Fandom is the most important thing in the modern media industry. Fans buy the products and advertise the brand, but are also the primary source of feedback. The media is what the community forms around, but the community is what feeds the media.
But the relationship between a work’s copyright holder and its fan community is structurally antagonistic. The IP holder and members of the fan community have fundamentally different interests which sometimes align but sometimes don’t. The rightsholder depends on the goodwill of the fandom, but at the same time there is always danger of the community being attacked by the rightsholder. The law creates is an implicit hovering threat of legal violence, and the profit motive encourages bad actors to pull the trigger. This doesn’t mean the relationship has to be antagonistic in practice, but it means there is always an underlying potential for conflict that has to be reasoned with. The threat is always there.
There is a productive tension here. Fanwork can serve functions official work can’t, and the community surrounding a work is one of the main things that gives a work “value”, in a base economic sense. They’re the ones buying the products. Media companies are desperate to have more fans because that directly translates into their ability to make money.
Likewise, the health of the franchise matters to the people who love it, and official recognition of fan communities can be a good thing. Fan work can be elevated, talented creators can be brought on as part of official projects, etc. Official recognition can serve as a badge of honor and help platform and encourage talent and creativity in the community.
But the deciding factor in whether the creator/fan relationship is healthy or exploitative is whether the community is allowed to be independent. Media and fandom can have a symbiotic relationship, but as soon as the corporation tries to exercise control over their fans, it turns into an ugly hostility.
The corporation cannot own its customers. The Sonic fandom can’t be a SEGA product. The Mario fandom can’t be a Nintendo product.
One of the most important merits of fanwork, discussion, and criticism is a plurality of perspectives, and the ability to present and analyze work through truly pluralistic viewpoints. This is why things like fan comics, fan games, fan resources, and fan events have been so extraordinarily valuable. They represent legitimate plurality where the community manages and supports itself.
When we were maintaining The Unofficial Homestuck Collection, this is something Bambosh and I talked about in our conference panel. While it may make sense for there to be an official collection, this would be subject to the IP holder and their vision of how to work should be presented, potentially narrowing the focus and scope of the work. One of the obvious dangers is this can lead to the marginalization and demonization of specific viewpoints the corporate interest doesn’t agree with, regardless of their artistic and intellectual merit. The fan-centered archive and the creator-centered archive fill fundamentally separate functions.
If the IP holder insists that all aspects relating to discussion of a work go through one unifying authority, this is an assault on the community and represents an act of aggression against fan-run fan-space. The author cannot be allowed to control all avenues for literary criticism of their work. The community cannot be governed by the same people it serves to police. If there is a demand that all work that exists be brought in under a single umbrella of control, this is a dangerous and precarious arrangement.
“Intellectual property” is often used to justify this, as if real people become an asset owned by companies just because they expect them to buy their product. Companies have a financial interest in protecting their brand, their image, but that does not give them authority to regulate the people involved, even as they represent that brand.
I know I talk about this a lot, but game companies love trying to try to claim a right to control how people play the games they already own, and it’s abhorrent. The community around a thing is a community. It’s not a thing, it’s not property, it’s not something money or copyright or anything else has a right to control. It’s people. People are people first and property never.
It does not matter how much or how little work is encapsulated by official support. A unification of community spaces through a central governing authority with the ability to enforce policy and preference is an existential threat to that community.
Stuck At Home Con was a wildly successful Homestuck fan convention run and organized for fans, by fans, with no official support or affiliation. As soon as official corporate representatives showed up they started making demands, and the whole thing fell apart in an ugly incident.
The threat of a community being beholden to a franchise is a true danger even before that authority proves itself dangerous and untrustworthy by deed. The danger is structural; it is a trap prepared and ready to spring. Even if the current leadership is well-meaning, that power can be replaced and existing structures can be hijacked to suddenly abuse a good faith relationship.
Fans are not the media’s property’s lieutenants, they are its guardrails. Their job is to encourage the good and discourage the bad. That can only happen when they stay financially and organizationally independent.
When someone exerts control over others, that’s hostility… unless the person is “their own”, and then it’s expected. As soon as a company has the ability to control something they have an obligation to leverage it to their benefit. If a fan criticizes a company, that’s normal discourse. If criticism comes from a company’s own PR manager, that’s the company failing to control its own people. Voices turn from discussion and community into forces capital has neglected to exploit. The difference between someone being independent and someone being an organ of an institution is not semantic, it is stark and extreme.
It’s especially important to set a good example of this with media with a young audience, many of which don’t know any better. We don’t have to put up with that and so we absolutely, positively must not.
Fan projects must be independent, and they must be allowed to operate without being coerced or threatened by an IP holder holding a gun to their head. Fandom is not a labor force or a brand asset. It is a community of free people. Its independence is not optional, it is the keystone holding the relationship together. Any time a brand starts demanding control over the communities of people around that, you need to understand that as the hostile threat that it is.






