If your startup or video game studio’s business involves IP licensing (it likely does), it’s important to understand common IP license terms.  Proceeding with an IP license without fully understanding key license terms can have a disastrous impact on your company’s future.

Let’s start with the obvious:

A.  Licensor.  The person/company granting the license.  If you own the IP and are licensing it to another, you are the licensor.

B.  Licensee.  The person purchasing the license.

Now onto an overview of (some) important terms:

  1.  Perpetual.  This is the most important term in any license.  A perpetual license is one that continues in perpetuity and will only end if the licensee breaches the license terms (rare).  If you see the word perpetual, assume that the license lasts “forever”.  This works in some cases but if you actually intended to license the IP for a fixed term, perpetual is the wrong word to use.
  2. Term.  If the license is not perpetual it has a fixed term (typically a number of years), which you must specify.  Once the term ends, the license ends .
  3. Exclusive vs Non-Exclusive.  An exclusive license is one that only the licensee may use.  For example, if you exclusively license your video game to a publisher, you cannot publish it yourself.  Conversely, non-exclusive licenses permit additional licenses.  You can limit exclusive licenses by, for example, imposing platform or geographic restrictions:  exclusive license for distribution only on the Apple iOS store in Germany.  If you still plan on using the software yourself, internally, be sure to retain rights to your own software when granting an exclusive license!
  4. Worldwide/territory/other scope.  Specify the scope of the license, such as whether it applies only to a particular geographic region, technology platform or type of end user.
  5. Sublicensable.  A sublicensable license means that the licensee can grant licenses to others.
  6. Assignable.  An assignable license can be transferred to another, removing the original licensee from the license.  Typically, licenses are assignable only upon mutual agreement, an acquisition or bankruptcy.
  7. Derivative works.  By permitting the creation of derivative works you permit the licensee to modify and create new versions of the licensed IP.  The license to make derivative works can be limited (for example, to ensure compatibility with changes in operating system versions) or broad.  It is usually the case that the license prohibits the creation of derivative works.

When reviewing an IP license agreement, I often recommend starting with a review of the license terms and to watch for the above terminology.  Each term can alter the scope of the license and you need to ensure that the license terms are consistent with the terms you previously agreed to.

Whenever a developer discovers a copied version of their app/game, their immediate concern is how to remove it.  This post aims to outline the process for removing content that infringes your copyright from major app/game stores.

All major stores operated by U.S. companies (and often foreign companies) comply with the United States Digital Millennium Copyright Act (“DMCA”).  Simply summarized, the DMCA provides a notice-and-takedown procedure whereby a notice of copyright infringement sent to a DMCA Agent leads to the take down of infringing content.

STEP 1.  DMCA Notification

The DMCA Agent should be your primary contact as the DMCA specifies a procedure for copyright infringement claims and major stores will follow the procedure.  Here are links to the DMCA Agent for each major store:

Steam:  https://steamcommunity.com/dmca/create/

Apple:  http://www.apple.com/legal/internet-services/itunes/appstorenotices/

Google Android:  https://support.google.com/legal/troubleshooter/1114905?product=androidmarket

Facebook:  https://www.facebook.com/help/contact/208282075858952

Microsoft:  https://www.microsoft.com/info/cpyrtInfrg.aspx 

You must complete and send the notice of copyright infringement contained in these forms to the DMCA Agent in order to initiate the DMCA process.  After you send notice, the DMCA Agent should remove, or disable access to, the allegedly infringing app/game and send notification of such removal to the infringer.

DMCA Agent response time varies.  Indeed, U.S. courts are currently determining what period of time constitutes a reasonable response!

STEP 2.  Utilizing Connections and Social Media

After sending the notification, feel free to contact anyone you know at the app/game store or use Twitter and other social media to push your cause.  Often a campaign will cause a quick response from the DMCA Agent.

STEP 3.  Cease and Desist

Consider sending a cease and desist letter to the infringer as well, requesting that they remove the infringing content from the store (perhaps also request sales proceeds).  Where the store or website does not comply with the DMCA, this may be the first or second step.

STEP 4.  DMCA Counter Notification and Lawsuits

The infringer may respond with a counter notification claiming that the allegedly infringing content was removed as a result of mistake or misidentification.  The DMCA Agent, upon receiving counter notification, will let you know about the counter notification and will put the  content back on the store in 10-14 business days, unless  (before the content returns) you seek a restraining order against the alleged infringer and inform the DMCA Agent of the order.

