Examining the Art and Science of Games

GWJosh

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How Licensing Laws are Threatening Your Video Games

Copyright and licensed work ownership has recently impacted another game. Disney's Castle of Illusion Starring Mickey Mouse was pulled from digital stores with its fate unknown at the moment. This isn't the first time licensed work has affected a game, or the last, but it's a case that is going to become more serious as time goes on. While I know most of you don't care about licensing problems, this is an issue you need to care about.

The Situation:

Working with a licensed IP is different from working with an original property. The license holder enters a contract with the company who wants to use their property for whatever medium. This kind of negotiation happily ends with the game/movie/so on being able to use the property for the creation of the project.

The important part is that even though the company has the rights to use the property, they don't own it. If I get the licensing to make Mickey Mouse thumbnails, that doesn't mean I can give someone the okay to make Mickey Mouse cup holders. Also, if I want to switch gears and make Mickey Mouse posters, I would need to renegotiate the contract. It also means that I don't have access to the property for the rest of time. Eventually, I will lose my right to continue using said property after the discussed period.

At that point I have two options: I can either renegotiate to extend the rights, or I let it drop and lose access to it. For digital stores like GOG or companies like Farsight Studios who deal with licensed properties, they have to deal with these legal issues constantly.

In an interview with Farsight, I learned how they have a limit on how long they can sell their licensed tables for unless they negotiate again.

For the consumers who bought those tables or games from GOG, none of that matters to them. The contract basically controls the selling and work done using the property. Here is a Gamasutra article that goes into the basics of licensing IPs for video game use as reference.

Copyright and licensing law has worked that way for years, but those IP laws are stuck in the past and are threatening our ability to play video games.

Going, Going, Gone:

When the licensing period ends on a video game, whatever state that game is in essentially becomes locked in stone. The publisher and storefront are allowed to sell that exact version of the game for as long as they have the right to it, because the licensing is set with the final state of the game.

However, the rise of digital distribution and preserving games has caused a problem. Games have to be patched in order to still work on future platforms. The second a developer opens up that code or releases a new version of the game, they are in violation of their contract. Any work on a game after the contract ends is considered a violation by the developer.

It doesn't matter if the developer is simply updating the title screen or rebuilding the engine. Unfortunately, it's not as simple as just rolling things back. If your game doesn't work on a digital store without that additional work, then you cannot keep selling it. To make things worse as with Castle of Illusion, you can actually lose your right to sell your own game.

Even though it's technically your game (or the publisher's game), it's still using someone else's IP. Anyone who has dealt with IP licensing can tell you of the headaches when these issues come up. Trying to renegotiate has its own problems as well.

The IP holder may ask for more money or a stricter deal depending on the popularity of the product. In some cases, this could be far more than the publisher/developer can afford or want to spend.

While losing songs from GTA San Andreas isn't as serious, it's still part of the same problem. The Video Game Industry has moved ahead of licensing law, and that's a huge concern for everyone.

Maintenance Work:

Video games are not like other mediums when it comes to using licensed work. Platforms have their life cycles and hardware is constantly evolving. The act of porting a game or making it compatible requires hard work by the developer.

There is no such thing as a game with perfect code or compatibility. Unless you want to keep your old hardware and software forever, games will need work done.

I know that some of you don't think that music or Castle of Illusion are hills worth dying on, but there's more at stake. Any part of licensing can affect your ability to play or buy the games you want. The Batman games are protected, because of WB Games who a part of Warner Brothers who owns DC Comics. However, any licensed music, characters, or references are ticking time bombs for many games today.

However, there's a part of me that wonders what will become of the Marvel vs. Capcom games at some point in the future. Like all games, they will need to be updated to keep working.

A few years ago, the game based on Deadpool was removed from digital stores, due to Activision losing the right to sell it and not wanting to renew.

After the success of the movie, the game was re-released again to capitalize on the renewed interest in the brand. While that's great, that is a fringe case and not how things normally go.

It's time for the big question: Is there a solution? I think there needs to be a new clause for video game licensing.

