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- Brazil
Yeahh. Everthing we ever asked for this game. Great job guys. Continue the great work. The playerbase will be drasticaly improved after this update.
Why? Apparently, SMS did...I very much doubt that Reiza has a licence that allows them to sell on those assets.
Are you using a controller or a wheel?I just recently picked this up since it was on a massive discount for PS5 (and I had a decent amount of credit in my PS Store account), but have yet to try it out. It's there a good guide that someone can point me to? Thanks in advance.
You know this how?Why? Apparently, SMS did...
I'm using a controller.Are you using a controller or a wheel?
But why would S4S not have the exact same capability? To purchase their assets they created for PC2 back from Reiza, license those they had to and rename those they could get away with and avoid licensing fees altogether (Northampton etc).You know this how?
Asset creation (and the sale of created assets) does not carry with it the licence to then commercially use those assets if the copyright for them is held by someone else.
SMS may well of sold completed assets to Reiza (which would have saved them dev time and money), but Reiza would almost certainly still need to have licenced them for commercial use from the brands involved.
A couple of reasons.But why would S4S not have the exact same capability? To purchase their assets they created for PC2 back from Reiza, license those they had to and rename those they could get away with and avoid licensing fees altogether (Northampton etc).
It would have given S4S the same advantage Reiza had going into AMS2, free up dev time to concentrate on new assets.
I'm a little confused about why S4S are supposed to face any more restrictions than Reiza had. AMS went from a game with a pretty unique, mostly S. American focus, to AMS2 with that S American track list, and lo and behold, a whole bunch of PC2 tracks! And PC2 cars.
The only difference is that Reiza publicly acknowledged the purchase of those assets, but there's no law that says they HAD to. As long as the sale is legal, it's done. It might also explain why so few tracks in PMR. SMS didn't sell Reiza their entire track list, just a bunch of the more popular European tracks. Seems that those are the ones S4S would purchase back, buying the S American ones would make it little more than an AMS2 clone.
I mean, yes, it's doubtful either of us will know for sure, but my theory at least fits the facts. S4S were coding PMR on a shoestring. Reclaiming the PC2 assets they had sold would have been an obvious move if they couldn't get them from Codemasters or EA. All that would remain would be the licensing. Seems S4S found a way around even that in some cases.
TL : DR... If Reiza could do it, so could S4S
Right, I can't really help you then, sorry.I'm using a controller.
Controller is pretty good out of the box. These are the settings I use.I'm using a controller.
Surely it's the test trackIm going to take a wild guess and say it's a Porsche (or an Ehcsrop).
Yes, of course.Surely it's the test track
So you're saying SMS/Bandai didn't sell the assets outright to Reiza? Was that ever officially stated?A couple of reasons.
When Codemasters bought SMS they became the new owners of those assets and the agreement with Reiza, not SMS and not the entirely new business that is S4S. Reiza would need permission from Codemasters/EA to do that.
Reiza bought assets for the engine (both physics and visual) that they also licensed, PMR isn't using that engine at all. While it's possible they could be converted, that process is going to reduce or negate any cost saving.
SMS licenced what Reiza used, it's perfectly normal to not sell your IP (in fact you would need to be insane to do otherwise) and to limit how it can be used.So you're saying SMS/Bandai didn't sell the assets outright to Reiza? Was that ever officially stated?
I'm not sure, in Reiza's position that I'd want to base my entire game around assets and an engine another company could dictate what I did with it.
So if SMS sold the license to Reiza, it was their IP? From what you said earlier, apparently it is Bandai (then Codemasters and now EA) that owned the IP. So did Bandai license the deal with Reiza?
Yep, at that point in time (note however, SMS didn't sell anything to Reiza, they licenced it for use).So if SMS sold the license to Reiza, it was their IP?
Bandai: Nope, they were only the publisher for those titles. Codemasters and then EA: Yep, they bought SMS outright and that would include all IP (which is just as valuable, if not more so, than code*).From what you said earlier, apparently it is Bandai (then Codemasters and now EA) that owned the IP. So did Bandai license the deal with Reiza?
Nope, they were sold when SMS were bought by Codemasters (and sold again when EA bought Codemasters)If the assets were SMS's IP, wouldn't Ian Bell still own them after SMS folded?
Yep, and SMS sold those when they were bought by Codemasters, who then sold them on when they were bought by EA.We've got two different narratives here, one in which SMS own their own IP and who did the deal with Reiza,
Nope, as Bandai were a publisher and never owned the rights at all, they took a share of the profits in exchange for marketing, promotion, distribution, etc.and one where Bandai etc own everything,
When SMS was closed as a studio by EA, Ian Bell had already sold it (and all its assets) to Codemasters (who then sold them to EA), Ian Bell owned nothing to take with him.and Ian Bell takes nothing with him when it all folds.
Good thing neither of them did then. Reiza also don't own anything to sell, they licensed it from SMS.The latter is the narrative that prevents Reiza from selling the assets back to Ian Bell, but it's hard to see why Bandai (or Codemasters etc) would sell to Reiza to create competition for their own product in the first place.
A bit.Definitely confusing. 🤣