Archive for category Negotiations
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.
Publisher Developer Deals and the Buyout Provision
Posted by Mona Ibrahim in Negotiations on November 13, 2008
Tom Buscaglia's recent article on Gamasutra discussed some very important points that game developers should take to the table when negotiating a deal. He also pointed out a new contract model that caught my interest.
"I recently ran into a really clever ploy by publishers. In order to overcome the objection to IP assignment for original IP games, instead of demanding the IP ownership in the deal, publishers are now allowing the developers to retain IP ownership until after the game is released. However, the publisher retains an option to buy out the IP (and in the process the developer's rights to a back- end royalty in the process) if the game performs above a certain level. What level, you ask? Well, it is inevitably some time before the advance recoup point when back-end royalties would normally kick in if the game is a hit! You really have to admire their guile. If the game sucks, the developer can keep the IP. But if the game is a hit, the publisher owns it and the developer gets screwed out of any back-end royalties in the process!"
Tom pointed this out as an example of the ways in which publishers attempt to exploit game developers, and there is no question that this particular model can be seriously abused by publishers. However, Tom's primary point was the developer's need to carefully negotiate and think through the process of deal making. With that being said, this raises the question of whether, by way of negotiation and valuation, the buyout model could ever potentially benefit the game developer.
The Potential Benefits of a Buyout Provision
Obviously, there are times when a buyout provision is a very bad idea. If a developer agrees to a $1,000,000 buyout once the game reaches a sales threshold that indicates a blockbuster, the deal isn't benefiting the developer at all. However, if the buyout provision takes into consideration the actual and future value of the product if that product reaches a certain sales milestone, the deal could be a very good one for the developer if the developer otherwise wouldn't see a royalty off of Net revenue (which is very often the case). It is possible for the game to be successful while the developer only barely breaks even. With ever escalating development costs and the tricky structure of Net revenue, not to mention a short publishing cycle (in most cases only 3 years), it's rare for developers to ever see anything after the advance.
I covered royalties previously, so by now it should be clear that royalties aren't ever a guarantee. If a game costs $10,000,000 to make, the game is selling for $40, and the developer is taking 15% of Net after recoupment (which discounts cost of production, third party distributions, reserves, etc.), the game will have to sell almost two million copies before the developer would see a dime ($40 * 2,000,000 = $80,000,000 * .10 [approximate and probably highly underestimated deductions from gross] = $8,000,000. $80,000,000 – $8,000,000 = $72,000,000 * .15 = $10,800,000). Two million copies is a very respectable number as far as games sales, and most games never do that well. If you get a buyout provision that is triggered at 1 million sales, and the game never sells more than 1.5 million, under the above formula a buyout provision for $10,000,000 to the game developer would be a substantial windfall.
These are hypothetical numbers, but it demonstrates the point—it isn't necessarily the deal model that is bad, but (as Tom pointed out) how the deal is negotiated that determines the deal's worth. The difference between a royalty rate and a buyout provision is the difference between purchasing shares in a mutual fund and betting at the race track. With a royalty rate, there's a fixed rate of return for as long as the game is published that is based on the game's success in the market. With a buyout provision, you are playing the odds and betting that your game will be a winner. Investing in a mutual fund is responsible, but it doesn't always guarantee a return (look at the current market). A buyout provision doesn't guarantee a return either, unless your game is a success—however, if the game's a success yo may stand to earn substantially more than you would earn under a traditional net royalty formula if your valuation is higher than actual sales. You are betting on those odds, you want to bet high, and you want to negotiate the highest number you can get.
Valuation under the Buyout Clause
The key to a fair buyout provision comes down to valuation. It also comes down to the questions you need to ask yourself when contemplating a deal:
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How do you determine the game's value once it's achieved a certain level of success? How high can you push past the sales milestone to determine the game's worth?
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What is being sold?
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How do you come up with a number?
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Should you rely on the amount the developer would have earned by the end of the publishing cycle?
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Should you rely on the game's net worth to the publisher?
Any deal can hurt the developer if the developer devalues their own
work. The key is having faith in what you create and allowing that
confidence, good sense, and perseverance (as well as a good lawyer)
guide you through the negotiation process.†
†Once again, thanks to Patrick Sweeney for his valuable input.
Music Licensing and the Rhythm Game Conundrum
Posted by Mona Ibrahim in Negotiations on September 26, 2008
I've discussed music licensing in a prior post and recent news in the media suggests that the landscape for licensing music, particularly for music-centric games, is a-changing. I typically keep this blog instructional, but as I've brought up this topic before it seemed appropriate to analyze the issue more carefully here.
