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paulwei
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crypto trader since 2013 / ex co-founder of social network apps with 50+ million users
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paulwei
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When IPs are heavily modified by AI in videos, the first reaction for "old IPs" is: infringement → resistance and rights protection (as shown in the image below). But have you considered that the Seedance 2.0 era could actually be an opportunity for old IPs to be revitalized? Authorize them to be open to the community, allowing them to be modified, or even, as @hazenlee said: "Generate copyrighted videos and pay copyright fees directly, instead of blocking demand and preventing generation." Or, could they be charged/revenue shared based on other methods such as play counts or revenue? And proactively provide high-quality style material packs. (There could even be a GitHub for AIGC videos?) This would guide infringing traffic into a new, compliant market opportunity for billing. Gamers know that even the best games have a lifespan, and the only way to extend or break through that lifespan, besides self-developed new titles, is through community modification. The progenitor of modern shooting esports, Counter-Strike, originated from player-made mods; the progenitor of Honor of Kings and League of Legends, Dota, originated from player-modded maps of Warcraft. Not to mention long-running games like GTA, Roblox, and Minecraft, which all allow, and even rely on, player-created mods. So, in the film industry, for established IPs like Stephen Chow's, which have gradually declined with generational shifts, the original production teams are no longer what they used to be, and they've lost their relevance to contemporary audiences. Rather than fading into obscurity in an endless decline, perhaps Seedance 2.0, by unleashing the creativity of the grassroots, could open licensing to the community, potentially offering a bottom-up revival. For example, with another established IP like Stephen Chow's "A Chinese Odyssey," would you rather see a sequel directed by a contemporary Hong Kong director? Or a blockbuster sequel born from the creativity of a million die-hard fans, fueled by video production models, and ultimately selected through market competition? The gaming industry has long provided a model for this: indie games and community-created mods can "reverse the natural order" because, before AI, game development was something individuals could do at home, and film production, which can be done at home by individuals, is just beginning. The first established IPs that dared and understood to do this may reap significant market novelty benefits, as well as a more fundamental talent advantage: support from the first wave of AIGC video creators. Once everyone becomes accustomed to this model and follows the trend, this special window of opportunity will have passed. twitter.com/coolish/status/202...
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