Archive for category Contracts
Licensing Third Party IP for your Game Part I
Posted by admin in Contracts, Entertainment Law, Game Development, Intellectual Property, Negotiations on June 22, 2010
This is the beginning of a series. Stay tuned for more.
Game developers don’t always rely on their own intellectual property when making a game. They don’t always develop their own game engines or tools software, or compose original soundtracks for their games, or even use characters and stories they’ve created. Sometimes developers rely on third party intellectual property, or IP developed by someone else. To obtain third party IP, you need a license. Knowing what you can and cannot do with those licenses is mandatory. Understanding what you can and should negotiate is equally important. I will cover a few of the basics, but by no means all, in this series.
Music
Music licensing usually happens in one of two ways. You either only need the music and lyrics of a song and will re-record your own version or you need the original recording as performed on an album. In every case, there are three primary concerns you need to consider when dealing with music licenses: the fee, the scope of the license (how you can use the music) and the duration.
Let’s take a fictional example. Mercedes is the President of Bottom Line studios and is in the process of developing an MMO for teens and young adults called “Rebel Garden”*. She wants to incorporate some “Guitar Hero”-like mechanics in her game that allows kids to jam out online. She’s also incorporating listening parties and listening stations all over Rebel Garden that allow both indie and signed acts to promote their latest releases. Before she can do any of this she’ll need a licensing system in place to get all of the music she wants to include in Rebel Garden.
Music Licensing Basics
Copyright law treats music in a confusing way by providing two types of protection in a recorded work. First, there’s the musical composition. This is the melody, arrangement, and lyrics of a song. Next, there’s the sound recording. This is the specific recording of a song. So any recording in any format, whether physical or digital, will have at least two layers of copyright protection. What kind of license you need depends heavily on these two forms of protection.
Sync License
Let’s go back to Mercedes and Bottom Line. For Rebel Garden’s rhythm and music mini-games she’s going to re-record the songs she wants to include. This will give her greater flexibility in how the songs can be performed on-line. If she includes some Tool and Puscifer songs she wants the ability to simplify the songs to make them more accessible to her younger audience. Because she’s not using the original recordings from albums like Ænima and “V” is for Vagina, she only needs a license for the musical composition. This is known as a sync license.
The sync license is obtained through the song’s publisher. Co-publishing deals (where the songwriter retains 50% or more of her publishing/musical composition rights) are common, but even in those cases the publisher will handle the licensing (also called “exploitation”) of a songwriter’s catalog and distribute royalties to the songwriter.
Master Use License (Master License)
What licenses will Mercedes need for Rebel Garden’s listening rooms and listening stations? These areas permit players to listen to the latest releases by their favorite artists. However, before Mercedes can include these recordings in her game she must be permitted to use both the underlying song and the recording itself. You can have a sync license without a master license, but you will always need a sync license for the underlying composition if you get a master license.
Unless an artist self-releases record labels hold the rights to reproduce recordings. You will need to contact the record label that released the specific recording you want to use to obtain a license.
Music License Deal Points
Fee: Sync licenses for video games are still relatively new to the publishing industry. Industry standards for fees are therefore still being established. Those fees currently vary depending on the publisher/record label and the developer’s leverage. The rate can be flat fee or royalty-based. A royalty-based sync license could include an advance on the royalty, a minimum guarantee, and any number of ways of defining “net receipts” on which the royalty is based. In short there are as many ways to negotiate the fee for a sync license as there are songs in the vast catalog Mercedes needs. If Bottom Line has the leverage and the budget a flat fee may be ideal. However, if Bottom Line is relying on a big payout at the end and doesn’t have much capital in the beginning a royalty rate can still net Mercedes the song, provided she can negotiate out of an advance. Minimum guarantees can be treacherous, as they will require Bottom Line to pay a set amount at a specific time after the release of the game regardless of whether the game has made any money.
Scope: Scope describes how you’re allowed to use the music. The “Scope” statement will include the title and a brief description of your game and limit use of the song to that game. Mercedes should keep the scope of use as broad as possible to allow for current and future distribution channels within Rebel Garden. The scope should include current and future technologies both known and not yet contrived, and the region covered should be universal.
