This Week in Law 288 (Transcript)
Denise
Howell: Next up on This Week in
Law, it's game on. We've got a special gaming panel here for you today. Suzanne
Jackiw's back on the show, along with Patrick Sweeney and Mona Ibrahim. We're going
to talk about the big bucks of the gaming industry; the second-most searched
term on YouTube in 2014; what's new with Flappy Bird; how close the Supreme
Court came to upholding California's ban on the sale of violent video games;
and much, much more, next on This Week in Law.
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Denise: This is TWIL, This Week in Law with Denise
Howell, episode 288, recorded January 16, 2015
It's a Mod, Mod, Mod, Mod World
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Hi, folks. I'm Denise Howell. Thank you so much
for joining us for This Week in Law. Game on, people. We are going to have an
all-gaming episode this week, and I am so excited about it because there's been
so much going on on this front; and I'm really thrilled to have a wonderful
panel of lawyers and one law student who know a great deal about gaming law and
all the current issue that, if you're not thinking about, you should be. Coming
back to the show is Suzanne Jackiw. Hello, Suzanne; great to have you again.
Suzanne
Jackiw: Hi. Stoked to be back
on the show.
Denise: Suzanne is our law student. Remind me where
you're going to school. I know it's in Chicago.
Suzanne: Chicago Kent. It's right in the loop.
Denise: Got it. And Suzanne actually interns for our
other two lawyer guests on the show. They are both practicing at I.E. Law
Group. Patrick Sweeney is the founder of that law firm, also the founder of the
Video Game Bar Association. Hello, Patrick.
Patrick
Sweeney: Hi. How are you? Thanks
for having us.
Denise: I'm great. I'm thrilled you guys are here.
Also with us is Mona, who works with Patrick, Mona Ibrahim. Hello, Mona.
Mona
Ibrahim: Hey, everyone.
Denise: Hey, Mona. How did you and Patrick get
together?
Mona: He was my professor at Southwestern, actually.
I was taking the video game law agreement seminar that he teaches, and I wound
up working with him later on. We stayed in touch.
Denise: Very good. So we have, basically, three levels
of law firm here. It might be fun for people to understand the different roles
you guys play in your small firm, a little inside baseball for the legal
practice. Patrick, could you fill us in a bit?
Patrick: Sure. Yeah. So I started in the games business
about 15, 16 years ago doing transactional work for games clients; and when I
started up the firm here about a little over a year ago, I reached out to Mona
to help me with some of the work that I have to do that sort of gets in the way
of me running the business and going out and talking to clients and going to
trade shows and whatnot. So we split the work up relatively evenly. Certain
areas are more up her alley, so, like, some of the privacy work that she does
and the incorporation work; and certain areas like the traditional Hollywood
licensing or the publisher/co-publisher arrangements, the clients expect me on
the deal. So it really just depends on what we're working on, so we divide the
work that way.
Denise: And like me, for this show, I'm on my third —
and so grateful for all of them — intern who've all worked with me remotely
from a distance except for our intern right now. [Inaudible] actually just
serendipitously is local to me here in Southern California. But with Suzanne in
Chicago being an intern, is that something that you think is unique to a small
firm such as yourself, or is this something that the entire legal industry is
seeing?
Patrick: Well, I think it's more unique to the smaller
end of the practice size in general because I can be a little bit more nimble
than, say, some of the bigger firms that I've been at before. And, Denise, we
talked about the one that we shared in common. But Suzanne is an avid gamer and
has been focusing her education on the legal side; and we've met at
conferences, and I've seen some of her writing. And so she's very energetic and
very interested and enthusiastic in this space; and so obviously, I wanted to
tap into that and put that to work for the firm. So she's been great, and that
really doesn't matter where the person sits as far as I'm concerned.
Denise: And it's really interesting that you founded a
video game bar association. I think there are a host of legal issues that are
unique to the gaming field — and we're going to talk about a slew of them today
— where perhaps copyright law cuts across all kinds of industries, but really
unique issues come up for the gaming industry in general, don't they?
Patrick: Yeah. I mean, we think so. And years ago,
there was a lot smaller sort of ecosystem of our peers, and we'd all bump into
each other at the same conferences or we'd be on the opposite side of a table
in a deal or a controversy, or certainly meet at the various trade shows. So we
decided, as the industry had grown and the proliferation of mobile and the
tablet business and a lot of new entrance into the space, it would be nice if
we all could still have a networking area, or a networking organization, to
keep up with best practices and just to stay tuned into who's doing what and
where. And that really was the genesis of the Video Game Bar Association about
three years ago.
Denise: Is it very big?
Patrick: We've got about 60 members in Europe and North
America and then a handful in Asia; and it's certainly a small niche area of
practice in general, but we don't have all of them in the organization yet.
We're working on that. We hired a new executive director a few months ago by
the name of Joseph Olen who used to run the Academy of Interactive Arts and
Sciences and the D.I.C.E. Conference for video games; and so he's taken over,
he's doing a great job so far. So we're looking forward to seeing the group
grow.
Denise: All right. Well, just to frame our discussion
today, there was an article I read — came out in December, and I read it over
the holidays — that is from some part of Google that's called Think with
Google. And I think it's mostly aimed at encouraging people to use their
marketing services. It seems to have a real marketing bent to it and ends with
some suggestions on how brands — and I hate referring to certain companies as a
brand, but that's exactly what they do in this piece — can harness the
opportunity presented by the video game industry. It's a really interesting
article because of the way that — let's see. It's written by — oh, goodness;
I'm going to have trouble pronouncing his name. But it's written by a Googler.
(Laughs) And you can check it out, of course, with everything else we discuss today
in our discussion points at Delicious.com/thisweekinlaw/288. Really interesting
piece. And to sort of encourage people to use Google's marketing tools in the
gaming industry milieu, Gautam Ramdurai — that's my attempt at his name; I'm so
sorry if I'm butchering it — really kicks people in the pants with a bunch of
stats about the gaming industry that maybe you might not have known. And so I
think it'll be a good frame for our discussion today to put these out on the
table; and if people haven't read this, let them know some of this great data.
And one thing that is no surprise to me as the parent of an 11-year-old that
might be a surprise to the world at large is that Google and YouTube do their
Zeitgeist kinds of things at the end of the year and let you know what sort of
year it was across their properties. On YouTube, the second most searched term
was "Minecraft." A bunch of other really interesting stats from
YouTube: several of their most subscribed — I think it was eight of the ten of
the most subscribed channels on YouTube relate to gaming. PewDiePie, who does
Let's Play videos, has more subscribers to his channel than the entire
population of Canada.
And then, if we're talking dollars, we've got,
of course, Twitch that was acquired last fall by Amazon — Let's Play streaming
video-oriented channel, acquired by Amazon for something like a billion
dollars. And as long as we're talking about a billion dollars — and of course
you have to (Puts on announcer voice) "One billion dollars!" (Laughs)
— they point out as well in this Google piece that video games as far as
revenue are a powerhouse that you might not have realized, and not just on par
for Hollywood blockbusters, but in some instances just blowing them away. And
the example they give is Grand Theft Auto 5, which hit a billion in sales in
its first week of release. When you compare that to the highest-grossing
Hollywood movie of last year, global grosses — that was Transformers: Age of
Distinction — it's made somewhat more than a billion dollars in its entire six
months release. So we're talking about an industry that is not just kids on
their iPads downloading 99-cent games. And maybe it is partially that, and
that's quite lucrative as well; but we're talking about some serious cultural
penetration and a force in our world that I don't know if people necessarily
recognize. This — again, as the mom of a kid that is right in gaming
demographic — up and coming gaming demographic — none of that is too surprising
to me; but other people might find this eye-opening. Do you find yourself,
Patrick, having to explain the significance of the gaming industry more and
more, or are people starting to get it?
Patrick: No, all the time, mostly to my parents. They
still don't understand how I make a living at this. But yeah, I mean, the games
industry always likes to tout that it's surpassed Hollywood in revenue, that
each iteration of Call of Duty is the largest entertainment launch in history
preceding last year's Call of Duty launch. Activision's very adept at doing
that. It's a little bit of apples to oranges because the game is, at least on
that type of game, a singular buy, versus the repeatable experience of buying
multiple movie tickets; and there's not as many downstream revenue
opportunities for a game as there is with a film that's going to go to cable or
to — you buy the DVD or whatnot or free channels and everything. So it's a
little bit of apples and oranges on that front. But yeah, it still goes to show
that it's a huge industry. I want to say it's, what, a 25 billion-dollar
industry, I think, globally, with hardware and software. So it's big money; and
yeah, you have to explain that it's not kids in their basements playing the
next Grand Theft Auto only; it's also everybody who's playing Candy Crush and
everything in between.
Denise: Right.
Patrick: So there's lots of things that are games in
the same way there's lots of things that are films and lots of things that are
books.
Denise: Yeah. And it's also not just young kids and
young boys like my son. Another tidbit they lead off with in this Google piece
is that women are the largest video game-playing demographic. Did you know
that, Suzanne? Is it any surprise to you?
Suzanne: I actually knew that. I saw an article not too
long ago that women in my age group outnumber teenage boys in terms of being
gamers. And over the summer, I taught a camp that taught kiddos how to program
games, and I loved to tote that out whenever the boys were like, "Oh, you
can't tell me how to program this." And I'm like, "Oh, wait.
Actually, I can."
