At
the Triangle Game Conference last Wednesday, Alexander Macris, CEO and
president of Themis Group and a graduate of Harvard Law School, moderated a
panel discussion titled “The Law of Gaming: Legal Protection, Perils, Pitfalls
for Game Developers.”
Panelists
included Steve Chang (“the IP lawyer”), Zack Bishop (“the corporate lawyer”),
and Jeff Young (“the trial lawyer”). All
are involved in game-related practice.
I
am not going to describe the five types of intellectual property protection,
partly because I’m not a lawyer, partly because any serious game developer
should already be familiar with them.
Instead I’ll briefly report the answers to several of Macris’
questions.
Define
important current legal issues in games:
IP
lawyer: The scope of what you're allowed to patent on is changing. Business method patents used to be very
broad, now the patent office is being much more cautious.
Corporate
lawyer: Use of open source software (OSS) in games and the licensing
consequences. Can all your proprietary
code become subject to an open source license because one of your coders puts a
bit of OSS into your game?
Trial
lawyer: There is so much discussion via Internet (email, forums, etc.) that
there are many more rocks to turn over to find that "smoking gun" bit
of information that could make or break a lawsuit. You can spend hundreds of thousands of
dollars or more collecting electronic material.
Hence lawsuits become more expensive to pursue.
The
most dangerous legal pitfall you've seen a company fall into:
Trial
lawyer--lack of clarity in the contract and agreement between studio and
publisher.
Corporate
lawyer--Not thinking far enough ahead in case a game is a huge hit. For example, you may not think your game will
ever be turned into a movie, and you’re very likely right, but occasionally it
happens. If the developer has not been
careful, conceivably they would have no rights to the movie and its
profits. Another example, what if your
game is published by a small or foreign publisher, and then one of the largest
companies wants to buy the right to publish?
How much of the money involved in the transfer will the developer
receive?
IP
lawyer--not giving yourself enough credit for the IP you developed (such as
tool software). Or, say you have a
philosophical objection to patenting software, recognize that you may cost
yourself a lot of money by being unable to exploit a patent.
I’ve
decided to use middleware to help me produce my game. Is this practical?:
Corporate
lawyer--Yes with care. Is there a
royalty for the software, or a flat fee?
You could be paying millions in royalties in extreme cases. Think ahead.
One
thing to know about the law of games:
IP
lawyer--know what rights are available to you, so you can decide rationally
what to do rather than stumble into something.
Corporate
lawyer--protect your IP at all costs and expect success, look forward to big
payout, make sure others can't get in the way.
For example, a contract may include a "change of control
provision," that you can't change who controls your company without
breaching the contract. If EA buys you
for $100 million, you breach that contract.
Keep an eye on the fine print.
Trial
lawyer--Hire people to make sure you get tight agreements to begin with so as
to avoid litigation.
Some
specific points came out during audience questions:
Trial
lawyer–in an MMO people were conducting a funeral for someone who really died
(the player, not the character); someone disrupted the funeral; they were sued
for "intentional infliction of emotional distress."
NC
Soft (City of Heroes) was sued for copyright violation by Marvel because people
used the character generator to make the Hulk and other Marvel characters. Marvel lost the suit because they couldn’t
prove NC Soft encouraged this; nor did it help that a Marvel lawyer had made
one of the characters!
Who
owns user generated content--be sure your agreement is clear.
Non-compete
clauses (e.g. you can’t work on (such-and-such genre) games for a year after
leaving out company) are very state-specific.
Trial
lawyer--Every day, people with vague patents demand money from companies for
alleged violation; often the company will pay the money rather than go through
the time and expense of litigation.
That’s the way it is.
IP
lawyer--Typical cost for a utility patent application is 3-5 years, $10,000 to
file, another $10,000 later. Design
patents are much less.
They
think EULAs (the contracts you must agree to when installing software) are
becoming more enforceable in the courts over the past 10-15 years.
Trial
lawyer--When will a video game company be sued for having “caused violence” in
someone. This has already happened to
Judas Priest and Ozzy Osborne for their music.
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