Archive for category Game Development
I’m Being Bombarded with PAX Prime 2010 Info, So I’m Passing It Along
Posted by admin in Current Affairs, Game Development, Games on August 31, 2010
I’ve received a constant stream of information concerning the goings-on at PAX Prime (September 3-5 at the Seattle Convention Center/Benaroya Hall), and I’m passing it along. As an aside, I’ll be in attendance in the Developer Lounge in room 310, which is hosted by James Portnow (see the Escapist press release below); feel free to grab me (figuratively, please) if you have questions concerning the business and legal aspects of game development. Events and postings are listed in no particular order (except perhaps as they’ve appeared in my inbox):
“Bangai-O HD: Missile Fury at PAX West 2010: Prepare for sensory overload as D3Publisher unveils Bangai-O HD: Missile Fury, the latest in the TREASURE franchise, at the Penny Arcade Expo West (PAX West) taking place at the Washington State Convention & Trade Center in downtown Seattle, Washington, September 3-5, 2010. Fans and newcomers are encouraged to visit Booth #799 during the show to get their hands on this explosive new game for Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft.
D3Publisher will also be participating in a Puzzle Quest 2 tournament on Nintendo DS™ that will be taking place in the handheld lounge area from 4:30pm – 7:30pm on Saturday, September 3rd. Stop by the lounge and compete by playing Puzzle Quest 2, the latest adventure, now available from Infinite Interactive. Puzzle Quest 2 features a hallmark blend of match-3 gem matching and fantasy that offers a captivating, rewarding, and accessible journey for players of all skill levels.”
“LoadingReadyRun – Friday, 3:00 – 4:00 PM – Raven Theater
Sketch Comedy geniuses LoadingReadyRun, of Unskippable and The Escapist News Network fame, will be showing unveiling unseen footage and answering questions from the audience.
The Escapist Present’s Movie Night – Friday, 10:30 PM – 1:30 AM – Unicorn Theater
Movie Night will feature the highlights of The Escapist’s critically acclaimed series: Zero Punctuation, the quick-witted, most-watched game review series on the web; Doraleous and Associates, an animated comedy series about heroes for hire putting the ass back in fantasy; and I Hit It With My Axe, a reality series about porn stars and strippers who play Dungeons and Dragons, starring Kimberly Kane, Zak Sabbath, Mandy Morbid and Satine Phoenix.
Extra Credit’s James Portnow – All Three Days – Room 310
James has set up a meeting center for amateur and indie game developers to meet, form teams and talk with real developers about the industry. You can watch James’s acute analysis of games on Extra Credits every Thursday on The Escapist.” [UD note: as mentioned above, I’ll also be hanging out here during PAX]
“Experience Microsoft Surface
· The Settlers of Catan – Located in the Catan booth in the exhibition hall, the Surface gaming sensation first shown at Origins and Gen Con Indy is finally coming to Seattle. At PAX, the Vectorform team is presenting the game with new updates as they continue to collect feedback from users and provide them an opportunity to play the classic board game through the interactive, collaborative experience that is Surface.
· Penny Arcade Sales – Located near the PAX sales desk, visitors can utilize Surface as an important purchase tool as they bypass the typical salesman for a retail experience designed specifically for PAX.
· The Complete Package – In the hall near the console freeplay area, Surface Senior Digital Manager Eric Havir will be bringing a personalized unit featuring some Surface favorites, including several gaming and conference-focused applications. This is the perfect opportunity to check out Surface in person and get a taste of some scenarios Surface has played a role in enhancing.”
GameTrailers.com returns to Seattle for Penny Arcade Expo (PAX) 2010 with three marquee panels featuring Wedbush Securities Analyst Michael Pachter, “Mortal Kombat” Co-Creator Ed Boon, “Deus Ex” and “Epic Mickey” Developer Warren Spector and GameTrailers TV Host Geoff Keighley:
Friday, Sept. 3: GameTrailers.com Presents: Hello Fellow Babies! – Pach-Attack! LIVE
Washington State Convention Center, 6th Floor (500 seats)
§ 10:30-11:30 a.m. Michael Pachter. Yes, he’s real. Yes, he’s here and yes, fans can ask him their burning questions at this exclusive panel. Pach-Attack! has taken the Web by storm and since it debuted on GameTrailers.com, the smarmy seer has become a household name. Here at PAX, this is the audience’s chance to challenge the analyst’s legendary wit and have their game industry questions answered live at this exclusive interactive panel.