Denise: (Laughs) That's awesome. It's really good to
hear. I do see my own experience with kids and games is — I take my son to a
gaming camp in the summertime that he just loves. It's one of the ID Tech
camps, and it does seem to be still a really heavily young male demographic at
those events, but maybe the word just hasn't gotten out yet, so it's good to
know that that'll be changing. So where we're talking about just enormous
concentration of energy and ideas and people focused around games, we're also
talking about legal considerations that are going to — if they haven't been
enforced yet, they will be soon because the dollars on the table are just too
much. I know, Mona, you gave a talk recently in the last couple of months — loved
the title of the talk; it was called "Keep it Secret, Keep it Safe" —
(Laughs) — about intellectual property concerns for video game developers. I
don't want you to rehash your whole talk; but obviously, this is something that
you and Patrick are advising game developer clients on all the time, and I'm
just wondering — it would be interesting to sort of get your take on the
attitude toward IP protection in general. Do you feel like game developers are
very much of the mind that they have to keep it secret, keep it safe these
days; or is there more flexibility?
Mona: Well, as far as the title, it's actually a
Lord of the Rings reference.
Denise: Yes.
Mona: So just throwing that out there.
Denise: (Laughs)
Mona: But with regard to what developers should be
doing, that title is also mostly in reference to the early stages of
development. Releasing too much information whenever you don't have the
necessary protections from, say, copyright, trademark, things like that, that
"keep it secret, keep it safe" practice is kind of what puts it in
the realm of a trade secret. And what trade secret can do is, so long as it has
commercial value and as long as you take measures to actually keep that
information secret through confidentiality clauses, non-disclosure agreements,
then you get some limited protection to that information and to that content.
So that's mostly what that was referring to.
Denise: Yes.
Mona: Are developers very good at that? No, because
they want to get as much publicity to their title as possible, so they wind up
releasing a lot of information that maybe they should keep closer to their
chest — they wind up releasing that earlier than they should, or they get too
excited whenever they're trying to sell it to publishers. And then there's the
possibility of having parts of their ideas taken from other parties. So it's
kind of a bit of a splitting the baby situation; you kind of have to decide
what information you want to release — what content you want to release — and
what information you want to keep safe so that it can't be taken from you down
the road.
Denise: All right. Well, that seems like a great segue
into talking about some copyright considerations concerning video games.
(The intro plays.)
Denise: One thing that I think is just fascinating in
this area is the whole realm of Let's Play videos. News this week is that
Microsoft came out with its own set of rules for Let's Play videos. They are
not alone in doing this. Several video game developers, rights-holders, have
done similar things; and it seems like the approach has been all over the map.
Some — and Microsoft is in this camp — have allowed people to — have expressly
given their blessing, as long as certain rules and guidelines are followed, for
people that are making Let's Play videos to go ahead and monetize that. Most of
the companies who grant express permission for this and publish guidelines for
it are being very cautious about how their brands are being used, how their
trademarks are being used, and set out a bunch of parameters. But if you're
playing within those rules, you should be able to put your Let's Play videos
out on platforms that monetize them, like YouTube or Twitch, and go ahead and
build your Let's Play empire. But again, that is because certain of these
companies — and Mojang has its own separate set of rules along these lines that
Microsoft has inherited and not yet changed. So there are certain rules and
parameters out there; but in the absence of working with a game where those
kinds of rules are there for you to follow, you might well find yourself in the
crosshairs of an angry gaming company. And wasn't it Nintendo, Suzanne, who
decided that the revenue that YouTubers were making should really be its own?
Suzanne: Yeah. Nintendo has been all over the place,
and they change their rules depending on countries. There's one Asian country
where Nintendo has allowed anyone using that specific country's video service
to make videos without any limitations; and then Nintendo here, on YouTube,
wants to take all of the revenue; but then, now they're considering sharing
revenue. So I think, as a longer-running developer, they're trying to balance
the needs of the modern world with what they know for protecting IP from back
in the day when we were getting cartridges.
Denise: So Patrick, as you're looking at this
landscape and clients are coming to you going, "We have a game property.
we love that people are increasing interest in the game by making these Let's
Play videos, but we're concerned about the fact that they are, some of them,
building empires on our intellectual property," do you have — without
disclosing client confidences, how do you help them work through those issues?
Patrick: Well, it really depends on what they're trying
to achieve. I mean, I think a lot of folks — you're trying to balance the
visibility that you're getting from the game versus the potential of sending
sort of copyright infringement. And they just have to look at that and decide
what their goal is. Establishing the rules like Microsoft has is really not a
difficult process; but that's really ultimately more of a business call first
than it is a legal issue in how you implement it.
Denise: Mona, do you have any other ideas about Let's
Play and your clients' approach toward it?
Mona: Actually, one of my clients, Level Up Labs, is
a pretty strong supporter of Let's Play because it serves as a great
promotional vehicle for independent games. You have services like — podcasts or
videocasts like GiantBomb, which is a great example. Something that you have to
keep in mind is that — I hate pulling the fair use card because you can never
actually say that something is one hundred percent fair use; it's an
affirmative defense. So there's — and what I mean by an affirmative defense is
that you can't use it until you go to court. So you want to avoid that
situation, either as a developer or as the YouTuber. But as far as what I've
been discussing with Lars from Level Up or what I've been discussing with any
of my other clients in Let's Play is that, to the point where you can get your
community involved and get them excited about your product, you should. There
are going to be limitations, of course; so we work with a lot of terms of
service and community guidelines with regard to that. And it's just kind of
making it fit, making it work for the developer in whatever way we can. Saying
absolutely no to Let's Play — I mean, that's going to be tricky to do because
there's the question of whether or not it will constitute fair comment, fair
use, use of the trademark in review. But ultimately, we want to make it work
for the developer where we can.
Denise: So I've done a little reading on this in
advance of the show, and there are some great articles in our discussion points
that talk about the different policies that companies have come down with. I
think Activision is one of the ones that might not have an express policy.
Certainly hasn't said it's okay to do the Let's Play videos. And it recently —
to your point of fair use, Mona — got in trouble — or Activision didn't get in
trouble, but came into the spotlight — for issuing copyright takedown notices
on Let's Play videos that highlighted glitches and problems in Call of Duty,
Advanced Warfare. So whereas perhaps there would be other videos that would be
complimentary to the game that were allowed to stay up. These ones that were
complaining about issues were the ones that were getting targeted, and that's
sort of the danger of the way our copyright law is structured, right, Suzanne,
that companies can be inconsistent in their approach. And what it's going to
take is someone who has made such a critical video to actually take a stand and
say, Okay. I may not be expressly authorized to do this, but this is fair use,
and I'm certainly not only giving commentary and criticism on the game but
providing a public service. People should know that these problems exist. Do
you know, Suzanne, of anyone in the Call of Duty/Activision crosshairs who
decided to take a stand?
Suzanne: I haven't seen anything on the legal front.
People go on websites — Game-a-Sutra, Kotaku — and mention that this is
happening and that it's really bad; and everyone gets really riled up, but that
just gives Activision some bad press for a couple weeks; and then we all go
back and buy Activision games anyway.
Denise: (Laughs)
Suzanne: So until someone actually goes to court and
uses that as a defense, which would take Activision actually filing suit, I
don't think we're going to have a definitive one way or another out of this.
Denise: Right. I love that I've had the opportunity
now — and I encourage folks to check them out and compare them — to read
through the Minecraft rules for Let's Play video that predated Microsoft's
acquisition. They're very conversational and respectful of the users. They're
very clear about Minecraft's rights; but it is the opposite of legalese. So
it's interesting to read that and compare it to the Microsoft rules that just
came out. Substantively, they're not that different; it's just kind of a
different approach, as you might expect because Mojang was quite a different
company. Patrick, do you have any take on how these things should be presented
and whether it makes a difference if you're writing in traditional legal boiler
plate or in more clear and comprehensible language?
Patrick: Yeah. No, I always prefer writing or reading
things like privacy policies and consumer-facing documents that are written
more conversationally because I think we deal with so much of the
"whereas," "pursuant to Clause," whatever, in the
agreements that we do in our normal life, I think those are a little bit
refreshing. I think you have to sort of write to your audience a little bit on
that front, so yeah, I enjoy that.
Denise: So one of the things — even for the companies
who expressly allow people to monetize Let's Play videos, it seems pretty
common in those policies that you just don't get to have a free-for-all with
gaming companies' intellectual property. And they do put some content
restrictions in; they don't want obscenity; they don't want super, super
violent things. Do you have any problem with that, Suzanne?
Suzanne: Yes and no. On the creative side of things, I
love for people to come out with things that are interesting and different; and
when you put those restrictions, you're obviously going to be cutting off some
of that. But it is owned by the company, and they have an interest in making
sure that it has a particular vision, a particular public-facing front. So if a
video where Mickey Mouse is beheading Donald Duck becomes really popular,
Disney's going to get really upset because that's not the kind of image they
want for Mickey Mouse. They want mickey Mouse to be kid-friendly and positive
and family-facing. So it makes sense to put those kinds of restrictions
depending on the content you're using. I couldn't see something like Grand
Theft Auto saying, Oh, we don't want any violence if you make Let's Plays using
our game, because that makes sense based on what they're doing with their own
content.
Denise: So that's, again, Mona, where fair use would
kick in, right? If a company has a policy in place that says, We're okay with
this as long as you don't do these certain things; and someone does decide that
Mickey Mouse beheading Donald Duck is the particular work of art that they
wanted to convey, then they'd have to make that case under the Fair Use
doctrine; right?
Mona: Well, I mean, it depends. And that's the
thing, is that it's not just — you don't just have one arrow in your quiver
whenever you're a developer, whenever you're a content owner. So — I mean, you
own the copyright; you own the trademark, things like that; you have a lot of
different things that you can use to counter that entire fair use defense. And
that's something that we have to advise clients of frequently; that's the basis
of protecting your portfolio. So that's why I was saying you have to use fair
use with caution; it is an affirmative defense. It's not an absolute defense by
any stretch of the imagination. We don't really have a clear definition of
everything that fair use can cover or what fair comment can cover for
trademark, so you can't rely on it. I mean — and for a developer, you want to
make sure that people don't rely on it too frequently. You want to be able to have
control over your content to the extent you can; so as I said, it depends. I
mean, you can raise it; but is it in everybody's best interest to raise it? I'm
not really sure.
