Archive for Games

I’m Being Bombarded with PAX Prime 2010 Info, So I’m Passing It Along

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

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.