Panelists include: Wedbush Securities Analyst Michael Pachter
Friday, Sept. 3: GameTrailers.com Presents: Entertaining the Gamer: What Does It Take?
Satellite Theatre Pegasus in the Seattle Sheraton (1000 seats)
§ 5:30-6:30 p.m. What do “Hey Ash What’cha Playin’?,” “Once Upon a Pixel” and “ScrewAttack” all have in common? They’re all in this panel and they’re all original content producers on GameTrailers.com. Anthony Burch, Ashley Davis, Rocco Botte and “Stuttering” Craig discuss how their shows came to be and take the audience through the process of creating new shows. In addition, they will answer the audience’s questions for a full hour of niche bliss. Moderated by GameTrailers TV Co-Host Daniel Kayser, this is the fans’ opportunity to pick the brains of some of their favorite content creators and discuss what it takes to create compelling gamer-centric content for the internet. Plus, fans will witness a special message from the Angry Video Game Nerd they’ll have to see to believe.
Panelists include: “ScrewAttack” Program Director Craig Skistimas, “Hey Ash What’cha Playin’?” Content Creator Anthony Burch, Mega64 Co-Creator Rocco Botte, “Once Upon a Pixel” Creator Ashley Davis, GameTrailers TV Host Daniel Kayser
Saturday, Sept. 4: GameTrailers.com Presents: Bonus Round LIVE!
Washington State Convention Center, 6th Floor (500 seats)
§ 4:30-5:30 p.m. The renowned video game discussion show featuring the biggest names in the industry goes LIVE! From debating the most important topics the industry faces, to challenging the convention of the business, Bonus Round has always been known for rallying the facts, the insight, and the future forecasts. In this live discussion, the panel tackles the most relevant industry topics and also gives the audience a chance to take their questions straight to Geoff Keighley and the esteemed industry insiders.
Panelists include: “Mortal Kombat” Co-Creator Ed Boon, “Deus Ex” and “Epic Mickey” Game Designer Warren Spector And GameTrailers TV Host Geoff Keighley
Check out the Bethesda booth; there should be some goodies and reveals with BRINK, Fallout: New Vegas, and The Demon’s Forge. Bethesda’s booth is centrally located at booth # 1132 and directly across the walkway at booth # 1142.
I’ll update this as more information arrives.
Solutions to Student Ownership and the DigiPen IP problem
Posted by admin in Current Affairs, Game Development, Games, Intellectual Property, New Games on August 17, 2010
In traditional Academia students retain intellectual property to their term papers, artwork, screenplays, and other creative works. So why should this change when Academia meets game design? According to DigiPen and other schools that have implemented similar IP policies, the Institution owns all rights, titles, and interests to the games and underlying content you create through the program. Many students have bitterly confronted the IP ownership quandary presented by these programs. On the one hand, they want to attend a highly regarded and accredited game design/development school. On the other, they want attribution and compensation for their work.
Why Institutions want Ownership
The institutions themselves believe they have the best interest of their students at heart. Claude Comair, President of DigiPen, has previously asserted that this is for the students’ own good. The institution is ill-equipped to determine who contributes to any given project. This could easily lead to legal disputes down the road should a project obtain some success. If the institution retains ownership in the work this is no longer a problem; DigiPen will not commercially exploit its students’ works. The fact that DigiPen has a policy of not competing with the games industry and doesn’t actively release any of the games produced within their program makes it clear that this isn’t greed talking. It’s a matter of control, and it’s not a terribly different situation from what most students will face in the real world.
There are other factors, however, that may also lend itself to the belief that this policy makes sense. In some cases it enables students to create things they otherwise couldn’t produce on their own. According to the USC/SCA (School of Cinematic Arts) Intellectual Property Policy, USC/SCA owns the “Student-Produced Works” that are produced with SCA funds, equipment, guild agreements and insurance. This is without question in the students’ best interest. Securing guild agreements and insurance is an expensive and tedious process that many students are ill-equipped to handle. As these contracts are made with the Institution, the Institution must necessarily own the work. However, students retain rights to the “underlying script, idea, treatment, concept or other written work product related to any such audiovisual work.” Thus students are free to do whatever they want with their idea in the future.
