The Value of Game Music (November 2003)
Dear Jim,
I'm a composer who is starting to work on game soundtracks.
I began my career in a rock band. When we signed our record contract,
we also negotiated a music publishing deal and got an advance that
paid for a lot of early expenses.
After we broke up, I was hired to compose the soundtrack for an
independent film. Part of that deal was that I lost the publishing
for my work. (I know this a games column but is that "kosher"?)
Now I've got the chance to work on a game; but the developer wants
me to sign away all rights on a work- for-hire basis. I've always
tried to maintain an interest in my creative output. Is that how
the games business works?
Signed,
Member ASCAP and GANG
Dear Member:
The recorded music industry is fundamentally different from film
work and games in that the totality of the creative output on audio
CDs is often the work of a single artist or small group. In this
climate, ever since the Beatles when artists started to write their
own songs, it has become more and more the norm for songwriters to
maintain control, or at least influence, over their copyrights. In
the case of your rock band, when you made your publishing deal, you
lost control of the copyrights, but you were compensated.
Motion pictures and games, on the other hand, are large collaborative
works. All rights must be centralized in the producer, or else exploitation
would be enormously difficult if not impossible.
When you were hired to compose the movie soundtrack, I'll guess
you were paid a fee, you assigned the copyright for your work to
the motion picture producer (maybe on a "work-for-hire" basis), and
waived the right to further payment for certain motion picture-related
uses of your music. However, you may have retained your interest
as the composer, and the agreement may have provided that you would
receive royalties (as the composer and maybe also as the conductor
and/or producer of your own score) for certain recorded uses, sheet
music, and public performances of the compositions.
Now we get to games. Logically, we would expect the business model
to be similar to motion pictures. Both works are huge collaborative
undertakings. As in the movies, soundtrack music is composed, orchestrated,
produced, and integrated into the larger production to provide flavor,
continuity, and emotional power.
However, historically, work on a game has been contracted on a work-for-hire "100%
buy-out" basis with all rights and income going to the publisher.
Under such an arrangement, even if your own contract is with the
developer, he or she must be able to pass along those rights to its
publisher client.
It took years of contentious battles between developers and publishers
before publishers stopped demanding ownership of developer core technologies,
and recognized the importance of developers retaining ownership of
these core assets. This battle has never been fought over music or
other creative elements of games, which publishers seem to regard
as their essential property.
When music is purchased on a "buy-out" basis as a work-for-hire,
under United States copyright law, the employer-for-hire (here the
developer and finally the publisher) is the author of the work for
copyright (but not credit) purposes and the composer loses any trailing
income streams. This can be doubly painful when the composer is also
the conductor or producer because there may be two income streams
lost. These are what has become known as the writer's share of copyright
(music publishing) royalties, and the artist's or producer's royalties
from ancillary sales of the score in recorded music form or reused
in other media.
One unsettled area of such a "buy-out" deal is whether the composer
remains eligible for his or her share of public performance income
generated through a performing rights society such as ASCAP or BMI.
Register the compositions with your society and ask them whether
they will pay you directly. Even if they say yes, it may not be great
news. Game music gets very few public performances as they are tracked
by ASCAP or BMI.
The publisher's rationale in requiring a buy-out is that you've
been engaged and paid for the music. Game publishers see music no
differently than they see programming code or graphics - just one
further element of a game.
I believe, however, that music is different. Standards of fair dealing
for music, established over the last 100 years, preserve the right
of the composer, producer and performer to receive ongoing income
from their work.
While soundtrack composers in both the games and motion picture
fields are unlikely to ever retain overall control of their copyrights,
it is not impossible to believe that game publishers would eventually
adopt the "composer-music publisher" model and recognize composers'
interests in ongoing royalty streams generated by their work.
Similarly, conductors or producers of soundtracks should also receive
royalties for use of their music when it extends beyond the original
use in the game.
Treating composers as songwriters, producers, and performers, using
standards established in the music publishing and recorded music
industries, rather than as work-for-hire on a "buy-out" model, would
be a good way to recognize the enduring value of music, and the talent
that contributes it to computer and videogames.
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