In reality, the DMCA Agent likely will not receive a counter notification in the case of a blatant ripoff of your app/game.  Nonetheless, it’s important to know the steps that follow DMCA notification.

While video game publishing is moving from third-party to self-publishing, third-party publishing agreements still come across my desk for review.  Regardless of your reasons for inking a publishing deal, you should understand the importance of finely reviewing the agreement – otherwise, your business may be severely impacted in the future.

Here are 8 common clauses in publishing agreements, questions to ask and approaches to take:

1.  License Grant/Ownership:  Is the license limited to one platform?  Is the license exclusive and how long is this exclusivity?  What does the license apply to?

The license clause is the most important as it deals with what rights the publisher has to the game, characters or even the game’s universe and what rights you are giving up.  A broadly written license clause may take more from you than you agreed to orally with the publisher.  I have seen license clauses granting an exclusive license to all the characters and the game universe.  In this case, while you may have intended to license just the game, a license to the characters and universe may limit your ability to produce any sequels in the future!  In reviewing a license clause, focus on exactly what rights are given up and consider how the loss of these rights could impact your business in the future.

2.  Payment of Royalties/License Fee:  How are, and how often, are you paid?  How are payment amounts calculated and can you audit the numbers?  What happens if you are not paid?

Payment is key for any studio and it is important to make sure that the payment section of the agreement is clear on how the amount you are paid is calculated (minus publisher expenses?) and what happens if you are not paid.  If possible, insert language providing for termination of the license if you are not paid timely.  If you receive payment based on sales, consider requesting audit rights to make sure you are receiving the correct amount from the publisher.

3.  Term:  How long does the agreement last and what happens when it ends?

You want to know how long the publishing agreement lasts and how it ends.  Ideally, all rights are returned to you when the agreement ends or the publisher goes bankrupt/stops selling the game.  If you receive payment based on sales, you don’t want a publisher to stop selling your game and leave you with no rights to it.

4.  Non-Compete:  Is it even enforceable?  What is the non-compete scope?

While the enforceability of non-compete clauses varies between jurisdictions, I frequently see unenforceable non-complete clauses in publishing agreements.  Where there is a non-compete, look into whether it is enforceable!  Additionally, look at the scope of the non-compete and whether it could impact future games.  For example, if the non-compete says “no WW2 RTS games,” and this is your bread and butter, you have a problem.

5.  Bundling/Discounts:  Are there limits to sale pricing?  Can the publisher bundle your game with other titles?  How soon after launch can the game be bundled?

While you often do not have much control over bundling/discounts, consider pushing for restrictions on when and how much the game can be discounted.  For example, 2 months fixed price, discount from launch price (up to X percent) after a certain date and bundling not to occur until 6 months after launch.

6.  Right of First Refusal on Future Games:  Do you want the publisher involved with future games?

Publishers often request a right of first refusal on future games in the series.  These clauses can be problematic if the relationship with the publisher breaks down as you are still forced to offer sequels to the publisher.  Be sure to include a final date by which a publisher must tell you whether they want to publish the sequel under a ROFR.  Without a final date, you may be faced with ambiguity as to the distribution of future games.

7.  Promo:  Are there limits on how the game is marketed?

If possible, set a lower and (possibly) upper limit on publisher promotion expenses.  If you have been promised exposure at major industry events (ex. a place at the publisher’s booth) be sure that this is included in the agreement.  Too often I meet studios promised certain levels of exposure that was not delivered and never included in any written agreement.

8.  Governing Law:  What law governs the agreement?

If possible, push for a governing law clause (X law and X courts govern the agreement) from a jurisdiction that is reasonable for BOTH you and the publisher.  If you are a U.S. studio, a Swedish governing law clause would not be cost-effective or reasonable for you and could be reason for you never to contest any issue with the publishing agreement.  A possible solution is to suggest a neutral jurisdiction.

I tried to cover the major clauses I see in publishing agreements and to lay out concerns I often encounter in these clauses.  As always, the above list is not exhaustive and I recommend that you review all publishing agreement clauses with a sharp eye – remember, the agreement has the potential to impact your business and games for years to come.