Similarly, DigiPen provides the software licenses and equipment needed to create games within their program. It may therefore share a similar justification as the one presented by USC/SCA; these licenses are expensive and prohibitive. Students may not be able to secure the tools they need to make the game they want without the institution’s help. As these licenses are in the school’s name, games produced with these licenses must be owned by the school. It becomes a balancing act between giving students creative ownership and giving students the tools they need to become effective game developers. And while DigiPen does not permit students to retain rights in their underlying script, idea, treatment, etc., this hasn’t stopped students from reproducing future games that rely on the same game mechanics.
Finding a Balance
So are these institutions in the right? Is DigiPen merely protecting its students by asserting its rightful stake in the project? Perhaps, but it’s taken it to a fascist dimension that is entirely avoidable. As mentioned above, IP policies like the one presented by USC permit students to retain ownership in the underlying work. Any dispute arising between contributors at USC, however, will naturally arise in the future and without USC’s involvement. This is one solution DigiPen and similar game schools could and should consider when examining its own IP policies. Even if the institution itself doesn’t want to compete with the games industry, it has no right to prohibit its alumni from competing once they’ve completed (or quit) the program.
There are other solutions that could give students 100% ownership now, should these schools choose to embrace the policies frequently adopted by the rest of Academia:
- IP Education. Information is key, and providing students with an understanding of intellectual property will hopefully prevent future foibles. Game development programs should provide at least one mandatory legal/IP course. This could be a semester-long course or a week long “orientation” program that discusses idea theft, intellectual property infringement (including patent and trademark infringement), copyright ownership, plagiarism, attribution, and the school’s policy concerning idea theft and copyright infringement.
- IP Enforcement. Every institution in higher education takes plagiarism seriously. Students can and have been failed or even expelled for stealing another person’s work. Disciplinary measures for idea theft are one of the most stringent among most colleges and universities. This should hold equally true in game development programs. While this does not curb the practice entirely, it certainly provides students with incentive to stick to their own ideas.
- IP Ownership. Each team member in a project should own an equal undivided interest in the work. Additionally, each team member may own 100% of their contribution to the work. No matter how the ownership structure is determined, contributors should be documented and attributed throughout the game’s development. This can be managed by an advisor or a senior-student/project lead. Prior to the release or exhibition of a game the game credits should be well established and confirmed. If this isn’t already an existing practice at schools like DigiPen, it should be. Additionally, prior to exhibition or release of a game the school should prepare a copyright application designating who owns what; this can be funded by the students or by the institution as appropriate.
- Dispute Resolution. One of the concerns Comair mentioned involved ownership disputes and possible legal claims. Rarely should a dispute concerning games developed in an academic program ever see the inside of a court room, or if it does, it should have nothing to do with the institution itself. Most academic institutions have ethics committees or judiciary committees that will reach their own determination as to claims of idea theft and intellectual property infringement. This same technique can be used to determine whether students deserve credit or should be disciplined.
- Licensing. This should be fairly straightforward; prior to the release or distribution of any game, students should be required to obtain the requisite commercial licenses for their games at their sole expense (or at the expense of an interested publisher). Once a student elects to release their game, they are responsible for that game and DigiPen should rightfully disclaim all liability, rights and interests in the final product. However, DigiPen may elect to retain a non-exclusive, perpetual, and royalty-free license to reproduce and display the work for instructional and academic purposes.
Conclusion
Having policies and procedures in place to resolve disputes and discipline those who commit idea theft is the responsibility of any academic institution. DigiPen and other institutions with similar IP policies undoubtedly have their own disciplinary and dispute resolution measures, but for whatever reason have determined that those current infrastructures are ill-suited to manage such disputes. The risk these institutions face is obviously heightened by the commercial value of games, which may encourage students to litigate for monetary reasons as opposed to moral principles.
Regardless of the reasoning behind institution ownership, students should own their work. And despite the problems arising from student ownership, these problems can be addressed without creating a significant burden for schools. A Graduate Student preparing to publish her dissertation from Harvard doesn’t worry about whether Harvard’s going to prevent her from doing so because she used their library to conduct her research. Traditional Academia has centuries of experience handling intellectual property and attribution disputes. These lessons should be passed on to this “new” art form.
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.