Term: The perfect deal allows you to use the work for as long as the rights holder retains copyrights in the work. Similarly ideal licenses include words like “perpetual”. However, publishers and record labels may attempt to hedge you in by limiting you to a specific release cycle. For example, a license may say that it will endure for the three years that your game is in print. This isn’t always a bad thing as it may reduce the fee. However, in today’s digital distribution environment games are able to see sales long after the initial release cycle.
Additional Considerations: Sync licenses and Master Use licenses should match up as much as possible. This will avoid confusion in the future. If, for example, Mercedes is using a recording and her sync license is narrower in scope than her master use license, the narrower license trumps. Additional rights granted in the master use license become moot. Another point worth noting: Unless a developer commissions a song for their game, all licenses are non-exclusive; this means Mercedes isn’t the only one who can use it and her rights are limited to the scope of the license.
Movies
Film licensing has taken on a life of its own in the video game industry. Almost every notable film franchise has a game or series of games based on that franchise. These licenses are generally negotiated through the game publisher and are usually so fraught with restrictions and time constraints that the game becomes little more than a mediocre marketing tool for the film. This should be a major consideration when you’re developing for big screen properties; you generally will not enjoy the same freedoms and sense of accomplishment you probably enjoy when developing original IP.
And while a film IP license is often infinitely more complex than a sync or master use license, you still have a handful of major considerations: development time, approvals and creative freedom/control, and of course the budget.
Let’s assume that Bottom Line Studios is approached via their publisher to produce a game for on an upcoming blockbuster based on a wildly successful book. What deal points should Bottom Line’s publisher fight for prior to accepting this project, and can Mercedes produce a game that’s more than your typical Marketing Department Debacle?
Development Time and Release Date: The single most important consideration for Bottom Line in creating a game based on film IP is lack of development time. The time Mercedes gets to develop a game based on film IP is constricted. A movie studio usually won’t consider licensing its IP for a game based on the film unless that film is 100% greenlit. This means all financing is secured, all necessary parties are committed to the deal, and principal photography is ready to begin. From beginning of principal photography to completion of post-production can take anywhere from 8 months to 2 years depending on the film’s budget, special effects, etc. However, by the time a studio gets around to finding a publisher, principal photography may be well under way unless a relationship with the publisher is already established.
Assuming a relationship isn’t established, principal photography has likely already begun by the time Mercedes is given the dubious honor of developing the game. Bottom Line must deliver the game by the end of post-production. Because film studios often do treat games like marketing tools, the game’s ideal street date is two weeks before the film’s release.
Any developer can tell you that it is impossible to produce a Triple A title in 6-8 months. Even a marginally polished, professional product is difficult to pull off with that much of a time crunch; and it will be crunch, hours and hours of it. And unfortunately, even if a relationship already exists between the publisher and the film studio development time usually isn’t negotiable, with some exceptions. Games based on already released film franchises, television shows, and long term film franchises (e.g., Harry Potter) are under less pressure to produce games quickly.
Creative Control: Another major drawback in developing games for film IP is getting necessary approvals throughout development. Milestone deliverables for a movie-based game are subject to an additional layer of approvals by the film studio in addition to the publisher’s approvals. In the studio’s mind this is necessary; studios need to preserve the integrity of their IP, and this includes monitoring the quality and content of any product licensing their IP. Unfortunately, this also means that the developer has fewer opportunities and less time to make the game fun. The additional approval process takes time away from development. If the publisher has considerable leverage and a working relationship with the studio, or if the film studio is actually interested in making a worthwhile game as opposed to making a merchandising opportunity, some of these approvals may be loosened. However, Mercedes should expect that every aspect of her game will be hedged in by licensing parameters, restrictions, and approvals over all content.
Budget: Unless the publisher is under the same roof as the film studio, studios don’t assist in the budget for the game. In fact budget for a third party IP game is generally less than average because of licensing fees to the studio and the shorter development time. The studio may require an advance or minimum guarantee that the publisher must pay in addition to the licensor’s royalty; this money frequently comes out of the game’s budget and the game’s bottom line. Mercedes will have to keep this in mind when preparing her milestone and payment schedule as the publisher will invariably try to make the budget as lean as possible.