Denise: Right. Suzanne, do you really think that Let's
Players out there are taking a look at these policies and trying to comply with
them, or does it just sort of come up after the fact when they get in trouble?
Suzanne: Oh, I guarantee you that almost no one
actually knows what the policy says.
Denise: (Laughs)
Suzanne: You click "Agree" when you buy the
game; and then you click "Agree" when you start your streaming
software; and you have no idea what you've just agreed to. The problems arise
when you get that letter from the developer, and you have to be like, Oh, hey,
so there's a problem here; I did something wrong. Let me call someone to
retroactively look at what I did wrong, or let me try and dig through this
sometimes-massive agreement I have and see what exactly I'm in trouble for.
Denise: Right. The other thing I think we have to
discuss in discussing Let's Play videos is, there's sort of copyright concern
on top of copyright concern involved here because not only are Let's Players
using the game itself as the platform for their video — playing through it,
showing their strategies, giving commentary, etc. — but oftentimes,
particularly in the case of second-most popular YouTube search Minecraft, what
they're highlighting in their video are the mods that have been made of the
game. And again, Minecraft has authorized a lot of those mods, but there are
restrictions there, too; and one of the things in the Minecraft ULA when
discussing how you can mod the game is that you are supposed to make your own
creative work and not incorporate logos and trademarks and characters and
things that are copyrighted by third parties, and that you actually — and there
is an indemnification provision in there that — here, I'll read it to you.
"If you post content on our game and we get challenged, threatened, or
sued by someone because the content infringes that person's rights, we may hold
you responsible; and that means you may have to pay us back for any damages we
suffer as a result. Therefore, it is really important that you only make
content available that you have created, and you don't do so with any content
created by anyone else." Of course, all the people who have created
Minecraft mods for anything you can imagine — things we've talked about already
— Call of Duty, Disney, Spongebob, Harry Potter. There's a Minecraft mod for
just about everything. I asked my son this morning if there was one for
AdventureTime, and he said, "Oh, yep, absolutely." So a lot of the
Let's Play videos feature those mods; so they not only feature the game, but
then the intellectual property that Minecraft has not authorized its users to
make mods consisting of. What do you think of that thorny issue, Patrick?
Patrick: You know, I don't know. I see both sides of
it. I'm on the fence on that, on where to go.
Denise: Okay. Because seems to me like — and again, I
get some of my good information on this from my son and his friends, who I was
interviewing in the car before the show. And I was asking them about mods and
how important it is to them to actually have familiar content in something like
a Minecraft mod. Do you care if it's an AdventureTime mod or not? Do you like
seeing your familiar characters there? And the take I got from them was that
yeah, it's fun and interesting; it's — the take I got from them is how
important the transformative nature is of the mod, that it's fun to see their
familiar characters doing things those characters would not otherwise do. So
again, the beheading of Donald concern comes in. Perhaps they're doing things
that their creators would be not on board with. So I do think that we're into
an interesting area here that will wind up in court at some point; I'm just
wondering when. Suzanne, what do you think about the double-copyright nature of
Let's Play videos concerning mods?
Suzanne, Well, Mojang, and now Microsoft, are
very smart to protect themselves from this. It seems to me, like you said, a
lot of the players of this game are kids; and that means that a lot of the
people making mods are also children. So that brings up yet another legal issue
of, are you really going to go after the 13-year-old over the fact that they
made this Disney mod for Minecraft?
Denise: Right.
Suzanne: I also like to think that Minecraft is the
Legos of this generation. And I grew up with a fair amount of licensed Lego
sets — Star Wars and everything else — and it just came out. And it seems like
Microsoft is trying to do that with Minecraft. I was on my Xbox earlier today,
and I saw the Simpsons pack is now available on Minecraft. So it seems like
they are going the license route and the legitimate route, but maybe they're
not producing content fast enough. And unlike where I couldn't make Lego
figurines that were spot-on of the TV shows I didn't get Legos for, it's much
easier to create that in a digital universe. So it might be responsiveness;
Mojang should definitely be protecting themselves this way, though, because
there is a lot of it happening.
Denise: Right. As far as the economic value of the
mod, another thing that seems true is that they have a lot of value in the
Let's Play universe, and perhaps more value than they even have to players who
want to download and play them, that there's maybe more appeal even to watching
someone play through a mod rather than putting it on your system yourself and
playing through it, that it's just sort of fun to know the mod exists. It's
great to see how it goes; but when it comes to, Oh, I'm now downloading some
third-party software; it's going to take up, perhaps, a ton of space; I'm not
going to know if it's secure; I'm not going to know if I'm getting a virus; I'm
not going to know if it's going to work when I download it. So I think, at
least among the demographic I get to observe on a daily basis, watching the
mods be played is almost more valuable and fun than playing through themselves.
So yet another consideration on the Let's Play side. Mona, any thoughts on
that?
Mona: I mean, as far as economic value, I mean,
that's kind of the most important factor that we need to look at. It's the
content owner's right to benefit from that economic value, I mean, under
copyright law. That's the principle behind copyright law and behind
intellectual property law in general. It's just giving people an opportunity to
financially benefit from their creations. And that includes derivative works,
which is exactly what a mod is. So I think that, in an ideal world, people who
create mods would be able to work with the content owners in order to develop
that third-party software; and I think that's what Microsoft is trying to do.
That's what a lot of people who put out mods for their own content try to do.
But that's not a perfect world. We don't live in a perfect world, so there's
always going to be conflict with regard to that. And it just comes down to, is
the content owner — is Disney, is Marvel — are these people going to view this
as a commercial benefit? Is this going to be promotional for them? Is this
something that they can get in on and kind of work with the person who's
creating it, or is this something that they need to actively defend against? Is
this something that they need to put a stop to? So as far as the economic
interest, I mean, that's the only thing that really matters in all of this to a
lot of people. I mean, a lot of content owners aren't really concerned too much
about integrity. Many of them are, but it ultimately comes down to the bottom
line; it comes down to money.
Denise: Right. Well, having control over your popular
video game was certainly important in the case of Flappy Bird. Everybody
remembers the saga of this game last year. We have some news on the Flappy Bird
front. Apparently, there's going to be — even though Flappy Bird was pulled
down from the iTunes store publicly and famously, it is now going to come out
as a life-sized arcade game, which would be really fun to have even if you
didn't have an arcade.
Patrick: (Laughs)
Denise: I could certainly see one doing well in our
studio there in Petaluma and distracting all our staff. So it seems like Dong
Nguyen — if I'm pronouncing his name correctly — aside from pulling the game
from iTunes, has other ideas and other licensing in mind for his very popular
game. The other platform that it is available on in a fully authorized and
licensed way is the Android smartwatch universe, which seems like a very
different kind of experience playing on a little watch versus playing on a big
arcade game. But Flappy Bird is still flapping, apparently. Suzanne, can you
add anything to this for us?
Suzanne: Flappy Bird — I don't get it. (Laughs)
Denise: (Laughs)
Suzanne: I should probably not admit that on a recorded
show. But it's been really interesting to watch the rise and then disappearance
and then all of the clones that came out of nowhere.
Denise: Right.
Suzanne: And then there was, briefly, a series of
letters sent out from someone that held the trademark on the word
"flappy" in games. But they held it prior to Flappy Bird becoming a
thing and never pursued the Flappy Bird directly creator, just the clones, and
never actually went to court over it and just kind of died off on that. And
now, to see it back again, it's like the one thing that just won't go away.
Denise: (Laughs) Let's talk about the clones, Patrick.
How do you handle it when a client's game is popular and is subject to a bunch
of clones that want to capitalize on its success?
Patrick: Well, this isn't really a new concept at all.
What's happened is, the rise of mobile and tablet games, and the short
production times for them, has just made it more prevalent, right? This is
something that — ten years ago, if you really wanted to make a Grand Theft Auto
clone, you could; it would just take you two years and millions of dollars. So
you kind of had the marketplace to yourself on a particular style or book or
genre; but cloning happened then. What happens now is, if something really cool
comes out, you can iterate on it and clone it in weeks or months. And hundreds
of other people are doing it because it's an open playing field, so we see it
more. I think, from how we approach it — from a transactional end, when you're
working in a production collaboration kind of environment, you have to deal
with your reps and warranties about who's creating it and whether it's
original, your indemnifications about who's responsibility it is. If you're
cloning something else that I'm funding, for example, I'm going to get sued.
Well, that's not what I signed up for. So from a transactional side, you handle
it that way. And then, obviously, from a litigation side — which we don't
handle at our firm — there's a lot of other aspects, whether it's cease and desist
and moving up the ladder. But there's plenty of cases out there — Zynga with
everything "ville" related certainly took that position, that
anything like that out there was a clone. But like I said, this goes back a
long, long time. I mean, years ago, when I was working for a company that was
doing a Lord of the Rings game based on the books, we got a letter from the
company who's making the Lord of the Rings games based on the movies saying
that our wizard as depicted looked too much like their wizard.
Denise: (Laughs)
Patrick: Well, the wizard was wearing a pointy gray hat
and had a long beard in both. And theirs was based on the book, which they had
rights to. So this is not a new phenomenon. Now, that's obviously a singular
expression rather than the whole game; but the concepts are pretty much the
same.
Denise: Would you say that —
Patrick: You won't see these litigations going away
anytime soon.
Denise: Right. And on the legal front — maybe you
could remind us; I know we've talked about it on the show before, but for
anybody who might have missed those previous episodes — that there is some
legal latitude here. You can copy a game's mechanics with impunity, right?
Patrick: Yeah. I mean, mechanics are not protectable in
the same way that the expression is, right? Copyright doesn't cover the
mechanics; copyrights covers the expression. So that's — but where that line is
between the expression and the mechanic is often really tough to figure out or
to delineate. And that sometimes unfortunately happens at court. And sometimes
you can muddy the waters on some of those as well.