Something like a "Continued Maintenance Clause" that extends the ability to work on a licensed game if it is for keeping the game in a sell-able condition. In these cases, the developer is most likely not even touching the parts of the game that are dealing with the licensed property.

It would be a win-win for everyone: The developer gets to keep their game available, the consumer can still play the games they bought and not have to buy games in fear of them being removed, and the licensed holder continues to get their residuals for copies sold.

Thinking Ahead:

The game industry is quite poor at thinking ahead thanks to how rapidly things move. Hell, look at the jump in technology and distributing games in the last 10 years. The issue of keeping games maintained and compatible is serious business. We are still having problems with preserving older games. I urge anyone who studies game design or interested in the history to not let this matter go.

And as a final note, I am annoyed at Game Journalism right now. Checking a lot of the mainstream sites (you know who you are), not one of them is talking about why this is a developing issue for the game industry. At least Game Informer was the first one to report on it. As for the rest of you, for sites claiming to care about video games and the medium, you're doing a horrible job of showing it.

50°

PlayStation legend Shuhei Yoshida says Jim Ryan fired him because he didn't listen to him

Why did Sony push Shuhei Yoshida out of his role leading PlayStation's first-party games? He'd overseen some huge successes. Well, apparently, he didn't listen.

Read Full Story >>
eurogamer.net
Relientk774h ago

Yeah I can see that for sure. Shuhei Yoshida should have been in charge not Jim Ryan.

Cacabunga1h ago

It should be free highway for him now.. but Sony are too stupid to see this, especially that moron Hulst

Outside_ofthe_Box3h ago

More confirmation that Jim Ryan is the culprit for what has happened to Sony. Hulst needs to go too. What sucks is that a lot of the good top heads at Sony are no longer there. I wish that guys that were forced out prematurely by Dumbo Jimbo like Shuhei and Layden came back.

darthv722h ago

Makes you wonder if MS even thought about hiring him after Phil and Sarah were leaving. He certainly couldn't make their situation any worse.

badz14956m ago

Yoshida for President! Jim Ryan was and always be a hack! Sony should get Shu back

Lightning7756m ago

All the gamer/consumer lead heads are gone across PS and Xbox. shuhei gone phil's gone (questionable) but gone. The future of gaming is somewhat uncertain across the board.

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30°
7.0

Replaced Review - Twisted Voxel

Replaced is a staggering visual achievement, blending 2.5D retro-futurism with a captivatingly grim premise.

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twistedvoxel.com
80°

Capcom Says Pragmata Sold 1 Million Copies in 2 Days

Pragmata has sold 1 million copies in two days, Capcom has announced.

asad1979h ago

Capcom is the best developer of all time. Consistent hit over many years .

DivineHand1259h ago

I didn't know it came out last Friday, or I would have bought the game. I will try again for this upcoming weekend.

CrimsonWing699h ago

Im really digging it. It reminds me of games from the PS2 era, not visually or how it plays, but like the spirit of it. If you were around for that golden age of gaming, you’ll get what I mean when you play this.

LucasRuinedChildhood8h ago

Have you tried Kanitsu-Gami: Path Of The Goddess (also Capcom)? That feels like a PS2-era Capcom game.

The_Hooligan8h ago

Agreed! The art style is amazing in that game. I bought it immediately after I played the demo but haven't started it lol

jznrpg3h ago

I want a physical copy of that game sooo bad. It seems like it won’t happen and I may have to use some of my Xmas PS gift cards I always get this winter but I’m still holding out with very little hope.

robtion5h ago

I know what you mean. I think it really feels like Vanquish, with some Dead Space and Binary Domain thrown in. So maybe more PS3 era but yes it is great.

isarai_lee9h ago

The next thing I'm mine when I've had my fill of crimson desert. A nice linear action game to contrast the open ended 😗👌

jznrpg8h ago

CD is so big I’ll play it all year and squeeze shorter games inbetween

jznrpg8h ago

I preordered it long ago. Going to start it later this evening

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