All of this means that Mercedes will have less money, less creative control, and considerably less time to create the game she wants; in exchange, she gets free marketing for her game in the form of the film itself and the crossover customer benefit of the franchise. This paints a somewhat bleak picture for Bottom Line. But this should be familiar if you’ve examined the status quo of games based on movie franchises. Until and unless the movie industry treats games as valuable IP in and of itself, the intersection between games and film will continue to disappoint. However, in the uncharacteristic and unlikely situation that you get a film studio willing to grant you some modicum of creative control and all the stars are aligned granting you the time and budget to do so, you may be able to produce a game that can succeed independently from the licensed IP.
Clearance
One additional concern in all third-party licensing is the matter of clearance and chain of title. Is it Mercedes’ job to ensure that Bottom Line can use certain properties and assets from the film in the game? For example, whether Bottom Line can use likenesses of the actors in the movie depends on whether publisher, studio, and developer have permission from the actor to use his likeness in derivative products other than the film. Whether Mercedes can use the film score depends on if the studio owns those rights. Locations, trademarks, product placement; all of these individual components of IP must be separately licensed or included in the third-party license prior to moving forward.
Missing even one seemingly unimportant license can get the publisher and developer into a world of legal trouble. Ideally Bottom Line has negotiated a publishing deal that lay this responsibility wholly on the publisher. The publisher, in turn, will likely demand some assurances and warranties concerning these assets from the film studio. At no point should clearance be Bottom Line’s problem when creating games for licensed IP. The cost of clearance should also be in addition to the budget and at the Publisher’s expense, not Bottom Line’s.
Conclusion
Third party licensing is a part of the games industry. It is neither simple nor, in many cases, fair. Every game studio will be confronted with it at some point; how you fare depends on what you’re licensing, why, and your bargaining position.
- Special thanks to David Nonaka at Lionsgate and Patrick Sweeney at Reed Smith for their assistance and expertise.
* All characters, events, companies, and game concepts are fictional.
West and Zampella v. Activision: Can the Current Court of Public Opinion Win?
Posted by admin in Contracts, Current Affairs, Litigation on March 16, 2010
A developer is entitled to due compensation for their contributions to any project; so why would two terminated employees have to sue to get paid?
A little over a month ago Jason West and Vince Zampella, two of the lead developers at Infinity Ward, were terminated by Activision. Several weeks later Jason West and Vince Zampella filed a complaint against Activision for breach of contract, alleging that Activision terminated West and Zampella to deprive them of royalties, bonuses other compensation based on MW2 sales.
According to reports, Activision fired West and Zampella on suspicion of insubordination and breach of contract. The complaint and Activision’s recent SEC filing supports the claim that this may have been the basis for the termination, although according to the complaint those charges were either totally fabricated or greatly exaggerated. West and Zampella are suing Activision under theories of breach of contract and breach of the implied covenant of good faith and fair dealing. According to West and Zampella, they are owed significant compensation in the form of bonuses and shares in addition to creative control over any Call of Duty project taking place after the Vietnam era.
No one but the parties have seen the Employment Contracts or the Memorandum of Understanding at issue; the complaint requests that the Court keep those documents sealed. However, the complaint does stipulate that the first royalty payments in question are due at the end of March and Activision terminated West and Zampella to avoid paying those royalties.
While Activision certainly has an interest in holding on to its money, it also owes a duty to its shareholders. This means retaining top talent and acting in the company’s best interest. So why fire two incredibly successful developers who created Activision’s strongest console franchise without good reason, and why fail to pay when doing so is a clear breach of contract?
This matter has many tongues wagging. On the one hand, many want to side with West and Zampella. As the heads of Infinity Ward they put Call of Duty on the map and redefined the FPS genre. There is little doubt that morally and ethically they have earned every penny owed under their respective employment agreements. The problem is whether the courts (and their contracts) will agree.