Denise: In one —
Patrick: So just getting to court sometimes is a
victory for some people.
Denise: In some of the recent coverage of Flappy Bird
and what it's doing now, I read that the creator, or whoever he is working with
to manage the game, has attempted to patent the game. Is this something you see
commonly?
Patrick: Again, we're not dealing in patent prosecution
at our firm, and software patents are a bit dicey in general, and generally
just favored under the current environment. But yeah, it's just one of the
areas that people are always looking at to protect their IP, whether it's a
copyright/trademark patent, trade secret and trade [inaudible] — I mean,
whatever works. They're trying to achieve a goal and using whatever legal
protections they have.
Denise: All right. Any thoughts on clones, Mona?
Mona: Again, another tricky issue. When I first
started practicing law, a big chunk of my practice was cease and desist letters
based on clones for apps on both the iPhone and the Android market. So as far
as success rate on how to handle it from a developer perspective or from one of
our clients' perspective, you have two options. You can confront the cloner
directly, or you can target the marketplace itself and send a takedown notice.
And you see mixed success doing both. You can get the person who's making the clone
to take it down on his own, which kind of keeps you from having to go through
the process and the risk of putting up a takedown notice. You have to keep in
mind that whenever you send in a takedown notice, you might subject yourself to
a declaratory judgment action. There's some case laws substantiating that
claim. So once you send in that takedown notice, the person that you're trying
to take down can actually file a lawsuit against you under a declaratory
judgment action saying, We want the law to say that this is okay. So it kind of
forces your hand. So you take that risk whenever you start sending in those
takedown notices; and that's something that we always have to advise clients
on.
Patrick: And you also — adding on to what Mona was
saying, you also have to look at some of the background of it. I mean, again,
whether it violates the letter of the law is one thing; but you're also sort of
painting a picture, I think, from a plaintiff's side of a potential case. You
look at the situation with Yeti Town and Triple Town, where — I don't know if
the audience is familiar with that, but —
Denise: Why don't you tell us, Patrick?
Patrick: Yeah. So Triple Town was a game which — sort
of a match three game — and it was a fun little game. And they went under an NDA
with another company to say, Take a look at this game; maybe you'll publish it
for us. The company they went under the NDA with took a look at it, had access
to all the code, saw the game, played all the way through the game, said no,
we're not going to publish it. We're not going to pay you to work on this game.
And by the way, two weeks later they came out with a game called Yeti Town,
which was the exact same thing set in a snow environment, match three, etc. And
the fact that they were talking to them and they were under NDA and they had
access to the code came into the litigation, and it made the situation worse.
Regardless of looking at what was copyrightable or what was protectable or not,
the access made them a little bit of a bad actor. And the case ultimately
settled with the Yeti Town guys giving up all of the Yeti Town IP and giving it
over as part of the settlement. So we don't know, actually, how it would have
turned out; but you can't overlook the background and the factual situation
that goes with this because you're painting a pretty grim picture; it's not
going to look too good.
Denise: So just as an aside, I'm wondering how many —
of course a lot of games are played on computer and other devices now. But I'm
wondering if your offices are littered with arcade games.
Patrick: We have our fair share of games here, but not
to the arcade level.
Denise: (Laughs)
Patrick: We wouldn't get any work done.
Denise: Yeah, I guess that's a testament to how long
ago I was in law school.
Patrick: (Laughs)
Denise: When — I've told this story on the show
before, but I have to tell it to you guys because it's right in context with
what we're discussing. One of my assignments as a summer associate at
Manatt/Phelps — one of all of our assignments as a summer associate at that
West L.A. law firm way back in the day when I was in law school — was to go
down into the basement of the building of Manatt's offices; and there were a
couple of arcade video games set up that was a similar kind of situation, where
— I think that the lawsuit involved allegations that information had been
shared under an NDA, and then a very similar game came out from the party who
was supposedly barred; but this was an arcade game. And we were supposed to
play the two games and note any similarities and differences so that it helped
the analysis of prosecuting the claim. So I guess summer associates can still
look forward to that kind of assignment, but it might be on a different
platform.
Patrick: I don't think clients want to see you bill
them for playing their games, though.
Denise: Yeah, I don't think they probably billed that
time. (Laughs)
Patrick: Yeah. (Laughs)
Denise: Let's see. Let's move on to another area that
is sort of a legal gray area for the gaming industry. A very popular thing for
people to do when games are no longer being actively marketed, when they're
very nostalgic for people who played them in their youth, is to find a way to
play older games on an emulator. So there's still plenty of market value
involved and rights held by someone usually, although there's the abandoned
game problem as well. But game emulators technically aren't legal, are they,
Patrick?
Patrick: No. You run into the same problem. Those
rights and that intellectual property belongs to somebody. So if you're
monetizing it and it doesn't belong to you, then obviously there's an issue
there. If they're abandoned games and that IP holder doesn't know it's
occurring, you might be getting away with it; but that doesn't mean that you're
in the right.
Denise: Right. So Suzanne, along these lines, what do
you think of the EFF's exemption request? They've filed a number of them. One
of them relates to how you can — they are asking the copyright office to give
people an exemption from circumvention liability under the DMCA if you are
going to remove digital locks, etc., protections, DRM, on games so that they
will play after a developer has stopped supporting them. So you've bought the
game; it's old enough that the developer either has abandoned it or is not paying
attention to it anymore; and you still want to play. But the only way you can
go about doing that is if you do something that would otherwise be illegal
under the DMCA. Have you looked at this at all, Suzanne?
Suzanne: I have. I think the EFF does some really great
things, and they work for really good purposes; but I don't see this actually
happening for several reasons. One, if there were enough people who really
wanted to play one of these games that are no longer supported, I feel like the
company would allow support or would give a newer version so that those people
could be monetized. it's just good business to do that. And allowing them to
have this previous option and not move on and not be monetized is something
that companies are inherently against. Also, I don't know that many companies
would, given the few number of people that are still playing these old
versions, see this as a big enough threat to go after. It's obviously illegal
under the DCMA; that's why the EFF is trying for the exemption. But if there
are 10 kids with a server somewhere that are playing a game that's no longer
supported, I don't see any of the big guys coming down on it too hard because
they're only losing 10 sales. It's when it gets up into those big numbers that
you're going to start having issues, so I don't think it's really going to go
anywhere in terms of their exemption request.
Denise: But they're not even losing sales on old
games, right? It's not even something that's actively on the market anymore.
Suzanne: They're kind of losing sales because a lot of
these games are from franchises. They mentioned Need for Speed and MarioCart in
the article online. If you're playing the old Need for Speed on a server your
friend has, you're not buying the new Need for Speed for the new server; so in
that way, they're losing income.
Denise: Or maybe you just really like the old game.
Suzanne, Yeah. Yeah, definitely. There are some
good old games that I still play. Right now, Wolfenstein and Portal are at the
top of my list. But they're both single player, so I don't have the server
issue.
Denise: All right. Well, I think we should take a
break for a moment before we jump into the relationship between gaming and
Hollywood. Before we do that, we have a sponsor for this episode of This Week
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All right. Well, we were already talking about
some tie-ins of media properties with games. Let's go there; let's take a trip
to Hollywood.
(The intro plays.)
Denise: So this is up the alley of I.E. law group,
correct? You guys engage in licensing, negotiating licenses for games who want
to work with well-known people and/or well-known properties and incorporate
them into games?
Patrick: Yeah. This is definitely something that we've
done a lot of in the past and are still doing a lot of.
Denise: And just — I'm curious because there are games
that are very closely tied to something well-known and popular culturally from
TV or movies, and there are games that are not. Do you see any — anecdotally,
do you see any better strategy to pursue from a business standpoint?
Patrick: Well, I mean, it really just sort of depends on
the property and what kind of game you're making. I mean, there's plenty of
obscure properties that probably would make a great game, but the question is
the valuation. What are you going to value that license at when, really, what
you need it for is the audience recognition, right? It's easy to go out and
make a video game based on the next Avengers. Everybody knows that the next
Avengers movie is coming out, and they're probably going to see the movie and
at least look at the game or think about the game. But you still have to figure
out a way to make a compelling product there; whereas, if you do something
obscure without the audience built into it that's already there, then I guess
the question is, what are you paying for? So it becomes a valuation issue. There’s been a huge gap there and we could probably do
an entire episode on that to be honest with you. It usually boils down to the
production time for a lot of these games. By the time the movie gets green lit
and the movie company decides that they’re going to license it out and has
their parade of people who would potentially bid on those rights and then the
contract process there and then the licensee spitting out the game production
you’ve wasted months of time and that’s one thing you can’t get back in
production is that time. If you’re then trying to get a game out in half the
time that it takes the movie to get made then you’re going to have a pretty
sub-standard game and that’s been sort of historically borne out.
Denise: So do you feel like Hollywood is starting to recognize
this and following a series of unsuccessful movie tie in games are they
starting to clue in?
Patrick: Yes. Unsuccessful might not be the right term. They
are unsuccessful critically but a lot of these games will still do really well
(particularly kids games in the animated genre) they’ll still do really well
commercially and they’ll accomplish the goal. But I do think that most of the
studios have gotten a little more savvy on that over the years and particularly
now if they’re licensing games for mobile and tablet it’s an entirely different
exercise. You can look at some of the games that Kabam has done with the Hobbit
and I think they did the Godfather game and I know they did the Hunger Games
because we were involved in that license. So they are able to make a mobile
game, iterate on it quickly and still make it out in time for the next movie.
In some cases they’re trying to do it outside of the movie and there is no
launch time which helps a lot as well. Mobile is definitely invigorated the
license business a little bit.
