Eric Zimmerman posted a
A Game Developers' Bill of Rights recently, and based it on
the one Scott McCloud did for comicsAnd I know this is going to cause some arguments, but I wondered what people thought. I think a lot of these two documents make sense, esp. lines like "The right to prompt payment of a fair and equitable share of profits derived from all of our creative work."
However, there are some problematic ones. Like, "13. The right to final say in creative disputes regarding the game." Which basically says a publisher MUST accept a game that is not what they want. Translate to something like an interior designer. the designer is the artist, true, but the owner of the home is the one fronting the money, they shouldn't have to accept something they don't want. That's THEIR right. So yeah, once the contract's signed, I'm more on the publisher's side. The publisher shoudl listen to the designer/artist because he's the expert, but the publisher is the one buying, he should get what he wants.
Here's another one, from the comic one: "7. The right to offer a proposal to more than one publisher at a time." No. Simultaneous submissions can lead to legal conflicts that result in publication delays. This causes legal problems and monetary loss for the publisher. I'm with the publisher again here. You can mail it to whom you want, but you need to tell me what I'm dealing with, and I reserve the right to not consider anything that someone else is looking at just so I don't have all the problems that come with it. On the other hand, in exchange for this, publishers really need to observe the "prompt" part of the payment right. Publishers, in comics and literature, anyway (i don't know about games) are notoriously bad about sending the check on time. Publishers may not have a huge profit margin, but the average writer is doing far worse.
Here's another problematic set: "11. The right to full control over the licensing of our creative property" and "8. The right of approval over means for distribution, as well as for licensing, merchandizing, and other derivative versions of our games." In Steve Jackson's words, "I have to say that some of those points read, to me, like descriptions of the publisher's appropriate task. A publisher that gives designers veto power over, e.g., distribution channels, is a publisher that shouldn't expect to be in business next year." Give the developer/artist a say, but he's not the one doing the marketing. That's the publisher's JOB. That's what he's even involved for.
Any publisher you have a lisencing agreement with should have *some* sort of control over other marketing that will damage their investment, like having two companies make action figures on the same product at the same time.
So, what say ye?