GETTING PUBLISHED PART 3:
Just what are these games made of...legally speaking?
By Thomas H. Buscaglia, Esquire
The games we make are ultimately reduced to code. 1s
and 0s. But we know there is a lot more to what goes
into a game than just code. Art, sounds, textures,
models, animations and, of course, the engines that make
them go. Legally, this stuff is all termed Intellectual
Property or IP for short. IP is a form of "personal"
property (as opposed to "real" property like real
estate). Personal property is, basically, everything
that is not real estate. But, this gives IP certain
legal qualities due to its nature as "personalty" -- it
is "owned" by someone. And it can be sold or licensed,
governed by contracts, and even abandoned or given away.
But because it is property it has to be treated
in some very special ways to retain its value to the
owner.
Keep in mind, there is no way to protect only an idea
(except perhaps "trade secrets"...but, more on that
later). So ideas are wrapped in IP to make them
proprietary and subject to ownership. An idea for
a painting, for example, cannot be protected. But once
drawn, the "work" is owned by the artist.
Similarly, the idea for an invention is not protectable.
But once designed or built, if it is unique and
original, it can be patented and thereby protected.
Confused yet? Like Yoda said, "You will be!" Well, let’s
try to work through this a little to make it clearer.
WARNING!
THE FOLLOWING SECTION IS RATHER THICK
If you want to avoid a headache
just read the copyright stuff and then go to the ***
below.
There are several basic types of IP: copyrighted
works, patented inventions, trade and service marks, and
trade secrets. Let’s take a closer look at the different
types of IP to better understand their differences and
similarities.
COPYRIGHTS
Copyrighted "works" can be anything created by an
individual or group of individuals that originates the
"work." Examples we are all familiar with are sound
recordings, photographs, sculptures, books, articles
(like this one), code, and several other types of works.
The
Copyright office puts it like this:
"Copyright protects "original works of authorship"
that are fixed in a tangible form of expression. The
fixation need not be directly perceptible so long as
it may be communicated with the aid of a machine or
device. Copyrightable works include the following
categories:
[] literary works;
[] musical works, including any accompanying words
[] dramatic works, including any accompanying music
[] pantomimes and choreographic works
[] pictorial, graphic, and sculptural works
[] motion pictures and other audiovisual works
[] sound recordings
[] architectural works
"These categories should be viewed broadly. For
example, computer programs and most "compilations" may
be registered as "literary works"; maps and
architectural plans may be registered as "pictorial,
graphic, and sculptural works."
The really cool thing about copyrights is that pretty
much anyone can figure out how to register a copyright
by going to the
Copyright
Office web site and downloading the form,
filling it out and sending it in. Of course, it is the
creation of the "work" that instills ownership on the
author. But the act of registering the copyright gives
the owner access to all of the enforcement capabilities
of the Federal Statutes and courts in enforcing those
rights.
PATENTS
Patents apply to inventions. They are purely
statutory rights created to provide the inventor with a
legal "monopoly" in their invention for 20 years. But
patents are much more difficult to obtain and after the
20 years are up the invention becomes public domain and
anyone can make it. This from the
U.S. Patent and
Trademark Office (PTO) on patents:
"A patent for an invention is the grant of a
property right to the inventor, issued by the Patent
and Trademark Office. The term of a new patent is 20
years from the date on which the application for the
patent was filed in the United States or, in special
cases, from the date an earlier related application
was filed, subject to the payment of maintenance fees.
US patent grants are effective only within the US, US
territories, and US possessions.
"The right conferred by the patent grant is, in the
language of the statute and of the grant itself, "the
right to exclude others from making, using, offering
for sale, or selling" the invention in the United
States or "importing" the invention into the United
States. What is granted is not the right to make, use,
offer for sale, sell or import, but the right to
exclude others from making, using, offering for sale,
selling or importing the invention."
Like I said, a government granted monopoly. The
problem with patents is that they are expensive and
getting one is a long difficult process. Lawyers have to
have a special qualifications and approval from the PTO
to register and seek patents. This means these lawyers
are costly and, for the most part, outside the realm of
affordability for all but the most successful among us.
