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Tom: Ownership
- It looks like Activision owns everything (3.1), the game assets
(3.2), the technology (3.3) and even co-owns the tools (3.4), which
are usually left for the developer. Considering the scope of the deal
this could be reasonable. In effect, Spark is a captive third party
studio during the term of the agreement.
Chris & Dave:
In section 3.3, Spark grants Activision a “license” to exercise its
moral rights. This won’t be effective in many countries (such as
Canada) where moral rights are protected. Moral rights arise when a
copyrightable work (such as game code, art, music, etc.) is created.
Moral rights give the author of the work the right to have his or her
name associated with the work and the right to prevent anyone from
modifying the work in a harmful way.
Moral rights can’t be transferred; they can only be waived. Also, a company (such as Spark) can’t have moral rights; only the people
who worked on the game can have them. So the best way for a publisher
to draft a moral rights clause is to require the developer to get moral
rights waivers from every person who contributed to the game.
Section
3.4 gives Spark and Activision joint ownership over the games’
development tools. This is unusual (often the developer will solely
own the tools). Joint ownership can cause problems in the future if the
agreement does not specify what rights each party has in the
jointly-owned property. For example, can Spark license the tools to a
third party without Activision’s consent?
Tom:
Of course, Spark has to make the game (4.1.1) in conformance with the
TDD (Technical Design Document) and the GDD (Game Design Document).
Delivery of the game in compliance with the milestone schedule for the
first game (Exhibit A) and the following two games milestones will be
done by subsequent amendment created later.
They
also are obliged to provide demos (4.1.2), provide ongoing bug fixes to
the games (4.1.3), return any software provided to it by Activision
(4.1.4) and create any necessary installers (4.1.5).
Chris & Dave:
Demos are critical to the success of a game, but they can also be
time-consuming and expensive, so it’s a good idea for the agreement to
contain more detail about what kind of demos are required, how many are
required, and when they’re required. This will help with budgeting and
sticking to the development timetable.
Section
4.1.3 requires Spark to provide free bug fixes “for a reasonable period
of time”. This can only lead to future disputes: Spark might think six
months is a reasonable period of time, but Activision might think 5
years is more reasonable. It’s better to use a specific time period
instead.
Also, Spark is required to fix “Defects”
which include “deviations from commonly accepted standards for normal
and correct operation of computer programs.” It’s normal to require a
developer to fix a deviation from the game specifications, but
requiring a developer to comply with “commonly accepted standards” is
vague and uncertain. Again, it just sets the stage for a future dispute
about what these “commonly accepted standards” are.
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