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Click here to read this article on the pros and cons of developing games under license from others.
Source: Gamasutra

By: Dale Dietrich
Posts on video game industry-specific contracts.
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Click here to read this article on the pros and cons of developing games under license from others.
Source: Gamasutra
In this third part of a very interesting 3-part “inside baseball” article, Newsweek alleges that Kutaragi dragged his feet on signing third party exclusives for the PS3 while Microsoft was aggressively pursuing exclusives from third parties such as EA (FIFA), Konami (Winning Eleven) Take-Two (Bioshock) and Ubisoft (the next Splinter Cell). Famously, Sony lost its Grand Theft Auto exclusive with Take-Two and Rockstar Games. And Assassin’s Creed, long assumed to be a PS3 exclusive, has now been confirmed to be under development for the XBox 360.
Sources: Newsweek
Discussed: 1Up.com
Related Posts:
Attorney Tom Buscaglia explains the reason why game development contracts are so complex.
Source: GamaSutra Feature
This GameDaily.biz feature presents Careen Yapp’s (VP of Licensing and Business Development for D3 Publisher) thoughts on how publishers make their decisions to take on a developer and what developers should understand when preparing a presentation to a publisher.
Source: GameDaily.biz
Dale’s Comment: Gamasutra also included a recent “Feature” entitled “Pitching Your Game to a Publisher”. While less informative, it is amusing!
Gamasutra Feature: Marc Mencher advises video-game industry job seekers to carefully consider and read before signing an NDA or non-compete agreement upon taking that new job.
Source: Gamasutra
Eric Zimmerman, co-founder and CEO of gameLab, proposes a bill of rights that postulates “the correct and proper ethical positions” for game developers to take when negotiating contracts with publishers. The x rights he discusses in this piece are:
Source: Gamasutra
Source: Gamasutra | Tom Buscaglia’s Blog
Attorney Tom Buscaglia takes a look at royalty audits, a provision in most publisher contracts that few developers choose to exercise, but, Buscaglia suggests, many should.
Source: GamaSutra Feature
Marc Mayer, of Mitchell Silberberg & Knupp LLP describes how to avoid the pitfalls of using likenesses of individuals in video games.
Source: NextGen.biz