Denise: I’m going to seize on a phrase you just used – launch
time – and make that our first MCLE passphrase for this episode of This Week in
Law. We’re coming up on California’s MCLE compliance deadline and I’m assuming
other states do it about this time of year too. We put these passphrases in the
show if you are listening to claim continuing legal education or other
professional education credit wherever you may be in the US. A lot of
jurisdictions would like you to be able to demonstrate that you’ve actually
listened to or watched the show so we put a couple of phrases in to help you
show that after the fact. Our first one for this show is going to be “launch
time”. Suzanne do you think that games tied to TV or movie or I guess also we
could build in books; which if a book has been successful there is probably
been a movie made out of it anyway so we might be talking about the same
universe of properties. Do you think that there’s been progress on the game
development side for those games?
Suzanne: Absolutely. I saw in the chat room that someone
brought up ET the game and I laughed. Part of it is that we’re recognizing that
games are a separate form of expression that are trying to tell different stories
and that games a no longer necessarily a rehashing of what you saw in the
theater. Part of it is that we’re finally getting to where technology makes
people that have expectations that having seen a movie and having seen the
characters on the screen align better with what you see in the game. But there
were also fantastic games before. I was thinking of Aladdin. I used to go over
to my friend’s house and we would spend just hours playing the Aladdin game and
it was fantastic.
Denise: For our video viewers “ET the game” is now wandering
across the screen.
Suzanne: It’s terrible. That’s the game you go to when you talk
about bad games. But there have been bad Teenage Mutant Ninja Turtle games.
It’s really down to the development team and whether or not they realize that
this is a different medium; we’re trying to tell a different story but we’re
relating it back to this other content and we need to respect that too.
Denise: Mona with this sort of specter out there that perhaps
the game development side of these Hollywood properties has not always lived up
to its potential; is that something that you guys see on the transactional
side? Do you see the rights holders trying to build in stipulations or
requirements that the game be of a certain quality?
Mona: It’s kind of difficult to predict something like that
so on the whole it’s not something that you see a lot in warranties. You can’t
warrant the success or failure of a game. You can make it up to commercial and
technical standards; you can have approval rights over what’s going to be
released, but how the audience is going to accept it… If you want a successful
game to come out as a content owner you need to give the developer time to make
it, it’s like Patrick said; “the biggest problem that you have is that you have
unreasonable development cycles where the developer just doesn’t have time to
put out a premium product. And like Patrick said “mobile has kind of
reinvigorated this market because you can put out a really slick nice looking
mobile game based on an existing IP in a very short amount of time. So to that
end you might have a little more freedom to make sure the product you’re
putting out is going to have more commercial success. If you want a game with
critical acclaim based on an existing franchiser or movie franchise look at the
Batman series; they have a lot of time to develop it, they have a lot of time
to… Or the most recent “Lord of the Rings game”. It became a project in and of
itself. The game itself took on a life of its own apart from the property. I
think that’s actually – it kind of reinvents the franchise and I think it makes
for a better quality game.
Denise: Is that the Shadow of Mordor game?
Mona: Yes, thank you.
Denise: Which has done really well right?
Mona: Yes.
Patrick: Echoing on what Mona said; years ago a couple of the
movie studios tried to build in metrics or penalties if the game quality wasn’t
there or if it didn’t sell well enough but to me that was always sort of a
strange argument to make because they were the ones who were proving the
direction creatively of the game. So they’re telling the game company “don’t do
this, tell the story this way” and then punishing the game company when the
game didn’t resonate with the consumer; so that argument sort of folded in on
itself and thankfully has more or less gone away. You have to be on the same
page and collaborate between the property owner and the game company but it’s
really hard to mandate a quality bar.
Denise: Right, I can see where that would be. Another area, a
very popular culture area that has a lot of cross over with games is sports and
we’ve talked a lot about issues with sports players who… hopefully what happens
in the best case scenario for a game developer if they’re going to make a
sporting game is they go to all of the players and all of the franchises that
they want to use in the game and they make sure they’ve got all their licensing
lined up. EA has been in litigation with various NFL players in the news this
week and that case is going to be able to go ahead and go forward. That the
players in the game are significantly close to former players names; well it’s
certainly not their name but their likeness. A realistic virtual simulation of
someone that you might recognize; so EA has been fighting this and this case is
going to advance and it’s certainly not first of these kinds of cases that
we’ve seen. Do you think that they’ll begin to diminish and people will start
to say ok if we’re going to make someone who looks like Terry Bradshaw we’re
going to need Terry Bradshaw’s permission, Patrick?
Patrick: It’s definitely an area that we’re paying attention
to. We’re not necessarily deeply involved with this case but I think what it
does is that it shows that companies are going to need to make sure that the
right they’re getting are complete. Sports is a bit of a different piece
because there are so many different rights and you have to get them through the
league and through the union in some cases. You see the EA backed off of their
college game for some of these same issues for the NCAA but I think what it
boils down to from the transactional side again if you’re representing the
developer they’ve got to make sure that the rights are actually held by the
company that is purporting to give them to you or license them to you to make
the game. Sports is really unique in that the player, the player likeness, the
player bio and obviously the player statistics do drive sales; where as you
don’t necessarily need Harrison Ford’s voice to have a successful Indiana Jones
game. You can have somebody else’s voice. The character can look pretty similar
obviously like we’ve talked about with The Lord of the Rings and Gandalf but
you don’t necessarily need the talent involved in the same way that you
probably do for sports. So it’s more important there.
Denise: I guess that answers another one of my questions for
you on the show today and we’ve obviously been paying attention to here on This
Week in Law you guys probably have too – the Garcia versus Google case in the 9th circuit where Google is being sued. That case was held to be able to go
forward. The 9th circuit is now rethinking that and we might have a
ruling out on that soon but Cindy Lee Garcia basically was duped into acting in
the movie Innocence of the Muslims and claimed a copyright in her own
performance which would entitle her to remove or request removal of that movie
from YouTube. This has been really controversial because if an actress has a
copyright in her own performance that begins to wreak havoc with who gets
control over a property once it’s done. I’m wondering if this might become an
issue for the gaming industry as well. What do you think Patrick?
Patrick: I think it touches on an issue for the games industry
and it also touches back on an issue that we talk about early in the show about
trade secrets and protecting them that Mona mentioned. A lot of the smaller
entities in the space are moving fast and they’re moving in a lean capacity and
they’re not always necessarily tying up all the loose ends and this is
definitely a loose end; any contributor to the game whether it’s an actor or
voice over talent, whether it’s a writer or a coder. You have the same issues
with the people that are writing code for you. You have to make sure that you
have the rights to the work product whether you have them under license or if
you have them in an ownership capacity; you still need to cover off on all
those loose ends and smaller companies don’t always think about it that way. I
think this is a good example. I don’t know if this particular instance of this
case is going to have an impact on games but I think it definitely illustrates
a problem that games have or that game companies face.
Denise: So your preference would be for clients that you’re
consulting with that they cross every t and dot every i and just assume that
maybe somebody is going to be able to assert some sort of ownership interest
that could wreak havoc with the game developer’s ability to control whatever
they develop right?
Patrick: If every t is crossed and every I is dotted
theoretically you won’t have these issues. Somebody could assert something and
then you’ve got it cover and you’ve got back up for it, you’ve got the rights
to the music, you’ve got ownership of the code that was created for you on a
contract basis; the voice over talent that came in a spend a day isn’t going to
assert any copyright infringement on their performance right. All of that could
theoretically be covered on a well thought out plan; it’s just that a lot of
game developers are focusing on creating and getting their game to market and
they don’t always focus on those details in a way that I would like.
Denise: Well back to the sports arena and likeness issues; I’m
afraid we’ve got bad news for you Suzanne. I know you probably were looking
forward to playing Glorious Leader the game where Kim Jong Hyun was going to be
assisted by the ghost of his father and also Dennis Rodman in fighting the evil
forces of the US. It looks like not only Dennis Rodman came out and said no I’m
going to sue over this and you can’t use my name and likeness and sent a demand
letter shot across the bow, but now according to the game maker their website
was hacked and they’re not going to release the game so I’m sorry Suzanne.
Suzanne: I’m a little bit heartbroken I’m not going to lie. I
love the humor in games and that’s a perfect example of that kind of humor,
that irreverent experience that you can only get in games. But I know from
seeing it that it was just going to be riddled with issues from the very
beginning and the timing on it was just terrible with everything that happened
to Sony. So you win some, you lose some.
Denise: The coverage of it people seemed to be looking askance
at the game developer and saying really you got hacked? That’s kind of
convenient when you had an unsuccessful run at funding the game via Kickstarter
and they seem to be… their guess is that it was a copycat hacker modeling what
happened to Sony and taking them down. They also say that they lost all their
backups, all their code. Does that seem like something that could happen,
Suzanne?
Suzanne: I’m not really much of a developer, I’m working on a
game right now but it’s not a product by any means that large but I have
backups on top of backups and I feel that if you’re investing that much time
and especially a project that you’re asking for 55 thousand dollars on you’d
have backups on top of backups and cloud saves and emails and things from which
you’d be able to rebuild it. It is a little convenient.
Denise: Alright, well we’re not saying anything. The game
isn’t available and unfortunately it doesn’t look like it will be. One thing
that is a positive development this week and I think we talked about this the
last time you were on Suzanne is that there was a lot of controversy when
Twitch decided to blank out the music not in its live streams but in videos
that were available on demand after being recorded. If there was unlicensed
copyrighted music in the video you would find yourself watching a silent video
because the music was being muted. They’re trying to work towards a situation
where there is a universe of music that is available for people making videos
on Twitch. They only have 500 titles available right now in this realm of
usable music. It reminds me of back when podcasting got its started and people
were recording pod safe music specifically for use in that context. It seems
that’s the approach Twitch is trying to adopt as well. They’re hoping that
because they already have musicians that are using their platform for marketing
that they can encourage those musicians to also make the music they’re putting
up there available for lets players and other to incorporate their music into
their videos. What do you think of this approach Suzanne?
