Hi Javier,

Original license author chiming in here again, since this seems to be a biennial thing :/

This is hopefully the last time I'll write on this matter, by this point pretty much every detail I can remember now documented across half-a-dozen reports in BTS. Mostly across this one and https://bugs.debian.org/478898 tho. Also, as both Markus and Russ noted - this has been debated over and over again in the BTS for this package.. but this is simply not the right forum for it.

 I'm not really sure what outcome you are looking for here...

Anyway - first I'll answer to your question.. then provide some more background on the conception of the license & Revolutions input!

*Yes. *It was pretty obvious to all parties that the license was "weak, and there are certainly ways to break the spirit legally. By design.
Without allowing that freedom, we couldn't honor the spirit of the DFSG.

Our guidelines from Tony Warriner @ Revolution were pretty darn simple (in relation to the Game Data at least).
I can paraphrase the basic points in a few short sentences:

 *       "We lost the original code, but we'll entrust you with this
   ports code"
 *       "Freeware? Hrm... I'll talk (to Charles / Dave?) but I think
   we can do that"
 *       "Wow you got the basic engine working already?"
 *       "We've decided to trust you and permit re-distribute it as
   freeware"
 *       ".. oh, but we don't want people to sell the game individually
   for $$$" (* see footnote 1)


We had a lot of freedom here - Charles, Tony and Revolution as a studio were amazing. So when I pitched them on the first draft of the license the reply was not "We'll just run this by our legal team and lead council", but rather (very very paraphrased) "Looks good, ship it!"

To be perfectly honest - Debian-legal provided more input on the wording than Revolution.

This 'conflict' exists because of a the single restriction requested by Tony Warriner @ Revolution - that the game not be made available for individual resale. This is the same sort of exception already implemented in other DFSG-approved licenses, and we used similar logic to try and reconcile the authors wishes against the needs of the DFSG and legalities of redistribution
through various channels (/* see footnote 2/)

So we employed a complicated bit of Game Theory known as 'compromise'.

Let's recap the original goals:

 * Honor Revolutions request to limit individual resale
 * Satisfy the "fields of endeavor" clause of the DFSG to encourage Linux Distros able to ship
 * Permit redistribution as part of a Linux distribution
 * Permit redistribution on magazine cover discs (/* see footnote 3/)
 * "Plain Language" (/* see footnote 4/)

It was an exciting time, and this whole process laid the seed for ScummVM negotiating with right-holders - the silly levels of cooperation from Revolution made us actively engage in outreach to original developers and right-holders. (/* see footnote 5/)

These early relationships were hard-earned and thanks to an amazing team and community. While ScummVM now has quite an established and trusted reputation for treating both the games and their creators with respect, it was a long bumpy road.

With bad suspension and broken seatbelts. And I was driving without a license (no pun intended).


TL/DR: Revolution Software are Revolutionary Good People; /Compromise involves shades of grey/; In hindsight, your wording            choices 15 years ago were terrible and will haunt you forever. /The phrase 'in hindsight' is also terrible and overused/,            Throwing rocks at traffic from a bridge is stupid, dangerous and irresponsible. So is writing a custom software license.
*

*Kind regards
    Ender
    Former Co-Lead
    ScummVM Project

----
* _Footnote 1:_

   Many reasons, some commercial obligations but honestly mostly just
   to avoid legally permitting 'scammy' behaviour such as
   sellers charging RRP for a free download (such as producing fake
   originals, or hacking some title/copyright bitmaps and selling the game
   as their own work.

* _Footnote 2:_

   It was a learning experience, and of course in hindsight I should
   have just pitched something like the Artistic license instead
   of making the silly choice of writing YANL

* _Footnote 3:_

   Remember those?


* _Footnote 4:_

   Humanitarian theory - large international and ESL audience (as per
   most adventure games), so keep the license simple
     Observable outcome - the 'net has more lawyers than a law school /
   it seems a license clause really does need 3-4 subparagraphs...


* Footnote 5:

      Working with Revolution on implementing and re-releasing BASS was
   a major catalyst for ScummVM. I've always seen it as
      a win-win-win-win. A positive for ScummVM (as a project),
   developers/rightholders (as creators), the user/community (as
      consumers), and lastly distributions  (here, plz package some
   commercial-quality games).
      The project has had some wonderful successes in furthering game
   preservation this way - and Revolution helped us pave the way
      to negotiating with many parties - sometimes obtaining original
   source to assist us in re-implementing game engines,
      negotiating several game data releases as freeware, and assisting
   original right-holders with re-releasing long-orphaned
  titles across multiple platforms (eg. Linux) via avenues like GoG.

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