2004 Web and Downloadable Games White Paper 
IGDA Online Games SIG 
Usage licensing 
Direct Distribution 
IP Licensing/Sale 
Direct Distribution. 
Service Solutions 
Download Games 
Distribution Licensing 
Publishing 
IP Licensing/Sale 
Technical Licensing 
Game Hosting 
In Game Ads 
Cash Competition 
B. 
Breaking Down the Choices 
1. 
Primary Models 
a) 
Work for hire development 
This is also sometimes called "time and materials", though this actually refers to a sub type of Work 
for Hire.  In this model, the developer charges the publisher for costs based on staffing and overhead, 
and receives regular payments at the agreed upon rate as work is performed. This is where all of the 
content is generated and developed in house. The publisher can be the developer or it can be 
someone else.  
There are two classifications of "works for hire" as delineated by the 1976 Copyright Act. The first are 
those made by employees in the normal course of work such as agreeing to do a project, and being 
paid a salary or by the milestone for performing the work. The second involves work by contractors. 
For independent contractors to create works for hire two criteria must both be met; the first criterion is 
that the work has to fit within one of the nine specific categories outlined in section 101 of Title 17. 
Prior to the passage of the Satellite Home Viewer Improvement Act, the categories were: a work 
specially commissioned for use (1) as a contribution to a collective work; (2) as a part of a motion 
picture or other audiovisual work; (3) as a translation; (4) as a supplementary work; (5) as a 
compilation; (6) as an instructional text; (7) as a test; (8) as answer material for a test; or (9) as an 
atlas. The other proviso states that there must be a written agreement signed by employer and 
employee stating that the work in question is a "work for hire." Basically if somebody tells you what to 
do and when to do it by, and you receive money, then your work product is a work for hire. 
The benefits to this model can be good for a smaller studio or business. Risk is very low as payments 
are made regardless of the outcome of the project. Developers get paid for work performed and do 
not have to worry about potential losses or lack of payment if the game is not a success. Even if the 
project does not finish, developers will likely be paid for the milestones achieved. In some cases, 
developers can also receive royalties after prepays are recouped and the title is a success. On rare 
occasions a developer could be paid per milestone and then also receive royalty payments with 
limited risk to the developer!  
However, in this scenario the developer often does not own the rights to the IP. Usually the publisher 
who funded the project owns the game and any related IP. Any glory, royalties, and sequel decisions 
are up to the publisher and the contract that was negotiated. In some cases the publisher would also 
get to own all the code and tools developed on the project for that game. Further, the publisher can 
cancel a project at any time, thus it is possible to be paid for the first milestone and then have the 
project cancelled, leaving the developer scrambling for a new project. 
b) 
Selling or Exclusively Licensing IP 
These are related ways for which a developer or publisher can trade capital for strong rights to a 
product and IP. Complete or nearly complete IP can have significant value if sold outright, or 
exclusively licensed for a determinate amount of time by a third party. Unlike  back end  revenue, this 
is generally paid up front, all or in part. When this immediate capital is re invested in new 
development, it becomes a foundation on which to build self sufficiency. Since the IP is created and 
built on spec, creative control rests with the developer, and some of the risks related to work for hire 
(such as sudden project cancellation) are mitigated in exchange for the increased risk of self funding 
the IP development. Generally speaking, selling or licensing IP rights, as opposed to simply licensing 
usage or distribution, grants the licensor titles, assets and resources to the original in representation 
of a new product with all associations still attached to it, including sequels. Strong IP, when sold or 
exclusively licensed, can generate a great deal of revenue in this way, but developers can give away 
a lot for that big check. 
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