Suzanne: I think it’s clever. Twitch needs to cover themselves
and music is one of those industries where there is a lot going on in terms of
copyright particularly with all the piracy. We see a lot of it in the game
industry too. Pirate Bay and all of that, so I think they’re being smart about
it. They’re trying to give people options. I don’t know that shutting down the
music was the best initial response but at least they’re trying to fix it now.
Denise: Music is certainly one of those t’s the needs to be
crossed and I’s that needs to be dotted when developing a game. Mona can you
tell us how your clients try and deal with that problem?
Mona: Well it’s not really a problem. It’s kind of part of
the parcel with developing a game. You’re always going to need sound. I’ve done
some work with the game audio alliance which is a group of composers. So you
come up against 2 models; you either get a straight work for hire deal or you
get a license deal and that’s kind of how it is with any kind of content that
you license for a game whether it be code etc. I don’t know, I can’t really
call it a problem. It’s just part of what you need to have. The composer
agreements tend to be a bit more straightforward. They tend to be… especially
if they’re on a work for hire deal you get the rights to pretty much all the
music. You may get paid in installments or you may get paid on a back end
royalty, based on the success of the game. If you just license the music straight
out it could be a non-exclusive or an exclusive license. There are a lot of
iterations that sound and audio music itself can have in the context of game
licensing.
Denise: Right, it seems like there are some games where
recognizable music is super important. Rock band kind of games you can’t really
have one of those games without having songs that people know and then on the
other hand you can do obscure or unknown or originally authored for the game
kind of music for other kinds of games; Patrick, anything along these lines
that you want to tell us?
Patrick: I’m sorry I was responding to someone’s comment on
chat. Can you repeat that Denise?
Denise: Sure. I’m talking about music and games and we were
talking about the role of popular recognizable movies, books and games before
and now I’m sort of shifting gears and thinking about that in the music sense.
There are some games like rock band and that sort of genre of game where you
absolutely need to have certain very recognizable tracks. I’m remembering some
of the dance games that came out when the Connect first developed, how you
needed to have those top hits for people to do their crazy dancing too. But
there are other games where original music is perfectly fine or something more
obscure could give more public exposure to an artist that might have an
audience like Jonathan Colton with Portal and just wonder about your take on
the intersection between music and games at this point.
Patrick: I think like Mona said; it is just a reality that you’re
going to have to license your music or you’re going to have to count for it
somehow and make sure you have the rights. It depends on the game and depends
on what you’re trying to make. Obviously if you’re going to make a James Bond
game you need the James Bond theme song. It’d be weird if you didn’t have it.
If you made Star Wars you’d have to have that theme music with it and you’d
have to pay what the price is with that. But in other instances original
compositions are fine and by the way the original compositions are not cheap
either. We’ve done some original composition deals for our clients that are
making games and one of our clients is a company that was the creative team
behind Flower and they’re making this game that is sort of heavy visuals, heavy
sound and music design and they’re paying a premium for that and that’s just
the reality and you just have to factor that into the budget. It’s no different
that accounting for coders and engineers and artists and animators.
Denise: Got it. Hey I wanted to shift gears. We were talking
before about the language used in communicating rights and obligations related
games. This caught my eye this week and I wanted to get your guys take on the
waiver that people are being made to agree to if they download a free copy of
Assassin’s Creed Unity. Apparently there were some problems and glitches and Ubie
Soft did say they’d fix it and make it good. The game, I guess needed 4 patches
in its first month and I know how popular that game has been. Again with the
demographic that I see every day with my son and his friends; none of them even
know that they have the right to download a free game. But if they were to do
it they are now under the language and it’s this language that no one would
really notice or pay attention to that makes them agree that they’re not going
to participate in any class action against Ubie Soft for… Again we were talking
about guaranteeing the quality of the game; apparently Ubie Soft is worried
that it would be sued, because it’s really a glitchy game, because they’re
making people sign away their rights to do just that. Suzanne what do you think
of this?
Suzanne: I’ve seen a couple of these suits come in and out
where the player is upset that there was an online connectivity right at the launch
time or they didn’t’ t have all of the features that they were supposed to
have. They call up the government all angry and they say; “well they lied to us
in advertising” and it never seems to go anywhere so on the legal side I don’t
necessarily know that a claim about the quality or the issues with the patches
would go anywhere. I do think it was a really good business decision to say hey
here’s a free game, let’s not bring this up again. It’s been happening with the
Halo Masterchief Collection that I’ve been playing; they’re now giving away a
free game because of the numbers of issues in multi-player. It kind of seems to
be the way things are going. But overall game quality with the constant ability
to patch and not having to have that final Gold Master that you’re sending out,
it may be diminishing game quality because they know that if there is an issue
in week one they can send out a mime and everyone will be covered by it and it
will all be better. So it’s an issues that is endemic in the industry now.
Denise: Do you know when if you downloaded your free Halo
Universe game whether you were giving up your right to sue when you did that?
Suzanne: I don’t know that they’ve released it yet. They’ve
just said that it’s coming and when they do I’m definitely going to take a look
at those terms.
Denise: Yes exactly. It seems like initially when you look at
this and see they’re hiding some kind of gotcha in the legalese; as you were
saying Suzanne it may be a way to enable game developers to iterate quickly and
somewhat protect themselves from suit, to be less concerned about putting out
something that isn’t absolutely perfect. Could that be a good thing?
Suzanne: I think it could be a good thing. We’re in an age
where there are certain expectations of we’re going to get the next fallout
next year or the next half-life which will absolutely never happen but
theoretically you have this expectation that you’re going to get the next
version of a game very quickly and that expectation is putting this pressure on
developers to produce more quickly. So there needs to be a certain degree of
understanding and that legal protection is definitely important on the
development side; to be able to give the consumer what they want but still have
the flexibility to fix it later.
Patrick: Adding on to that; we’re a litigious society in
general and I think in some cases that’s sad and in some cases it’s warranted.
Obviously protecting the consumer is a valid concern but a free copy and a
patch and a quality issue… that’s not a legal problem, that’s a customer
service issues. I don’t blame Ubie Soft on that case for preemptively shutting
that end down. I think when you get into privacy issues and things along those
lines I think the question is a little bit different or the impact is a little
bit different but there really shouldn’t be a class action suit over a patched
game that you’re getting for free. It just seems silly to me.
Denise: Ok, let’s get into some privacy issues and some other
issues that relate to how lawmakers and regulators think about the gaming
universe. So as with lots of other kinds of businesses that have a lot of
information, credit card information in the case of gaming platforms like the
Xbox or PS4. Those companies are going to know a whole lot about what your
interest are what your habits are, how much time you’re spending engaged in a
leisure activity; all of these things that are sensitive on the privacy front and
I’m wondering Patrick and Mona how you think game developers are addressing
those concerns.
Patrick: Well I’ll start it but certainly from a transactional
side and stand point perspective it’s something that both sides of the deal
take very seriously. There are carve outs for limitations and liability, for
unlimited liability on the potential privacy side. That matters in a lot of
cases. It’s definitely a strong area and a strong concern. As far as the
evaluation and the formulation of the policy that is an area that Mona deals
with more I think more with our clients so I’ll kick it over to her on that.
Mona: Yes, following up with Patrick and other
considerations from the transactional side is who owns the data and who can do
what with it. Do both parties have access to that data? If so how is that
information going to be used and then the next issue that we come up to is the
privacy policy itself and conveying to the users how that information is going
to be used; being honest with the end user is the most important factor as far
as law and policy. With regards to privacy policy technically under US law
they’re not required. It is really inadvisable to go that route but if you do
have a privacy policy and we do strongly recommend that all of our clients do;
the most important factor is to be 100% honest and if there are any changes in
your data collection or data sharing processes, make sure you convey those
changes to your end users. It’s never going to be fail safe because there are
always going to be data breeches, there are always going to be risks of
security as we see with Sony, unfortunately time and time again but it is
important to at least let your users know. Then the flip side of that is also
protecting yourself. So if there are any issues with connectivity, if there are
any data breeches, make sure your end users know that you aren’t necessarily
going to be liable for those and just keeping them informed. Going back to an
earlier point I think one of the biggest issues with regard to one of the
biggest things that we really need to be mindful of is making sure that the end
user can actually understand what you’re saying in your privacy policy. So to
that extent that clear English requirement is really, really important.
Denise: I think also what is really important is for game
developers both on the hardware and software and platform side to really think
through how privacy comes into what they’re doing. I think we’re still kind of
early days in figuring out all of the data especially as platforms continue to
develop and innovate and find new ways to interact with you and record what
you’re doing; that maybe some of the stuff just hasn’t hit people’s radar yet.
I remember Suzanne when the Connect came out and whether it was on or off would
be an issue and it might be watching you at times when you were not
particularly not aware and there were just all kinds of ways in which gaming
companies might have data about you aren’t there?
Suzanne: There are and some of it is unintentionally collected.
If you use code from another programmer that you hired out of the town or out
of the country and they include as a code to collect people’s IP addresses of
course you as the developer you don’t really realize that so you didn’t put it
in your privacy policy. It’s really knowing exactly what you’re getting and
when you’re getting it and conveying it to the consumer, assuming that the
consumer actually reads the privacy policy because of a lot of players don’t.
People will always be uncomfortable with that idea. I have plenty of friends
that keep a post-it over their webcam on their laptops for fear that someone
may be looking at them through their computer and everything else. So it’s an
uncomfortable topic knowing that someone is collecting and accumulating
information on you. So the more you can be honest about what it is and how it’s
used the better.