An analysis of the complaint could provide some insight. According to the complaint, Activision refused to confirm payment of bonuses and additional compensation under the contract, due March 31st of this year. This led to the complaint’s allegation that Activision was trying to “avoid payment of the significant compensation Activision owes West and Zampella and the other employees at Infinity Ward.”
This is an interesting allegation for several reasons. We can’t see the contract and no one knows all of the facts, so confirming this allegation will be impossible until March 31, when the payment is due; and for all we know West and Zampella really were engaged in talks with EA. We have no clear definition of insubordination or breach of contract under the agreement, so we have no idea if the termination was indeed wrongful. And unfortunately the complaint does little to adequately shield West and Zampella from Activision’s claims of insubordination or breach. If the typical legal definition applies, insubordination means refusing to follow directions. Those directions may be implied (e.g., company policy or otherwise acting in the company’s best interest) or express (oral or written direction from a senior executive).
Certain facts relevant and necessary in a wrongful termination suit are absent in the complaint, including an assertion that Zampella and West did not actually engage in conduct constituting grounds for termination. In fact the complaint admits that Activision may have relied on information obtained “a year before”.
This section of the complaint bears quoting and is worded in a manner that arguably suggests that West and Zampella may not be able to deny at least some wrong-doing:
“It contained charges that were disproved in the investigation; included events that West or Zampella were never even asked about during the investigation; identified conduct that other Activision executives engages in with impunity; and cited ‘insubordination’ and alleged conduct from over a year ago, while they were working on Modern Warfare 2, and that never led Activision to either investigate, or discipline them, or terminate them….”
Specifically, “conduct that other Activision executives engaged in with impunity” and “insubordination from a year ago” may be all too defensible from Activision’s standpoint; what is appropriate conduct for an executive of Activision may not be appropriate conduct for an executive of a wholly-owned but otherwise self-contained and self-controlled subsidiary. For instance, what might be seen as information-gathering by an executive of Activision might be perceived as an act of mutiny by a wholly-owned subsidiary (e.g., specific communications with a rival company).
As for conduct from over a year ago, refusing to act on that conduct immediately may be due to justifiable delay on the part of Activision; interfering with Infinity Ward in the middle of a development cycle would come at a huge expense to Activision, while waiting to act on wrongful conduct until the release-dust has settled would allow for a smoother transition for everyone involved.
It may be that Activision truly is acting in bad faith; while no one can speak for the rest of Infinity Ward, West and Zampella certainly fear that they won’t be compensated. If this is Activision’s method of handling even its top talent, every studio and studio executive under their control should take a look at their current contracts and review their termination clauses; specifically, employees and executives should negotiate hard to ensure that they’re paid for their past contributions irrespective of grounds for termination.
Much in the complaint suggests that payment of the bonuses and compensation may be contingent on continued employment and/or termination without cause. The heavy reliance on claims of bad faith and wrongful termination suggest that the compensation in question, including bonuses, stock options, and future royalties, rely on how termination is affected. This is a dangerous proposition and may encourage employers to fabricate grounds for termination as opposed to paying large severances. However, without seeing the contract there’s no way to confirm this assumption.
Unfortunately showing wrongful termination in a case like this will prove difficult. With hope West and Zampella will settle this matter quickly and be fairly compensated so they can move on with their lives and careers; unfortunately, it is just as likely that Activision will be forced to fight if only to defend itself in the court of public opinion.
Reverse Engineering and You
Posted by admin in Contracts, Intellectual Property, Litigation on January 9, 2010
Let’s start with a story:
Mallory the Mythical developer and two of her good buddies are big fans of “Katarina’s Conquest”, a FPS loosely based on the Bolshevik Revolution of 1917.The game incorporates modern weaponry in a historical, beautiful, and immersive environment. Unfortunately when the game was released the original developers, October Industries, didn’t expect the game to achieve such a high level of success; the servers are unable to handle the number of new users and haven’t stayed up for more than 3 hours at a time since launch.
