: my games were public, free, and accessible for judging during the entire competition period.

A few days ago, I requested the removal of all my games from this third-party homebrew site that hosts entries from these jams. The organizers’ response was surprising: they threatened to retroactively disqualify my games (which they did) and demanded reimbursement of the prize money I had won in 2023, claiming my games were no longer “available online.”

The competition rules do not mention any obligation to keep games online indefinitely, any perpetual right for the organizers to host them, or that removing a game from a third-party platform would be a violation. In reality, the games were online for the entire required period and even well beyond.

According to the site’s disclaimer and copyright law, “if you are the developer of something published here, you can, for any reason, request the removal of your work.” I was simply exercising my legal and moral rights over my creations. Nothing in the competition rules required me to keep my games online forever.

Yet the reaction from the organizers of GBCOMPO 23 and 25 was disproportionate: all traces of my participation were erased, and they are demanding that I refund the money I earned by placing on the podium in one of their jams. Worse, this jeopardizes my career as a gamedev, since many of the major Game Boy publishers are also the biggest financial partners of these organizers.

The organizers insist that the rules are clear and non-negotiable. However, what they interpret as a perpetual obligation does not exist in the official text. All these sanctions are based on a rule they retroactively invented.

This experience highlights the importance of knowing and defending your copyright, carefully reading competition rules, and being prepared to challenge arbitrary interpretations. Even in open-source or homebrew communities, creators can face excessive or retroactive demands. The key is not to let oneself be walked over.

I am sharing this story so that other creators understand their rights, so that communities and organizers realize the need to publish clear and fair rules, and to emphasize respect for original creation. Exercising your copyright is not a hostile act—it is a legitimate protection of your work. While this story may not interest the major players in the scene, it can resonate with gamedevs like myself everywhere.

I chose to post this message in the devlog of this game because, with everything happening, I genuinely don’t know what the future holds—for this project or for my journey as a gamedev. Being an indie developer is already incredibly hard, but standing up against giants is even harder. Yet transparency matters, and creators deserve to speak openly about what happens behind the scenes.

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