TRADEMARKS
Trade and service marks, usually both called
"trademarks", are words, symbols and other things use to
identify the source of a product in commerce. Some
little know trademarks are Kodak Yellow and the sound of
a Harley. Both are protected. But usually trademarks are
names and logos. Again, from the
PTO:
"A trademark is a word, name, symbol or device
which is used in trade with goods to indicate the
source of the goods and to distinguish them from the
goods of others. A servicemark is the same as a
trademark except that it identifies and distinguishes
the source of a service rather than a product. The
terms "trademark" and "mark" are commonly used to
refer to both trademarks and servicemarks.
"Trademark rights may be used to prevent others
from using a confusingly similar mark, but not to
prevent others from making the same goods or from
selling the same goods or services under a clearly
different mark. Trademarks which are used in
interstate or foreign commerce may be registered with
the Patent and Trademark Office. The registration
procedure for trademarks and general information
concerning trademarks is described in a separate
pamphlet entitled ‘Basic Facts about Trademarks’."
Trademarks are associated with a product and are
limited to that particular product type in terms of the
scope of protection. So, Domino Pizza and Domino sugar
ad Domino software all get to trademark the same word
because the basic idea around trademark law is to avoid
confusion as to origination in the marketplace. Though
it reaches a point where a trademark becomes what is
classified as a "famous" mark and then the scope of
protection expands across product categories. So, forget
the idea of naming your game Coca Cola!
The first thing to do if you are interested in
getting a trademark is to make sure the term you want to
TM is not descriptive. For example you cannot trademark
the word "bread" for use with the sale of bread. It is
generic and descriptive. But you can certainly TM the
word "Bread" for a band (oh yeah someone already did
that), or even for a game. You also need to make sure
the mark or any close variation is not already in use.
There are companies that do comprehensive name searches
- the charge for a full trademark search is usually from
$400 - $1200 depending on the geographic scope - from
national to worldwide. Once you determine that the mark
is relatively clean, trademarks are acquired by
registering an application with the PTO, and then
waiting and waiting, responding if there is a similar
mark or if the examiner thinks it is too generic, and
then, hopefully, get your TM registered. It takes some
time and effort but it is not nearly as expensive as the
patent application process mentioned above.
TRADE SECRETS
Unlike the above types of IP, trade secrets are not
protected by Federal law. Instead, they are governed by
state laws. Though, fortunately, state laws are very
consistent on what a trade secret is and how well it is
protected. Basically, trade secrets are
information that a company values and keeps secret. It
costs money to develop them and they have economic value
to the business that owns them. A good example of a
trade secret is the secret formula for Coca Cola. Coke
has never been patented (remember patents only last for
20 years!). Instead, the formula for Coke is protected
as a trade secret. This way the company does not have to
register the formula and it will remain confidential as
long as they can keep it a secret.
The Uniform Trade Secrets Act, adopted by most
states, defines trade secrets as follows:
"Trade secret" means information, including [but
not limited to] [technical or non-technical data] a
formula, pattern, compilation, program device, method,
technique, [drawing] or process, [financial data, or
list of actual or potential customers] that: (I) [is
sufficiently secret to]derive[s] [independent–strike
out] economic value, actual or potential, from no
being generally known to, [and not being readily
ascertainable by proper means--strike out] , other
persons who can obtain economic value from its
disclosure or use, and (ii) is the subject of efforts
that are reasonable under the circumstances to
maintain its secrecy.
Typical trade secrets include financial information,
customer lists, processes and even (remember, I said
this was coming) commercially valuable ideas. The main
thing about trade secrets is that they have inherent
value and are protected from disclosure. It is common
for employers to have employees agree to keep trade
secrets confidential and this is also standard fare in
Non Disclosure Agreements (NDAs).
*** OK, it’s safe...
IP ownership is one pf the most common errors rookie
studios make. The reason is simple: they start with a
bunch of geeks more concerned with making a game that
caring about who owns what. You may remember, I started
last month’s article like
this...
So, you and a group of your talented friends have
come up with an idea for the best computer game ever.
You have the concept, you have the talent, and you’re
ready to rock. You begin with a really great story
line, amazing 2D renderings from a local artist friend
of yours and you use your substantial talents to
transform these 2D renderings into some of the most
awesome 3D characters and creatures that anyone has
ever seen. A friend of your brother is a hot-shot
programmer and he has done all the programming you
need to make your game go. You even put some really
rocking music which you downloaded off the net into
the program. So, now your demo is all ready to be
presented to publishers to land that development deal
you have all worked for, right?
