Introduction
It
is common knowledge among game developers that our industry is in
something of a “creative crisis.” Every week there is a new
journalistic exposé about how game business models squeeze out new
ideas, or another blogged rant about how the increased scale of
next-generation games is going to kill game design experimentation.
A
Game Developers’ Bill of Rights is part of this ongoing discussion, a
provocation that draws attention to a set of important issues and
challenges facing our industry. It highlights some of the problems that
developers face as they try to create games and grow our industry, both
creatively and commercially.
A Game Developers' Bill of Rights was directly inspired by A Bill of Rights for Comics Creators,
a document that was meant to address some of the inequities that comics
creators face as they work with comics publishers to get their
creations out into the world. In reading it, I was struck by the common
ground that game developers and comics creators share. Many articles in
my Bill of Rights are inspired directly or indirectly from the Comics
Creators Bill of Rights.
A
Game Developers' Bill of Rights is not meant to be a strictly practical
document. I did not write it as a guide for contract negotiation, nor
as a set of legal standards for developer/publisher agreements. But I
do believe that the positions represented by the articles in the Bill
of Rights are absolutely the correct and proper ethical positions to
take. And generally, game developers simply do not have these rights in
the arrangements they make with publishers. It is possible that in the
current climate of the game industry, with the current power relations
between developers and publishers, game developers will simply never be
able to exercise these rights fully. (More about that at the end of
this document.) But first, onto the bill itself.
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A Bill of Rights for Game Developers
1. The right to full ownership of what we fully create.
2.
The right to be billed as the game creator in marketing and on game
packaging at least as prominently as any mention of the game publisher.
3. The right for every individual involved in creating the project to be given accurate and prominent credit within the game.
4. The right to move freely between publishers on new game projects.
5. The right to a fair and equitable share of profits derived from a game.
6. The right to full and accurate accounting of any and all income and disbursements relative to our work.
7. The right to promote and the right of approval over any and all promotion of our games and ourselves.
8.
The right of approval over means for distribution, as well as for
licensing, merchandizing, and other derivative versions of our games.
9.
The right to a publishing arrangement that reflects the iterative
nature of game development; one that recognizes that changing a game as
it is developed is part of creating a game.
10.
The right to a publishing arrangement that results in a process that
conforms to accepted standards regarding work hours, compensation, and
labor practices.
11. The right to acquire publishing rights to a game if the publisher has stopped distributing the game.
12. The right to employ legal representation in any and all business transactions.
13. The right to final say in creative disputes regarding the game.
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Notes on The Bill
1. The right to full ownership of what we fully create.
This
is the most fundamental statement in the Bill, and is taken directly
from A Bill of Rights for Comics Creators (as I mentioned, many of the
items in the Bill are direct or indirect translations of articles in
that document). Conceptually, most of the rights in the Bill of Rights
for Game Developers follow from this one.
The
prevalent argument against game creators owning what they create is
that since a publisher is paying for the work to be done, that gives
publishers the right to own the created work. However, there are plenty
of counter-examples from other creative media, such as the book
industry, in which paid authors retain copyright. Similarly, in the
legal systems of some countries, such as much of Western Europe, a game
publisher does not typically retain ownership of what it funds. Because
a game production budget is often some sort of advance on royalties, it
cannot be considered merely a work for hire arrangement, and is more
akin to a loan or investment.
Beyond
these arguments, there is a more basic principle at work here, which is
as much an ideological question as anything else. To quote Greg
Costikyan from an argument he was having with a game publisher at a
conference reception a few years ago, a developer should retain the
rights to a game “because they fucking should, that's why.” I agree
with Greg, but if you don't, you might not agree with many of the other
articles in the Bill.
2.
The right to be billed as the game creator in marketing and on game
packaging at least as prominently as any mention of the game publisher.
3. The right for every individual involved in creating the project to be given accurate and prominent credit within the game.
These
are two straightforward items having to do with the credit and billing
that a game developer and individuals should receive for making a game.