Background
Warner Music Group recently came out against the publishers of Rock Band and Guitar Hero because Warner claims that the recording industry is getting the short end of the stick with regard to royalties. I don't know whether this is the common vibe from the music industry, and as I'm not sure what the current royalty rate is for those specific titles, it is difficult for me to say whether they are in fact getting a fair stake in the success of the Harmonix-created franchise. Regardless of whether the current royalty rate is "fair", it should be noted that Warner Music Group has a lot of licensing experience. They have entire departments dedicated to crunching numbers and royalty rates. The bottom line is that Warner and other record labels went into these negotiations as mature and responsible corporate entities with substantially more licensing experience than their video game publisher counterparts (bearing in mind that the music industry has been around for literally decades longer than the video game industry).
So Warner is threatening to withhold future licensing unless they get a better deal. This is a completely rational business response—if you see that your product has contributed substantially to the success of another product, it's completely reasonable to want a bigger slice of the pie. Whether they intend for this to be retroactive is unclear, but this has created at least a small ripple, and it's worth taking a look at.
Breakdown of Music Licensing
I've discussed music licensing previously, but I'm going to cover it again here briefly. Music licensing is used to incorporate music into other media products (i.e. film, television, and video games). The licenses allow the video game producer to incorporate a specific sound recording into a game. Now, there are two different sets of rights in a sound recording. The specific recording itself is protected, and the musical composition is also protected. Music licensing is therefore broken down in two ways:
Master Use License: Master Use licenses exclusively concern sound recordings. Keep in mind, sound recordings and musical compositions are protected separately under the copyright act. Master Use licenses are issued by the record labels who own the rights to specific sound recordings to be used in the video game.
Sync License: Sync licenses exclusively concern the musical composition (i.e., the song itself as distinguished from the performance on the sound recording). Typically the ability to license musical compositions is left to a music publisher like EMI, Chrysalis or Warner Chappell, who make a business of exploiting (a la licensing and promoting) music and collecting fees and royalties. On the other hand, some artists retain 100% of their publishing and publishing administration rights. You can determine who you get the license from by performance rights organizations like ASCAP and BMI.
In most cases this means that the video game publisher or developer (whoever is responsible for music supervision under the contract) acquires a Master Use license from the record label, and a Sync license from the publisher. How licensing is structure depends entirely on the deal. It could be a flat fee, an installment fee (more common for musical scores), or a royalty rate. It may also be a combination of an advance and a royalty, where an initial advance is paid by the licensee but the royalty distribution isn't triggered until the advance is paid from the royalties.
Warner's Argument
Warner argues that games like Rock Band and Guitar Hero are so reliant on the music they license that the music licensors should get a substantially greater share in the profits. The company compared these games to the licensing schemes devised when iTunes and MTV first arose. This is one of the more patently ridiculous comparisons I've heard, mostly because comparing a game product to a content provider seems horribly misguided. However, there is no disputing that these games do rely on the music licensed, and the argument could be raised that the games "provide content" in the form of song packs. The question, then, is what constitutes a fair licensing solution for the future.
The Cost of Making a Game like Rock Band
It's no secret that AAA title games cost several millions to make. It's also no secret that the entire games industry depends on the success of a handful of titles, which finance the creation of the games that barely (or don't) break even. As a result publishers like EA dump millions and millions into their AAA franchises in order to benefit from the newest and highest quality technologies and talent. This is the case in every entertainment industry, including music. The entire music industry scrapes by on the success of a relative handful of major acts. It's worth noting that both industries consist of subsidiaries owned by major media companies like Time Warner and Universal. So at the end of the day everyone is either in bed with each other or in competition. More than likely, it's both. All of that is aside from the point, but should be remembered when we get to finding a royalty rate.
Let's break this cost down more completely. AAA titles tend to have longer development cycles (approximately 3-5 years depending on the game) and larger development teams than your standard indie game, with both operating on a shifting scale—typically the smaller the team, the longer it will take to make the game. A development team includes programmers, designers, artists, engineers, QA testers, and your project leads. Top programmers earn anywhere from $90,000 to $130,000, and the national average programmer annual salary is approximately $84,000 as of 2007. Top end designers can earn twice as much as the average, with an average of approximately $50,000-$55,000 a year. Artists and Animators earn on average approximately $66,000 a year.