Denise: Good advice. Another thing that lawmakers are always
conscious of when dealing with the video game industry is the violence piece
and not just violence in the game; I think a related topic is the way that
online players interact with each other which may or may not depending on
whatever study you’re reading these days have some relationship to the violence
in the game or games and how that is impacting our society as a whole. I know
that in 2013 President Obama actually asked the CDC – the center for disease
control to study whether video games are linked to violence. I haven’t seen a
whole lot of follow up information or conclusions on that request. I guess we
can just assume that the research is ongoing but as I mentioned a moment ago
people are always doing studies that either say violence in video games is
damaging our society or there is no link between violence in video games and
the violence we see in our society or maybe there are studies that come out and
say something in between those 2 polar points. But it’s something that
lawmakers pay attention to and in fact in the last week Ars Technica was paying
attention to a talk that Justice Kagan of the US Supreme Court gave in November
at Princeton and she was being asked about the California case that was called
Brown versus EMA that considered whether California could enact a law that
would put some pretty tight restrictions on selling violent video games to
minors; tighter than what we already have in California right now and a little
more amorphous. It wouldn’t just be based on the ESRB rating of the game
whether it was violent but it would be subject to a kind of a variety of the
Miller Test for obscene content. It’s sort of a squishy test that looks at
community standards and what average people think about the property in
question. You’d get a whole bunch of variables in deciding whether or not a
game was violent. The Supreme Court split 5 to 4 on whether that California law
was going to be constitutional and ultimately found that it was not and that
free speech value of the games trumped any interest that the state would have
in controlling the sale of them to minors. Justice Kagan at this talk, talked
in detail about how conflicted she was about deciding this case and if she had
gone the other way then California’s law would be constitutional. So it was a
good illustration of just how difficult this issue is for judges and lawmakers.
The violence issue isn’t just going to go away. I wanted to get your take on –
first of all Justice Kagan’s comments and the state of the Art in violence and
video games and what kind of a concern it is to developers. Can we start with
Patrick?
Patrick: I just saw the article on Justice Kagan. Of course I
get her concerns and everybody wants to understand and think about what can be
bought but that is a parenting issue and I think she got it right in her vote;
whether she laments her vote or not it doesn’t mesh with free expression and
that’s what she ultimately decided. So as far as I’m concerned this is pretty
much a dead issue although it’s easy political fodder for people to jump in and
say “we should study it more” or like other states are still trying to figure
out ways to regulate it or to tax it; to tax violent video games in whatever
capacity. But as far as I’m concerned this is a dead issues and the ERSB does a
great job in rating their games and it’s not a government entity which is the
whole point. Thankfully it’s more or less put to rest for a while.
Denise: You know all of this made me think back to a few years
ago – I think it was in 2006 with the Cleanflix case where somebody attempted
to develop a product that would… I forget exactly how it worked
technologically, if it altered a movie as it was playing or if it distributed
an altered version of the movie. But it was called Cleanflix and the idea was
to take an otherwise objectionable violent movie and clean it up a bit and take
out the gory parts, the profanity and the nudity, the sex etc. and it did not
pass muster for similar reasons. For free speech and altering the artistic
expression of the creator kind of reasons but I don’t think that anyone has
attempted a Cleanflix kind of strategy towards video games. I can certainly see
someone trying, couldn’t you Suzanne?
Suzanne: I could see someone trying. I’ve seen developers try.
I have a game in my living room right now, (the name of which escapes me of
course because I’m being recorded) that at the beginning of the game it asked
me if I’m ok with swearing blood and gore and of course I clicked yet but
people have the option to say no. So I think developers understand that that is
an issue that needs to be addressed. I don’t think anyone technological would
want to change the content of games enough to make an alteration on that level
though; because there is such a wide range of games that if you don’t want
blood and gore you’ve got plenty of options and if you do want blood and gore
you’ve got plenty of options. I would also like to point out that my undergrad
degree is in psychology and I used to work in the psychology field so whenever
I see studies come out that say “violent video games cause violence” I just…
correlation is not causation, you have it controlled for all the external
factors, how do you know that this isn’t a self-selecting group? Did you test
all age groups, all types of games, all types of levels of playing and
everything else? It’s a mess when studies get into the news.
Denise: Yes, absolutely! It’s confusing and of course you can
find the study that proves exactly whatever your conclusion was and then argue
from there if you want to. I do think that this is an interesting issue. I wish
you could remember what game it was that you could turn off the violence on.
Suzanne: If you don’t mind I can run out and grab it.
Denise: Oh do it after the show and I’ll stick it in the
discussion points. My son is continually telling me that there are games out
there that he wants to buy and play that has that option and it seems like
unfailingly we get them home and that option isn’t there and it’s just blood
and guts and gore all over the place. So I’d like to see more of that as a
parent in games and I hope that the industry does more to give people that
option.
Suzanne: It’s Brutal Legend.
Denise: Brutal legend, I’m writing it down. So it’s clearly an
M rated game correct?
Suzanne: I don’t think it is M rated if you switch off the
violence then the blood and gore and swearing then it would probably be an E
rated game but if you keep it on then yes it would be an M rated game.
Denise: I think that’s kind of a moving target. I think
parents want it and it’s not as widely available as it might be and certainly
the Cleanflix type approach has its share of legal problems. Mona do you have
any thoughts?
Mona: We bring up the regulation and censorship of games and
media content in general and it’s something that we have to take into
consideration whenever we’re talking about our clients; it’s that even if it’s
not necessarily a state censored issue in the US because we have this whole
freedom of speech thing. Most of these games are hopefully going to be
distributed internationally and we can’t say the same universally. We can’t say
there are not going to be state regulated content issues that we’re going to
come across in the future. Australia and the UK have some pretty strict state
sanctioned censorship issues that come into play so it’s not like we’re totally
free from this from a global perspective. So it’s fine to say that the US
offers that freedom of speech protection but it doesn’t protect the developer
nearly as much as people think. Censorship is always going to be an issue. Yes
the guidelines as Patrick was saying are absolutely great and I think it’s a
wonderful system but at the end of the day censorship is always going to be an
issue and it’s going to be something that developers always have to think about
if they want to see any success in their product. Some people get off on the
sensationalism of violent video games and that’s fine. I am strong believer in
freedom of expression; I just think the reality is that censorship is always
going to be an issue.
Denise: Right. Again as a parent it’s interesting for me to
watch kid’s reactions to games and what they’re allowed or not allowed to play.
One of my friend’s sons the other day had a comment about how, “I’m just not a
violent person at all but God I love destroying things in games”. There is just
something very cathartic about it for him. I know this kid well and I believe
him that he can blow stuff up and blood and guts and gore everywhere and that
it’s not having an impact on him where it’s making him a more violent person.
He’s a really gentle person.
Patrick: I think you touched on 2 things there Denise. 1 that
there are far more TV shows that I’d be worried about my kid watching than
playing games and 2 like you keep saying as a parent you have a concern. I
think that’s a valid concern and I have that same concern with my kids. I just
don’t think it’s a government responsibility that’s all.
Denise: Yes. Alright well for the video game bar association
the CDC ratings are great I agree but they could use even more detail I think
from the parental stand point. They tell you what is in a game but again I’d
love the ability to turn some stuff off and know more about it. I guess it’s a
really good private industry solution but again you need a bit more to make
decisions as a parent. You need to be going to something like common sense
media and seeing their take from people who’ve actually played through and know
the game well. Let’s see, other regulation and policy issues? Oh we should put
a second MCLE passphrase in the show before we close out here and since Suzanne
did the great mental effort of figuring out the game she was thinking of –
Brutal Legend – let’s make that our 2nd phrase for the show. Before
we get out of here I wanted to ask you guys since we’re coming down to a vote
on net neutrality in the FCC next month how those issues impact the gaming
industry now that so much of it is happening; either the game play itself is
online and a bandwidth issue or the distribution of the games or both. Suzanne
do you think the gaming industry is paying attention to net neutrality and what
it might mean for them?
Suzanne: I think they're trying. There's so much on either side,
there's so much going on back and forth, it's hard to get down to the
nitty-gritty actual issue, and how things will play out. For my end, I'm being
more responsive and reading ahead, and trying to be like; well, if this comes
through, if we don't get net neutrality, then if Steam-heaven forbid- starts
getting throttled, then what would be the appropriate response, how would that
be handled on our end.
Denise: And what do you think?
Suzanne: I think it would just wind up being a mess, because
you'd have to pay for the wider band width on the behalf of the distributer,
whoever else, or maybe it would be independent publishers that are paying for
greater band width. And, when everything is digital, it's kind of a huge issue
to just shut it down like that.
Denise: Is this something that comes into play in the
development stages when you're working with clients, Patrick? How the game's
going to be distributed, and what sort of band width considerations might be
necessary, and might need to be built in?
Patrick: We definitely talk about it in the agreements relative
to the development processes, pipelines, specifications and things along those
lines. The issue of net-neutrality, more band width is going to be required,
hasn't really come up specifically, other than what it's going to boil down to,
the pricing issue. I mean, if there are more band-width costs that the game
companies are going to have to pay, then they're going to squeeze somewhere
else. And eventually, that's going to get passed down to the consumers, they're
going to end up paying more for the game. Or paying more directly for the
band-width; so one way or another, I think the consumer's going to end up
paying more in that scenario. But, I haven't seen any agreements that are
directly responsive to the potential of the net-neutrality efforts.
Denise: Mona, what do you think?
Mona: I think, like Patrick said, as of yet, it hasn't been an
issue, because it's not something that's been actively enforced. So the person
that's ultimately going to suffer is going to be the consumer. It's going to be
the end user. Really, it's a horrible situation, but hopefully it's something
that we won't have to deal with. I think that's kind of cautious optimism is
what we're looking towards, though the reality is that it might come through,
and if so we'll just have to see what happens down that road. It's not
something that I’ve really confronted with in a lot of deals, it's not really a
consideration at this point yet.