It is common in many creative industries, such as the music industry,
for the creators of the media to receive top billing. This is very
often not the case with games.
4. The right to move freely between publishers on new game projects.
This
item is a good example of what I call below “alienable” rights. In
other words, it is fine with me that a developer might decide, in the
course of negotiating an agreement, to work exclusively for a publisher
for a period of time. That said, this right should not be taken for
granted – for example, it should not be a presumed part of a
publisher's standard agreement.
5. The right to a fair and equitable share of profits derived from a game.
Defining
this article in concrete terms would mean a different kind of industry
than what we have today – one in which a set of standard industry rates
are publicly agreed upon, in which standard deals are shared publicly,
or where game developers have some kind of collective bargaining. Such
scenarios are very unlikely to happen in the current state of the
industry. But that reality does not diminish the principle of this
article.
6. The right to full and accurate accounting of any and all income and disbursements relative to our work.
This
is a simple legal point, but one that is often overlooked in
development contracts. Like several of the other articles, this one
comes from A Bill of Rights for Comics Creators.
7. The right to promote and the right of approval over any and all promotion of our games and ourselves.
8. The right of approval over means for distribution, as well as for
licensing, merchandizing, and other derivative versions of our games.
These
two articles are potentially the most controversial (or the most
onerous, depending on your point of view). In essence, they give the
game developer some rights over the kinds of activities that typically
fall under the purview of a publisher. So I understand that they are
somewhat radical assertions.
The
intention is not that developers should micromanage the publishing
process. But if you agree with the first article – that developers
should fully own what they fully create – then it makes sense that the
owner of an intellectual property should have such rights. A game
developer should be able to decide, for example, if and how a cell
phone port or a licensed plush toy of their original game creation
should be brought into being.
9.
The right to a publishing arrangement that reflects the iterative
nature of game development; one that recognizes that changing a game as
it is developed is part of creating a game.
10. The right to a publishing arrangement that results in a process
that conforms to accepted standards regarding work hours, compensation,
and labor practices.
These
two articles concern the process of making a game. The first is quite a
tricky business, and I know many contracts that have become tangled
webs of approval periods and renegotiation clauses in order to
accommodate the iterative nature of making games. Even worse are closed
agreements that simply treat games as static media that are designed
and scheduled in advance. I have recently heard of innovative funding
schedules, such as regular monthly payments instead of milestone-based
payments, which point to possible solutions for these dilemmas.
The
second article above certainly is as much the responsibility of the
developer as the publisher, and there has been much attention to
quality of life issues in the IGDA over the last few years. Ideally, an
expanded version of this Bill would outline specific labor practices,
such as those recommended by the International Labor Organization.
11. The right to acquire publishing rights to a game if the publisher has stopped distributing the game.
This
is another important right for the owner of an intellectual property,
given the fickle nature of the marketplace and the rapidity with which
game companies come and go. Because of the ease of digitally
distributing games for sale over the internet, developers should have
the ability to make use of these and other avenues when publishers are
no longer selling their games. However, defining exactly when a
publisher has reached this state will be a tricky business.
12. The right to employ legal representation in any and all business transactions.
A
simple and straightforward article that has sometimes been overlooked
by eager young game development companies that eschew the need for
attorneys, resulting in agreements that violate many of these articles.
13. The right to final say in creative disputes regarding the game.
This
article, as aggressive as it may seem, is included for important
reasons. Game developers should be considered the authority on creating
games, and therefore should be seen as the authorities when it comes to
the art, craft, and science of what they do. It is important that
publishers also have strong input on the design and content of games,
but the prevalent situation, in which publishers all too often are the
creative directors of games by fiat, needs to be reversed.
Some Problems
A
Bill of Rights for Game Developers is certainly a work in progress.
There are many problems with the Bill as presented here, and I am happy
to mention a few of the more obvious ones. First, there is a difference
between individual game developers and game development companies. Most
game development companies create their intellectual properties through
a mix of in-house employees, freelancers, outsourcing, partnerships,
etc. It is not clear how the principles expressed in the Bill would
apply once we move below the level of considering a game development
company as a single entity.