Keep in mind that these averages include low end (anything over $10,000 a year and lots of survey responses by people unhappy with their current wage)—AAA title publishers like EA tend to employ high quality employees with proven records and solid titles under their belts, and as a result the salary requirements are substantially higher than the national average. The top business people such as executives and attorneys may earn three to five times that. Add that to hardware and software costs that include the latest technology, leasing space, middleware licenses and engine licenses, manufacturing costs, distribution costs, marketing and promotion, and it is obvious why games need to sell extraordinarily well to make money. Also keep in mind that a game's distribution cycle is substantially shorter than an album or film. A major album may generate income for the record label and publishers for literally decades; however, a game will only be published for an average of three years, which means a game has significantly less time to earn back its cost. All of this explains is why a CD or DVD will cost $12-$25, compared to a game's standard $50 price tag.
Titles like Rock Band and Guitar Hero tend to cost even more to make than their standard console counterparts due to the OEM peripherals required to operate the games. This cost is passed on to the consumer in the form of major increase (total cost to consumer: $99.99 for full guitar kit, $189.99 for the band kit) from the standard game cost. Naturally this presents a slightly greater risk in the games market—will gamers pay $50 more for a plastic guitar that lights up? Apparently they will, and Harmonix banked on that hope when they first decide to make the games. There was no guarantee of success for these titles. Although music-based games like DDR and Karaoke Revolution has seen major popularity in Japan for years, no one could have anticipated the leap of State-side success with the new major peripheral-based franchises.
Finding a Fair Royalty Rate
There's a big problem with determining a "fair" royalty rate in this situation, because unfortunately the fact that these games are based on music doesn't change the cost of making the games. If anything that fact tends to inflate the cost due to the expense of manufacturing and distributing the peripherals as part of the game. While this cost is passed on to consumers, basic economics suggests that this will obviously have an effect on the number of people who will buy the product. If the basic principles of economics are a reliable gauge, the fact that the game costs $50-80 more than the average game means that there are fewer consumers than there would be if the cost was competitive.
So what's fair? More to the point, at what point in a game's success can the publisher afford to increase the royalty rate for music licensing? Ultimately that becomes the question, because until a game breaks even or becomes a breakthrough success there is little room to negotiate. Royalties are only relevant when there is a profit margin. Before that all income earned from sales goes to paying back the costs of making the game. Sometimes licensing deals may require distribution of royalties prior to complete recoupment, or "net revenue" excludes certain expenses that enable licensors to get a priority share. But ultimately this only hurts the publisher and in turn the developer, who is typically the last party to see any return on their work beyond the milestone payments (having the largest advance to pay back; also, "net revenue" in most publisher/developer deals excludes pay-outs to third party licensors, including music licensors).
There are a couple of possibilities for finding a fair rate:
Variable rates: One possibility is establishing a variable royalty rate that increases the rate of return based on sales. This is probably the simplest method for the game publisher, although it will not completely address the argument Warner makes—i.e., the games are based on the music Warner et al. provide, and therefore they should have a substantially greater cut. As publishers rely on their big hits to keep their lights on, the percentage increase can't be so drastic as to be prohibitive to the game publisher's profit margin. Game companies simply won't go for it.
Song Packs: Drastically increase the royalty rate to music licensors for song packs. The problem here is that the cost of licensing has already been passed on to consumers once and once again, economics will invariably raise its ugly head. Unless game publishers are willing to take a big financial hit by basically giving this revenue to the licensors, this is a fairly risky option.
Co-Financing: Another option is a complete cost/profit sharing scheme—this makes the most sense for the music industry, if the argument comes down to the fact that without the music there is no game. This may also create a myriad of problems, one being the fact that WMG's parent company is a competitor in the games market. That doesn't mean that this can't work. Plenty of competitors co-finance and co-distribute entertainment products. This is often the case in film, particularly in smaller projects. Two or more companies may co-finance an entire project, whereby each offers to contribute a particular amount to the cost of production and creative control is shared. One or all of the companies may assume responsibility if the cost of production exceeds the anticipated amount. The biggest issues are creative control and a far more complex transaction as far as determining and certifying lines of credit that may require both sides to give up more than they're willing to give. There is also the fact that co-financing with only one record label would severely hinder the game publisher's ability to get content from other labels.
While it is reasonable to request a higher return on your contribution to a work, it's also important to note the effect these games have had on the music industry. Song packs and licensing alone are an additional source of revenue that would not exist but for these games. It gives artists a new marketing and distribution outlet, something that is extremely valuable in today's economy. Warner is looking a gift horse in the mouth, which it is entitled to do, but at some point the horse may just bite back.
* UPDATE: Speaking of biting back, Activision's lead responded rather snarkily to allegations that record labels aren't earning enough from game sales. See his comments at Kotaku.