Game Development Business and Legal Guide (Premier Press Game Development)

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Key Concepts and Contract Terms

The most important thing in licensing contracts is to articulate the rights granted with extreme specificity; otherwise , you could end up giving away a whole stick and getting paid for a splinter. Terms and concepts that appear in most licenses include:

Definition of the Licensed Property

The definition of the property identifies what assets a licensee may use. The licensor is generally looking to define the property narrowly; the licensee, broadly. In a technology license, this could be something as simple as "the Shake engine and all modifications, upgrades, and fixes not sold as stand-alone products." In a content license, the definition will center around copyrights, trademarks, and the ideas they represent. Example: "the property "Binky the Vampire Slayer" and all related copyrights, trademarks and symbols, including without limitation characters , plots, story lines, concepts, designs, backgrounds, locations, sets, weapons, and artwork."

Sloppy language can result in what amounts to a free license. For example, the definition of the licensed technology property in this paragraph might be insufficient for a single platform licensewithout limitations like "the Shake engine for the GameCube platform and all modifications, upgrades, and fixes not sold as stand-alone products," the licensor could inadvertently grant rights to all versions of the engine.

In defining a content property, time is an important consideration. For example, if the above definition had been used to grant a merchandise license to the original film, that licensor might not have rights to any aspects of the property later created by the television show. Had there been language like "the property 'Buffy the Vampire Slayer' and all related copyrights, trademarks and symbols which are created now or in the future for the Property , including without limitation characters, plots, story lines, concepts, designs, backgrounds, locations, sets, weapons, and artwork," that merchandise licensor might have been able to argue that it owned the merchandise rights to the television series as well.

Figure 7.7. With its roster of licensed sports proper ties requiring annual updates, EA makes bril liant use of licensing.

Rights Granted

This is where the parties specify those products that a licensee is allowed to create, as well as the associated rights like duplication, promotion, distribution, and the right to sublicense any of those rights to third parties. Again, specificity is key: If the parties have agreed to a price for an animated network television series, don't just grant rights to "motion pictures for television" that could include a live action series, movie of the week, or mini-series, and could be broadcast on cable or network television. This is not to say that you shouldn't include these associated rights in the grant, but they should each have a separate price.

A producer may demand an exclusive option or right of last refusal to create associated merchandise and productions to allow it to take advantage of a successful production.

Definitions of Gross and Net

This is particularly important in content licenses, where parties are frequently sharing pieces of a pie that has already been split several times. Certain product-specific, non-overhead expenses should be shared pro rata (according to the profit allocation) and should come off the top of gross revenues before licensor shares, such as:

Figure 7.8. Bond films have become product place ment orgies, but the 007 license has been attached to some good games .

Territory and Languages

Specify both the territory and any permitted languages. A global marketplace means that every territory and language has value and the licensor should be adequately compensated. A licensor should only receive rights to those areas/languages where it commits to exploiting the product in other words, it might not make sense to grant the worldwide book publishing rights to a publisher with U.S.-only, English-language distribution.

Term

Setting the term of rights correctly is important for two reasons: to be sure that parties only share in the benefits that they create; and that any rights not being adequately exploited revert back to the licensor for use elsewhere. A term should generally be set for every licensed product category (example: movie of the week or animated network series).

The term for entertainment licenses may be further subdivided into pre-production, production, and distribution terms. This enables the licensor to gauge the licensee's commitment to completing a production, and allows it to get its rights back earlier. Example: A licensor can grant film rights as a three month option, a four-year production period, and a permanent distribution period. If the licensee can't raise financing for a production, it doesn't pick up its option and the licensee gets the rights back in time to get a film made by another party within the same time frame. If it picks up the option but doesn't produce a film within a certain amount of time, the rights revert after four years . If it picks up the option and produces a film, it may distribute that film in perpetuity.

Extensions and early terminations should be considered when negotiating the term, such as:

Sequels, Prequels, Re-makes, Ports, and Conversions

If the license includes rights to make follow-on content like sequels and the like, this should be elaborated (how many sequels, when does the option to make sequels lapse, what are the fees for sequels). For merchandise, if licensee gets a right of first refusal for sequel-related merchandise, include that right in the contract. For technology licenses, if the licensee gets a reduced price for ports, conversions, or sequels of the title, make a note.

Figure 7.9. The Baldur's Gate games are a great example of selecting licenses sympathetic to the game medium.

Other Terms

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