After our little IP tutorial, what are the main
problems you see? Well, most center around a complete
lack of copyright ownership by the developer. Remember,
the "author" owns his or her property under copyright
law. This means that the one who wrote the story owns
the story. The one who did the 2d graphics owns the 2d
graphics. The programmer owns his code. And the
music...the music was stolen off the internet and is
owned by god knows what giant music publisher. And the
developer owns squat. Trust me on this, it’s hard to
sell squat! And, oh yeah, the name of you game belongs
to someone else who released a game you never heard of
with the same name 15 years ago.
Don’t think that just because these folks gave you
their IP to use and didn’t ask for anything at the time
that they are willing to see some of the team go forward
with the project, even if they lost interest or even
just wandered away. It doesn’t work that way. Besides,
any publisher you deal with will want you to guarantee
that you own the IP. Heck, for new studios you will
probably have to sell them the IP along with the game.
And you can’t sell what you don’t own.
Fortunately, the solution is not difficult. But it is
essential to being able to get where you want to go. Get
everyone who contributes to assign their copyrights to
you, the developer. Once you get funded you can put
everyone on salary. You see, when work is done by full
time employee it is "work for hire" and owned by the
employer, not the employee. But if outside contractors
(even if they are paid) are used or folks just
contribute what they contribute (for free or without
being on the payroll) you simply must get them to assign
you their IP rights. Otherwise there may be a nasty
lawsuit in your future and one very pissed off publisher
promising you that you will never work in this industry
again!
You can leave the Trademark and Patent stuff for
later. But get the copyrights at the start. Like I said,
registering copyrights can be done easily, the forms and
instructions for filling them out are available from
the
Copyright Office online and registering them is
simple and cheap. Obtain the copyrights to your assets
and get them registered. Just like the form of your
company and ownership interests we discussed last time,
do it before you try to get your game funded. You will
avoid a ton of trouble. And it will show the publisher
you are a pro which will only make trying to get you
game funded easier.
That’s all for now. Next time we will take a look at
employee and consultant agreements and NDAs.
BIO
Tom Buscaglia - Lawyer, Game Industry Evangelist,
Producer, and Hard-core Gamer.
Tom
Buscaglia is an attorney practicing technology law in
Miami, Florida. In addition to obtaining his Law degree
from Georgetown University in 1985, he holds a B.A.
degree in Philosophy from S.U.N.Y., Buffalo, with honors
in Phenomenology and the Philosophy of Law. Tom is a
principal in the law firm T.H. Buscaglia and Associates
in Miami, Florida, where he practices law for a living
and plays computer games and philosophizes on the side.
Tom’s firm’s web site is
www.intelaw.com.
Tom is the Founder and Executive Director of
Games-Florida, a non-profit committed to building the
Computer and Video Game development industry in Florida
by bringing Florida to the Game Development industry and
bringing the Game Development industry to Florida.
www.games-florida.org Tom has been the Chapter
Coordinator for the South Florida Chapter of the IGDA
since its inception several years ago, and is a
moderator for the Business and Legal forum in IGDA web
site, www.igda.org.
Tom is presently working on a chapter entitled
"Effective Developer Contracts" for the upcoming book,
The Secrets of the Game Business. Tom was a
presenter at the Game Developers Conference, in San
Jose, California, on the topic of "The
Phenomenology of Game Design". Tom has been a guest
lecturer at Full Sail in Orlando, Florida, giving a
presentation to the Game Programming students on what to
look for, and look out for, in their first
employment agreement with a developer.
As an independent game producer Tom is president of
BallroomGames, Inc. BallroomGames holds the exclusive
license for the use of the Arthur Murray Dance Studio
name and materials in conjunction with developing a
series of "girl" games based on the exciting world of
Ballroom Dance.
www.ballroomgames.com
As FaTe[F8S] Tom is the founder and Supreme Warlord of
FaTe’s Minions, an online gaming "clan" that has been
competing in various online competitions since January,
1998. www.f8s.com As a
"hard-core" gamer, Tom plays online on a regular basis
and has a gamer's appreciation and understanding of the
game industry.