Contracts À-La-Mod
(November 2002)
Dear Jim,
We're currently fine tuning elements of our contract and also thinking
ahead to the End User License Agreement (EULA). Like many games
today, we're allowing for a high degree of modability. As great
as mods are for extending the appeal and life of a game (and building
a strong community), we find that the contractual aspects are pretty
sticky. Who "owns" the mods? What rights do the user/modders
have? What conflicts can arise between the developer and publisher,
and then either and the modders? Copyright issues? What about liability
if a modder uses someone else's IP? Etc, etc.
What kind factors should we account for in the development contract?
And, what needs to be dealt with in the EULA? What are the industry
norms on this?
Thanks!
The Mod Squad
Dear Mod Squad:
Best piece of advice I can offer is to find a lawyer who knows
the industry and can work with you on these important and complex
issues.
All we can provide here is some general advice and guidelines.
I always start at the beginning; the most basic tenant of copyright
law:
“Copyright vests in the creator of a work from the moment
it is fixed in a tangible form of expression.”
This means that your user/modder owns the original code he or she
provides to you.
You can work through that by requiring the user/modder sign, or
otherwise affirmatively agree in writing that in consideration of
you accepting the upload of the mod, the user/modder agrees that
it is considered to be a “work-made-for-hire". Under
the copyright law, for any work to be regarded as a “work-made-for-hire”,
there has to be a writing. Is a click-through agreement sufficient
to meet this requirement? Ask your lawyer!
“Work-made-for-hire” is a term of art. Under the copyright
law, if a work qualifies as a “work-made-for-hire”,
the employer for hire (you in this case) is treated as the owner
and author for copyright purposes.
In my user/modder agreement, I’d also look to include broad
representations that the user/modder has the full right and power
to provide the mod and to enter into the agreement, that the work
is completely original, uses no third party code, does not infringe
any tangible or intangible rights of any third person, including
intellectual property rights, rights of privacy and publicity, contains
no viruses, trojan horses, or other disabling or disruptive code,
and is not obscene, blasphemous, or seditious.
I’d certainly require commented source code with each submission,
and as a matter of policy, extensively test each mod off-line before
I put it into the system.
Finally, I would be sure I had an errors and omissions insurance
policy in place to protect me in the event (or perhaps more accurately,
when) a claim is made arising out of a user/modder submission. While
you do have the representations from the user/modder, he or she
is not likely to have the resources to defend and hold you harmless
(in fact, he or she may turn out be a minor, or located in some
distant, unreachable part of the globe, so the agreement may not
be enforceable anyway), and it will serve mainly to give your insurer
someone to go after once they settle your claim.
As a final reminder, I would also be sure my end user license agreement
is clear that there is no warranty of continuous operation of the
game, and that the exclusive remedy for subscribers in the event
the system is down is a partial refund of the monthly subscription
fee (to be pro-rated in your own good judgment)!
Basically, this has been a ten cent answer to a thousand dollar
question – so I want to end it with the same advice I gave
at the top. Find a good lawyer, and work together to set up the
protection you need. While nothing is totally fool-proof, you can
craft a good solid wall and moat to protect against, but not foreclose,
claims and possible liability.
I’m looking forward to your game!
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