Along
similar lines, there are many developers that are also publishers, in
whole or in part (such as the online developer/publisher PopCap Games),
and many developers that exist within larger publishing companies (such
as Maxis, which is one of many EA studios). In these cases, it is not
clear how the principles of the Bill would apply.
Games
are created in many different contexts, and often the difference
between a “work for hire,” the use of licensed content, and an original
creation can be fuzzy. With this in mind, it might be more productive
to think of the rights expressed in the Bill as “alienable” rather than
“inalienable.” In other words, developers might feel free to give up
some of these rights in particular contexts, as appropriate to the
situation. However, this would certainly not diminish the importance of
these rights in the first place.
Lastly,
the specifics of the Bill are very much the result of my
American-centric experience in the retail and online game industries.
In much of Europe, for example, creators retain ownership of their work
by default, and the laws regarding their creations are much more
favorable to the creators than in America, in which they do not
automatically retain ownership.
Next Steps
Despite
these problems and challenges, however, I do believe that A Game
Developers' Bill of Rights has important uses. As a document that
begins to outline the ways in which developers often compromise their
rights, it could be the starting point for a larger discussion of how
the industry works and how we might change it. I challenge the IGDA to
take up the Bill of Rights and modify it into a document that could
serve a more practical purpose. I believe the IGDA should fight for the
rights of game developers everywhere, and perhaps the Bill could become
a tool in this process.
Many
who have given me feedback on the articles in the Bill have scoffed at
the document as hopelessly idealistic. There is a difference between
idealism on the level of ethics and idealism on the level of
implementation. I wholeheartedly believe in A Game Developers Bill of
Rights in principle. However, in the current state of the game
industry, I also think that these principles are unlikely to be
implemented. Until some kind of shakeup occurs, shifting the roles of
game developers and publishers, then developers will be hard pressed to
retain all of the rights expressed in the Bill. However, if you agree
with me that the articles of the Bill are a proper set of ethical
goals, then the question is: How can we change the game industry to
make it a climate where developers could in fact retain these rights?
There
is hope. Even as game budgets balloon, there are new ways that games
are being played and sold over the Internet. Independent studios making
small-scale games are thriving. New funding models for games continue
to appear. Digital distribution of games will inevitably change the
game industry. It is only a question of when.
I
love games. And presumably you do too. My heart's desire is simply to
see computer and video games realize their creative and cultural
potential. The danger is that we will become mired in a conservative
industry that is too expensive and risk-adverse to support
experimentation. But the potential is that games will reach new
audiences, create new experiences, tell new stories, express new ideas,
and bring people together to play with each other in new ways – as only
games can. Acknowledging and granting the rights of game developers is
one part of this process. The rest is up to you.
Notes and Acknowledgements
I first presented A Game Developers' Bill of Rights at a keynote presentation at the Montreal International Game Summit
in November 2005. The Bill of Rights was part of a larger talk called
Making and Breaking Rules: Game Design as a Critical Practice , which
touched on issues of game design and the culture of games, as well as
the business of the game industry.
A
Bill of Rights for Game Developers would not be possible without lots
of support and advice from many smart people. First, I would like to
thank Scott McCloud for making A Bill of Rights for Comics Creators
available online, and also all of the thought that went into the
document from its many authors. Next, I owe a great debt to Loren
Chodosh, my legal mentor, who has shaped much of my thinking about how
game companies should do business. Also, thanks to all who read the
document and gave me crucial feedback, including: Sean Barret, Charles
Bloom, Naomi Clark, Greg Costikyan, Nick Fortugno, Gus Hemstad, Tom
Hubina, Guido Henkel, Matt Mihaly, Peter Nicolai, Brian Robbins, Jason
Della Rocca, Phil Steinmeyer, John Szeder, and Harry Teasley.
Lastly,
a special heartfelt thanks to the important and ongoing work of the
International Game Developers Association. The IGDA was the first to
publish this article, and if you have opinions, you can post them here at the IGDA business discussion forum.
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