Denise: All right, well we're watching it, as it might impact
many industries, and this is just one of them of course. Let's go on to our tip
and resource of the week. Our tip of the week is for all of you out there.
Suzanne, maybe a couple of years ago, this might have been you. Who think you
might want to attend college on a gamer scholarship; there are actually two
places in the U.S. where you can do that now. One is in the University of
Pikeville in Kentucky, and the other one is in Chicago. Do you guys remember
where that is, Suzanne?
Suzanne: I'm not entirely sure, no.
Denise: Hold on, I have to look it up then.
Suzanne: I only know that one in Kentucky.
Denise: Robert Morris University in Chicago was the first school
to make League Of an official sport. And now, university of Pikeville is
jumping in too. There are going to be 20 scholarships given away at the
University of Pikeville. Playing League Of Legends is going to be part of
playing the school’s sports program, they're calling it Varsity E-Sports, and
they're treating the gaming athletes just like other athletes, they're going to
have G.P.A. requirements they're going to have to maintain, they're going to
have practice time, and time spent reviewing videos of other players and
developing strategies, there’s going to be coaches, etc. This is a thing, gamer
athletes. What do you think, Suzanne?
Suzanne: I think it's awesome that it's reaching this level of
legitimacy; I mean e-sports, from an observers stand-point, are packing
stadiums, and being watched in line in huge numbers. Dodo tournaments, League
of Legends tournaments, these people are becoming real celebrities, these
players. So it's good to see this kind of legitimacy coming through the
university network. It's changing the definition of "what is a sport, what
constitutes a sport, whether the physical aspects of sports are really
necessary, and, really, there is a physical aspect to gaming. So, it'll be
interesting to see whether it sticks and continues as a trend.
Denise: Right, the new media director at University of Pike
Ville, says "what makes a good League of Legends player and E Sports
player also makes a good student." So, does this say something overall,
something broader, Patrick, about the role of games in education in our lives?
Patrick: Absolutely, I again think the fact that it's reaching
down to this level at the E-Sports and the player level, it's phenomenal, but
there's been a meteoric rise, I think, in the number of University level of
schools that are having a game development program usually tied to their
computer science division. The University of Texas just started a really good
one that I'm going to be speaking at in March. U.S.C here in Las Angeles has
the top games program I believe, in the country, according to the Princeton
review. That's a phenomenal group. So they've been educating people on that
level on how to make games, and the Texas one is more of a management level
one. Law schools, there's a dozen law schools that offer specific courses in
video game law. So this has been happening in a variety of places. And a
variety of levels, at the university level at the university system, so this is
great to see it at an E Sports level.
Denise: Right, and it's worth mentioning that even though there
are only 2 colleges in the U.S. where you can get a scholarship to play League
Of Legends, more than 230 universities and colleges are competing Colligates
Start League which I guess plays that game. Can you tell us more about that
game, Suzanne?
Suzanne: It's a team game where you battle it out, basically. You
select your character, you can upgrade, and you can choose particular weapons.
It's an arena style battle game, it's a lot of fun, a lot of my friends are
really into it, I’m not really on their level, nor do I make any claim that I
could win a competition, but it's a fun time to get out there and do something
with a bunch of people.
Denise: All right, Mona, any thoughts about gaming scholarships,
or E-Sports in general?
Mona: The work horse in me is kind of obsessing over how is
that going to play out with the players who are with existing M.L.G teams. I
had a friend who I actually helped with his Evil Geniuses contract whenever he
was working with that team. When we were talking about M.L.G. teams, these
teams are endorsed, heavily sponsored teams, they have contracts with their
players, so how are these scholarships going to play into that, are they going
to be prohibitive as far as being able to work with existing teams and existing
leagues. I'm kind of interested to see how that’s going to work out for these
agreements, for the players.
Denise. Right, so what you're
saying-first of all, what does M.L.G. stand for?
Mona: Major League Gaming.
Denise. Major League Gaming. So,
what you're describing is a world that’s sort of like skateboarding and
surfing, where the really talented young players are scouted and identified,
and sponsored, and signed?
Mona: Yes, absolutely. It's been going on for years, I went to
an M.L.G. tournament in 2008-2009 maybe, and a friend of mine was playing. The
same one I was helping with his agreements. And it's a huge thing, it's a
massive event and any time we go to pack, you see the League of Legends
tournaments that are happening there. But M.L.G is becoming a real thing, it's
becoming a real industry, and I’m interested to see how that's going to grow.
Denise: All right, well, we have a couple of resources for you
in Keeping With Our Gaming episode today. One is, it's called… actually I don't
know if it has its own name, but the internet archive has… it might be called
The Incredible Machine, that’s what this graphic says anyway, but it has over
2,000 free classic MS-DOS games that it's bringing to your browser. Again, the
legal status of these games is somewhat questionable. But for the time being,
they are up at the internet archive. We’ve got games like, Duke Nookum 3D which
also actively on sale which is why that particular one might be a problem, but
Wolfenstein 3D, we'd love some Lemming’s titles; Oregon Trail, love that one,
that one is also on sale, I noticed. It
is available in the app stores for mobile devices. Oh, Incredible Machine is a
game itself. The Kings Quest games, I remember those; The Island of Doctor
Brain, the Leisure Suit Larry, of course, and a lot of other Sierra games.
There are over almost 2,000 games, available at the internet archive to play in
your browser. And some of them, there's no ability save games, its kind of an
interesting experience, playing in your browser, it's not going to be exactly
in what you remember, but just making them available is kind of fun. But as the
author of this piece in PC world points out, enjoy it while you can because the
legal status of these things is somewhat dicey. Suzanne, do you have any
thoughts?
Suzanne: I'm excited to have them available, a lot of them I
already have on my Steam account legitimately, but its retro, it's fun, it's
good to go after but the legal issues won't let it be there for too long.
Denise: All right. And then our second resource just for fun for
our viewers and our listeners, we like to play the Twil drinking game; we have
a way that you can augment that. The Twil drinking game is generally whenever
anyone speaks in Latin on the show or makes a Monty Python reference or you
know you guys in ISC will have to remind me of all the other things that are
part of the Twil drinking game. But, over at Above the Law, which is a fun,
sort of snarky website, which gossips about the legal industry- they
highlighted the fact that a lot of law students, when they're bored in class,
will play law school Bingo. Which is very similar, you make up a Bingo card and
put things on it, like various Latin terms. I never was personally sitting in a
law school class where someone shouted out "bingo" but it's probably
happened. So, if you're interested in augmenting your Twil drinking game, I
encourage you to head on over to the Above The Law article that's in our
discussion points on delicious, there are words in there that you can add, lots
of Latin phrases like per say, penumbras, emanation, prima facie, query,
fungible, rem, proximate cause or palsgraf; all kinds of other fun things to
add to your legal lexicon and make your viewing of This Week in Law even more
fun and or liquid if that’s the way you like to enjoy the show. I just wanted
to toss that out for you. have had so much fun chatting today with our gaming
panel, I hope you guys have too, thank you so much Suzanne, for joining us once
again.
Suzanne: Glad to be back, it was a wonderful time.
Denise: It was. And Patrick and Mona of I.E. Law Group, great
that you guys are developing your gaming law practice, we’ll continue to pay
attention to the video game bar association, right Patrick?
Patrick: Correct.
Denise: Ah, you said you have a speaking thing coming up soon.
Anything else you want to point people toward before we go ahead and round out
the show?
Patrick: Well, we'll all be at G.D.C. in San Francisco, coming up
in March. I think Suzanne, Mona and I are all attending that. South by
Southwest, The University of Texas is also in March.
Mona: Chicago.
Patrick: Chicago, that's right, Suzanne's got a conference that
she's helping run in association with John Marshall Law School, I believe in
March. Suzanne do you want to talk a little bit more about that?
Suzanne: Yeah, it's legal and business focus conference down in
Chicago; it’s the Chicago video game law summit. It's at the end of March so
we're going to have awesome speakers like Patrick and Mona come out and talk
about legal issues in the industry and we've got a couple developers to talk
about the business side, and it's just going to be a fun time.
Denise. Wonderful, I'm glad you guys are doing what you do, and it's kind of the Wild West of legal issues concerning video games, but it's good to know that there are smart people like yourselves, applying your grey matter and trying to help both users and developers get it right. So, thank you so much for joining us today on This Week in Law. If you have been joining us live than that means that you too, have joined us here on Friday at 11:00 in the morning, California time, 1900 U.T.C, that's when we record the show every week. But don't think that you have to do that all the time, it i
s great when you can, we love it
when you can join us live. But don't be concerned. We're going to be here for
you on demand, as far as I know, no one is muting out any of our audio when you
listen to us on demand after the fact. You can do that by going to www.twit.tv/twil or go to www.youtube.com/thisweekinlaw you can go to iTunes,
or just on your Roku, however you like to enjoy the show, we're going to be
there for you. You can go to the Twit page, the twit.tv/twil page, there are a
whole myriad of places you can go to enjoy the show after we have recorded. So
whatever works for you we are just thrilled to have you. You are so important
to our doing of this show, our listeners and viewers, we love to hear from you,
love to know what you've thought of our discussions, love to know what other
issues it made you think of that we didn’t touch on; we'd love to hear about
that. You can email me, I’m denise@twit.tv, you can reach me on twitter, I'm
dhowell over there, and we have google+ and Facebook pages for the show too if
you have a bit more to say, love hearing from you about what you think we
should discuss, what you thought of what we did discuss, and who you think we
should have on the show. Those are all real fruitful areas of discussion with
me between the shows so please take advantage and let me know what’s on your
mind. Thank you so much for joining us once again for this gaming oriented
issue of This Week in Law. We'll let you get back to your consoles, right?
We've taken up way too much of you time. Thanks so much, we'll see you next
week!