In response to this issue Mallory and her two good buddies decide to host a private server where they can play the game with a handful of friends across the globe without worrying about the server shutting down. To do this they will have to use reverse engineering to translate the game’s network protocol so their game clients can communicate with the new server. Mallory, being an experienced and business savvy developer, immediately realizes that there may be some legal problems here.
Mallory is right—reverse engineering can be a risky endeavor and shouldn’t be attempted without first consulting an attorney. Below I’ll discuss what reverse engineering is and how it’s accomplished and, more importantly, when reverse engineering will put you and your development team at risk.
What is Reverse Engineering?
Legally speaking, the reverse engineering of computer software is any method of studying a program for the purpose of obtaining useful and detailed information about the functional components and mechanisms of the program in question. The Supreme Court defined it as a “fair and honest means… [of] starting with the known product and working backward to divine the process which aided in its development or manufacture.” This can be as simple as observing game play to determine the functional elements of the game’s rule set, or as complex as decompiling a file and analyzing its components to learn how ads are displayed across the game server.
Tools used to reverse engineer a game include debuggers, disassemblers, and network protocol analyzers (packet sniffers) to name a few. The essential function of these tools is to give the programmer access to data that reveals the precise functions and mechanics of a program so those functions and mechanics can be reproduced with minimal or no use of the original source or binary code.
Traditionally this method of learning functions and processes has been viewed as fair game and, indeed, to some extent is still protected under fair use. As a result inventors in the field of technology and software have relied on reverse engineering for decades. For example, while the Copyright Act protects the three-dimensional patterns and designs of a microchip, it expressly allows the reverse engineering of those patterns and designs (referred to by the Act as a “mask work”) to analyze the concepts or techniques embodied in the chip. Similarly many courts have found that analyzing a computer program for the sole purpose of learning and reproducing its precise functions (provided those functions are not otherwise protected under patent law) is typically fair use.
This does not, however, mean that all reverse engineering is treated equally under the law. In software and games in particular the practice of reverse engineering has been under assault for a while.
Copyright and the DMCA Anti-Circumvention Act
Machine code and source code are protected as literary work under the Copyright Act. The copying of either without permission is copyright infringement. Using any part of someone else’s code in your own project, particularly non-functional code, without permission will almost certainly make you an infringer.
Sometimes during the process of reverse engineering the programmer may want to copy a data file or the entire program; typically that type of copying isn’t permitted under the Copyright Act, although there are a few very limited exceptions for backing up files for a legal purpose (such as repairing or debugging a lawfully owned program so the program can function).
Yet Copyright Act’s protection of computer programs goes well beyond the question of whether you’ve copied anything. In fact you don’t need to copy one iota of code to run afoul of U.S. Copyright law. 17 U.S.C. 1201, the Anti-circumvention provision of the DMCA, prohibits the circumvention of any technological measures that control access to any part of the work. It also prevents the distribution of software that enables circumvention of an access control.
Circumvention under the Act means descrambling or decrypting a work, or otherwise bypassing, removing, deactivating or impairing any technological measure without permission. A few classic examples of technological measures: remember those old Sierra games that required you to input a word from a specific paragraph on a specific page of the user manual before you could play the game? That’s an access control. Data file encryption is a more specific application of an access control. CD Key and license key encryption are another classic and oft-used example. Circumventing key encryption to access the content is typically illegal under the DMCA—but that isn’t the only scenario where a programmer could find himself in hot water under the Copyright Act.
This is particularly relevant in Mallory the Mythical developer’s case; if Mallory’s new server doesn’t provide the safe guards used to control access to the original game servers, such as a CD-key or version verification protocol, her own server is circumventing access controls to the online component of the game; by distributing the program, means (such as DIY instructions), or code to access servers that don’t use the game’s original access controls she would be running afoul of the anti-circumvention provision. According to at least one court decision this is sufficient to constitute a breach of 17 U.S.C. 1201.
Note that this does not mean that all aspects of reverse engineering are prohibited under the DMCA— for instance, analyzing un-encrypted machine code in order translate those processes and functions to source code is generally permissible. However, because the definition of “circumvention” is so broad under the act it is important to be mindful of any encrypted or otherwise protected data contained in a program or program file when you are attempting to lawfully reverse engineer a process or function.
