Game Developer's Bill of Rights
by James Dunmow · in General Discussion · 11/21/2005 (3:22 pm) · 8 replies
Thought this was an interesting and thought provoking article....so I figured I'd draw some attention to it here.
www.gamasutra.com/features/20051121/zimmerman_01.shtml
www.gamasutra.com/features/20051121/zimmerman_01.shtml
About the author
#2
I think it would be more appropriate (and more helpful) to structure this document as the 'ideal' contract. Then developers can just print out a copy when they talk to a publisher.
I'd imagine that giving up these rights is generally very lucrative, that's why studios give them up.
11/21/2005 (9:49 pm)
It's a bit strange to me that this list is formulated as a 'bill of rights'. These rights are already provided for any developer by the U.S. government. What's happening is that developers are GIVING away these rights for funding and publishing power. No one is being forced are they?I think it would be more appropriate (and more helpful) to structure this document as the 'ideal' contract. Then developers can just print out a copy when they talk to a publisher.
I'd imagine that giving up these rights is generally very lucrative, that's why studios give them up.
#3
11/22/2005 (7:03 am)
I'd imagine that giving up these rights is generally the only way a new studio can get funding, that's why studios give them up.
#4
11/22/2005 (11:12 am)
I've found that if you don't stand up for yourself; there is usually no one who will do it for you. Great idea, good luck positioning yourself to where something like this would 'work'. Such positioning like this is done with volume of numbers and applying leverage; such as when a labor union, gets enough individuals together and decides collectively, exactly how things will be structured...and do so.
#6
11/22/2005 (5:44 pm)
That is what I was going to say. You work for someone else, you live by their rules however arbitrary and unjust they seem. It is your choice to work there or not. However, work for yourself and you can make any rules that you want!
#7
In my opinion, it will never happen. You want rights? Stand up for the ones you already have. Exercise your choice not to get screwed by publishers.
12/19/2005 (3:59 pm)
A union for game developers. That would be about as successful as the several attempts to get IT workers to unionize over the last decade.In my opinion, it will never happen. You want rights? Stand up for the ones you already have. Exercise your choice not to get screwed by publishers.
#8
12/21/2005 (4:51 am)
GG probably is one of the few (if not only) places where you'd get those rights, and I doubt that even the larger studios can achieve all of that in a contract, much less the smaller or indie studios. Things might equalize slightly when the ability to self-publish on the Net matures, but they'll still be holding many cards...
Torque Owner Jeffrey Bakker
After you are finished revising, you should look into getting it translated into "lawyer talk", seriously. Not to make it harder to understand but, to cover the loopholes. Any good lawyer can find ways out of many contracts/licenses in which are not worded carefully.
Terms should also be defined. Even if the subjects/enities in which the statements affect are obviously implied, if it is not specifcally said, someone can say they took it a different way. Eg. using words like "we" is too vague. It is a good idea to define the subjective terms such as "publisher" and "developer" at the beginning of the final document.