Tuesday, February 13, 2007
Why IP Rights Are Important: The Story of Platypus
I hadn't seen this before, but in case you are interested, here is a link to the story of the making of Platypus, a popular indie shoot-em-up. That story leaves out some of the jucier recent developments.
As a summary:
* Anthony Flack made a unique shooter with clay-modeled art called Platypus. Nearly broke and lacking any knowledge of the "indie community" (which was much smaller than it is now), he sold the rights - lock, stock, and barrel - to a publisher for about $3000. They did almost nothing with it, and the game quickly sank into obscurity.
* Mike Boeh of Retro64 purchased the online sales rights to the game. And, apparently, the right to modify it for online sales. He cleaned it up to make it more sellable, actually marketed the thing, and turned it into an online hit game.
* Since they owned the rights to a "hit game", the publisher got the game ported to the PSP, where it's now selling (apparently) pretty well. And they've got a sequel in the works. However, they've since scrubbed out any and all reference to the original author, even though it's still his artwork (and possibly even his code... who knows?) in the game
* They have also announced a sequel, which is apparently using a lot of Anthony's original artwork, though some of it has been color swapped. It's unlikely his name will be on the sequel, either.
* To add insult to injury, according to this account, an affiliate even tried to sell Platypus listing Anthony Flack's company, Squashy Software, as the author. They received an email demanding that they remove the developer's name from the byline, and replace it with the name of the publisher. Now that they have a hot property, they want full credit and attention.
So I guess there are two schools of thought on this one.
One is, "Wow, great investment!" $3000 got them a hit property (eventually) that they had to do practically NOTHING on. One guy made the game. Another guy perfected it and did the marketing. All the publisher did, after the first CD run (which, to be fair here, sounds like it didn't really make them money), was to parcel out its rights and let other people make them money. AND they are able to position themselves as the creators of this hit game, which can help them leverage new titles.
Another is, "Wow, those greedy unethical jerks!" Not the fact that they aren't paying Anthony (or Mike) a dime from the profits of the title (other than what they make in commissions for selling it themselves). I'm sure it was well-understood by both parties that the $2000 flat fee plus $1000 completion bonus was in lieu of future profits of the game. But while it was certainly their right to remove his name from the credits, they were under no obligation to do so - and certainly not their obligation to police their affiliates to make sure his company is not mentioned as the developer.
The lack of giving credit where credit is due is the issue, though it's hardly unique. After all, a big element of Activision's early success was that they were willing to give credit to game developers, something that Atari eschewed. (Curiously enough, Activision is now in the position of being the IP owner now for Guitar Hero, and has also cut the original developer out of the loop...) And it's not even remotely unique to the games biz. Maybe the ethics of taking advantage of the young and naive they could sucker into a deal like that - but in all honesty, I don't know if they could have predicted seven years ago that they could have made a large profit on even that small of an investment. I'd be unsurprised to hear that there are some games that they have purchased the rights for in the same manner on which they still haven't recouped their initial investment.
Whatever your take on the issue, the message should be crystal clear: IP rights are totally where it's at. Although technically this goes beyond just IP rights, but the truth of the matter is that those rights are the rights for you to have other people make you money.
I'm not saying those rights are so valuable that you should never let them go. That'd silly. But I do think developers as a whole (both indie and mainstream) greatly undervalue them, to the point that they are pretty much a "given" in any mainstream publishing deal. The developer undervalues them because they lack the resources and expertise to exploit them. The publishers wisely acquire the rights for the value the developers place on them, not the value the publishers themselves place on the them.
Another thing I'd take away from this is how Platypus was an unrecognized gem in the rough on its initial release. He altered the presentation, polished it a bit, shrank the download size, added much-needed skill levels and mouse support, and --- oh, he left the original developer's name in the credits. That and a little bit of marketing push was "all" it needed to go from being an obscure game that nobody played or remembered to a hit download that spawned a portable console version and an upcoming sequel several years after its initial release. I jokingly say "all" because I'm sure it wasn't a trivial amount of work, and Mike applied a lot of expertise to polish the game to its modern state.
But those little things count. A LOT.
(Vaguely) related delusions of adequacy:
* Is $42,000 All You Can Make With Indie Games?
* Avoiding Target Fixation: How NinjaBee Got It Right
* How to Avoid Making Money Making Indie Games
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Labels: Biz
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At the same time, it points out all that is wrong with IP rights - the owner of those rights is entitled to make money off them without actually creating any additional value.
Not that I know how to fix the problem - but the current IP situation encourages artificial scarcity. And that's a completely broken approach in the face of digital media
Not that I know how to fix the problem - but the current IP situation encourages artificial scarcity. And that's a completely broken approach in the face of digital media
Man, I've been sitting at this post for [undisclosed number of minutes], trying to come up with a comment that's insightful, yet not inflammatory. (I think I'm in the minority, and am actually perplexed by the general consensus on this matter.)