There is one major exception to the DMCA: bypassing or decrypting encrypted data files of a legally owned copy of a program for the sole purpose of making that program interoperable with other legal software (for instance, a different operating system) is expressly permitted under the DMCA. However, this does not mean that you can distribute a way to bypass a CD-key or other cracking or decrypting software to make that software playable. This is why most interoperability projects, such as ScummVM, require end users to legally own the games they make playable. They cannot legally provide a means of playing cracked games, even if the primary purpose of the project is interoperability. Interoperability must be the only purpose.
It is important to note here that this exception can be waived if you agree to an EULA that prohibits reverse engineering.
Contractual Safeguards
A less confusing but no less treacherous risk comes from EULAs, NDAs, and other agreements or contracts a programmer might subject themselves to when they legally license the software they want to reverse engineer. For years courts in a variety of cases have upheld contract provisions that limit the end user’s right to reverse engineer a program for any purpose. Click-wrap and shrink-wrap agreements are generally considered enforceable.
For instance, if Katarina’s Conquest includes an EULA that expressly prohibits reverse engineering and Mallory the Mythical Developer has clicked the “I Accept” button when installing the program, Mallory would likely want to shelve her hopes of creating a private server by reverse engineering the client. A programmer can be liable for breach of contract and a slew of other causes of action, including misappropriation of trade secrets, by violating the EULA.
You can’t legally circumvent the EULA for a few of reasons. If it’s a shrink-wrap agreement you’ve accepted once you’ve purchased the software. If you didn’t legally purchase the software you don’t own a legal copy. In the case of click-wrap agreements, your legal use of the program is dependent on accepting that agreement. If you don’t accept you don’t have a license to use the software. Second, the EULA’s “click-wrap” process is an access control in and of itself. Bypassing that access control so you don’t have to agree to the license has a purpose beyond interoperability that doesn’t fall under the DMCA exception.
Pay close attention to the EULA of any game or program you want to reverse engineer. Even if you hope to reverse engineer the program for legal purposes you would still be prohibited if you’ve accepted the EULA’s terms in any manner—this includes purchasing a product with a shrink wrap license or clicking the “I Accept” button during the installation process.
Privacy Rights
In almost all cases of reverse engineering of a game the only network communications Mallory the Mythical Developer can or would want to monitor are her own client’s communications with the game server. This typically won’t raise many legal issues, and in almost all cases it would be impossible to virtually “sit in the middle” and monitor an encrypted communication between a game client and a game server. That’s what the encryption is designed to prevent. However, if you’re working on the kind of project where inspecting network packets that aren’t yours come into play you should be aware of a couple of laws.
The first is the Electronic Communications Privacy Act, which is part of the Wiretap Act, (18 U.S.C. 2510 et. Seq.). Under the ECPA you can’t intercept electronic communications, which includes data packets or any other transfer of information between a client and a network provider, server, or other computer or system, while that data is en route on a network unless you’re the network provider or an official (police or other government agency) authorized to access that information for investigative purposes under the Act.
The second is the Stored Communications Act (18 U.S.C. 2701 et. Seq. ). This Act is designed to prevent unauthorized access to ISPs and network service providers that allow the transfer of private electronic communications; accessing the data temporarily stored at those points without authorization, or otherwise exceeding your authorization and obtaining data you shouldn’t have access to, can expose you to criminal liability under this Act.
Both of these laws are designed to prevent you from accessing private communications, including data packets sent over a network or temporarily stored on a network. For this reason alone, reverse engineering projects that require monitoring communications you don’t have permission to observe or analyze should be avoided.
Conclusion
Reverse engineering isn’t inherently illegal. However, it does implicate a variety of legal issues. This isn’t the type of project you want to pursue if you’re risk avoidant; after all, reverse engineering is traditionally done for the purpose of recreating the useful functions of someone else’s work. That alone is typically enough to get more attention from content owners than you may want or need.
However, you can mitigate your risk by contacting an attorney and learning the steps you need to take to protect yourself and your project.