Well but those words are pretty important, and all those platforms you mentioned use it to cover their bases, so they don't get in trouble later and can distribute/sell all your data to other companies legally which is how they make money in the first place.
Except that the data they sell are not at all the once concerned by this clause... Facebook, to name only one, do not sell your statuses, they sell their user database and connection logs.
I don't want to extend this offtopic discussion but just know that to actually copyright your program is something pretty complex and bureacratic and I doubt many porn game devs are doing it in the first place (takes a lot of steps and money to claim your copyrights over programs, usually involves local copyright agencies).
I'll extend a little the off topic, because you're mostly just saying bullshit, and I can't let authors that would read your post believe that they have no rights regarding their game. It's the complete opposite.
Your software, and anything you create, is copyrighted the instant you write it ;
you have nothing to do, you own the rights to all your creations. This is a common point to Law regarding Intellectual Property for all the signatory countries (~90% of the world) of the
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; convention that have been updated in 1996.
The procedure you talk about is not to copyright your creation, but to register it and have an agency manage the rights in your name ; someone want to use your game in a movie, by example, they have to ask for this and to pay fees for this, and the agency will take care of that. And, exactly like it happen for music, movies, and any other creations, you have no obligation to use the services of such agency.
But, while creating the software is enough to own all rights regarding it, and you don't necessarily need an external agency to manage your rights, there's one thing missing if things start to be messy, it's the proof of anteriority. It's what the registering do, but passing by such agencies isn't the only way to register your creation.
The strongest way to do without relying to such agency is to deposit your software, source included, to a notary agency. The software will be put in a sealed and dated envelope, then kept in their safe. With this you'll be able to prove that you write it before the person you'll sue for theft or plagiarism. You can also do it by yourself, sending it, through registered mail with acknowledgement receipt, in a sealed envelope. It will have less weight than a notary deposit, but will still works in most countries. in both case, once the seal broke, it's the judgment that will serve as proof of your anteriority.
And I guess that modern Open Source coders rely on the versioning software behind the online repository they use, to provide this proof if needed. I'm not sure of its legal weight, and it wouldn't be as easy to use it, but as long as the repository effectively keep trace of all the changes since the start of the project, it's perfectly legit, valid and legal.
-Renpy libs are already copyrighted and while they let you sell your game with their code you still cant claim copyright over their libs.
You really believe that every day PyTom make an official registration of his code ? Take the time to think about it...
He said it himself more or less one year ago, every day since more than 12 years he works on his engine. And every day there's a new nighty built available to the public with the code he wrote during the previous day.
Yet, yes, all his code is copyrighted under his name and legally his own property on which he own all rights.
But anyway, what Ren'Py core have to do with all this ? It's not because it's a script language and Open Source, that it's different to a game engine like Unreal or Unity. What is copyrighted under your name is the code of the game you made by using the engine, not the couple game+engine. It's summarized as "the game", even in license of AAA titles using Unreal, because one can't go without the other, but it's meant as "everything excluding the base engine itself, but including the modification we can have made to the said engine".
-Same with licensing daz images, you can use them in your game but they aren't yours either, otherwise we would see a bunch of devs suing eachother for using the same model...
Wrong. You can NOT use licensed Daz images, because they are licensed... The only thing you can use is the renders you made by using the assets you legally acquired, and those renders are your own and entire property.
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:
"Any 2D artwork you produce and render out is completely owned by you (unless specified otherwise on the product page). You can use your 2D works commercially, modify them, sell them, or promote them, as protected by the End User License Agreement (EULA). This is because the end product is a 2D render (your artwork) of the 3D model, as opposed to the original 3D Content."
In short, most of these games are already being shared in an open-source fashion and unless you create it using your own engine and art you will hardly get full rights over the content like big game companies do, especially after the moment you post it on patreon.
In short you know absolutely nothing regarding intellectual property and should really drop the topic.
Edit: I love you too dear
Meaning Less 