I hope you do a follow-up story on this or another IP issue -- it's really interesting!
I hope you do a follow-up story on this or another IP issue -- it's really interesting!
Is there a general consensus on the matter? It sounded to me that the debate is still raging, and it's led to some very heated arguments on both sides.
The company I'm working for now (NinjaBee) has taken what I think is a pretty healthy approach to the issue and is doing it both ways. Making IP for other people helps pay the bills in the short term, but we're very dedicated to creating our own properties. The lessons of Outpost Kaloki were not lost on us.
The company I'm working for now (NinjaBee) has taken what I think is a pretty healthy approach to the issue and is doing it both ways. Making IP for other people helps pay the bills in the short term, but we're very dedicated to creating our own properties. The lessons of Outpost Kaloki were not lost on us.
The question of value is always a tricky one. Particularly because tracking back the reason that people buy anything is notoriously difficult. This is a good case in point in that two people added totally different types of value (one the original game concept and groundwork, the other marketing polish and some other features people wanted). Which was more valuable? Tough call. Another thing to consider is if it would have ever gotten as popular as it did if the publisher didn't own the IP? Would anyone have been interested in needed alterations? You can guess, but the biggest problem of analyzing the past is that there's nothing to compare it to--there's simply no way to see what would have happened if a different problem set were chosen.
The issue of IP isn't limited to games, but pretty much goes across the board on creation. Do I ghost write for a site that uses what I write as spam? What if I don't know that it's being used as that? Or what if the rework of their electronic book makes it sell multiple times what it would have otherwise. I think that each case of dealing with IP and who ends up with the control has to be made on a case by case basis. Some property you may be happy to let go of. :P If they never credit my name on six different instruction methods for playing Texas Hold 'em I'm okay with that. However, my game reviews I'm attached to. It's an interesting battle and not one that I think there's going to be a concensus on anytime soon.
I'm glad this story is getting covered in a lot of places now -- the PSP game really did sit poorly with the IG community, and I'm surprised it didn't get more coverage.
At the rate it's going now I wouldn't be surprised to see it in mainstream game rags (although they generally hate the developer).
At the rate it's going now I wouldn't be surprised to see it in mainstream game rags (although they generally hate the developer).
Anthony has had 5 years to create a sequel to the hit game he developed. He lost out on the original moneys from selling his IP, which sucks for sure. As his first experience in the industry, it's somewhat to be expected. He could have used his new experience and Platypus notariety to create a second game, and it would have gotten a nice kick-start. Instead .... nothing. I hear he's working on something new, and hopefully it will come out sometime soon. I just think it's a little silly to talk about his Platypus experience as so awful, when he could have quickly turned it into positive if he had just made another game right after.
Yeah, Cletus Clay (Anthony's next game) has been slow coming. (Then again, so is Apocalypse Cow).
I don't think his inaction retroactively justifies the actions of the publisher in any way. But I do agree that there are complications.
The success of the game was really a result of all three parties - the publisher, Anthony Flack, and Mike Boeh. The game was clearly successful only after Mike's intervention. Would he have bothered if Anthony hadn't done a good job making the game? No. Would Anthony have made the game without the publisher's original offer? Maybe not.
It's a thorny issue. There's a certain point at which one's contribution shouldn't really be included in the credits, and even putting them in there is being pretentious. But there's also a point in which you are misrepresenting yourself to others, and doing so at the expense of your business partner(s).
I have my own feelings on the matter, but in the end all I can say is for game developers (and artists producing any other kinds of media), do your homework and know what you are getting into.
I don't think his inaction retroactively justifies the actions of the publisher in any way. But I do agree that there are complications.
The success of the game was really a result of all three parties - the publisher, Anthony Flack, and Mike Boeh. The game was clearly successful only after Mike's intervention. Would he have bothered if Anthony hadn't done a good job making the game? No. Would Anthony have made the game without the publisher's original offer? Maybe not.
It's a thorny issue. There's a certain point at which one's contribution shouldn't really be included in the credits, and even putting them in there is being pretentious. But there's also a point in which you are misrepresenting yourself to others, and doing so at the expense of your business partner(s).
I have my own feelings on the matter, but in the end all I can say is for game developers (and artists producing any other kinds of media), do your homework and know what you are getting into.
There is one situation when you can/should sell your IP - when you know that your game is a hit, but you don't have time and money to make maximum revenue out of it (ie. ports, sequels, movies, stories, whatnot). Still, make sure you sign good contract that let you earn money from derrivative works from your IP.
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