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	<title>Comments on: Licensing IP, the Web 2.0 Way</title>
	<atom:link href="http://www.edery.org/2007/10/licensing-ip-the-web-20-way/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.edery.org/2007/10/licensing-ip-the-web-20-way/</link>
	<description>For those interested in the business of making great video games. Entrepreneurial spirit a must.</description>
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		<title>By: Marc Nathan</title>
		<link>http://www.edery.org/2007/10/licensing-ip-the-web-20-way/comment-page-1/#comment-119662</link>
		<dc:creator>Marc Nathan</dc:creator>
		<pubDate>Sat, 10 Nov 2007 21:20:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2007/10/licensing-ip-the-web-20-way/#comment-119662</guid>
		<description>David,

I\&#039;ve been talking to a lot of companies in this space for the last few months and they all have different approaches the problem you are framing here. Some of the companies facilitate licensing and some license directly. Here are a few that I know fairly well:

www.ideatango.com
www.worldinnova.com
www.inventwise.com
www.fluidinnovation.com
www.virtualventure.com</description>
		<content:encoded><![CDATA[<p>David,</p>
<p>I\&#8217;ve been talking to a lot of companies in this space for the last few months and they all have different approaches the problem you are framing here. Some of the companies facilitate licensing and some license directly. Here are a few that I know fairly well:</p>
<p><a href="http://www.ideatango.com" rel="nofollow">http://www.ideatango.com</a><br />
<a href="http://www.worldinnova.com" rel="nofollow">http://www.worldinnova.com</a><br />
<a href="http://www.inventwise.com" rel="nofollow">http://www.inventwise.com</a><br />
<a href="http://www.fluidinnovation.com" rel="nofollow">http://www.fluidinnovation.com</a><br />
<a href="http://www.virtualventure.com" rel="nofollow">http://www.virtualventure.com</a></p>
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		<title>By: Michael Wilford</title>
		<link>http://www.edery.org/2007/10/licensing-ip-the-web-20-way/comment-page-1/#comment-115538</link>
		<dc:creator>Michael Wilford</dc:creator>
		<pubDate>Thu, 01 Nov 2007 20:26:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2007/10/licensing-ip-the-web-20-way/#comment-115538</guid>
		<description>For the sake of argument, I wonder if &lt;i&gt;IP Holder, Inc&lt;/i&gt; and &lt;i&gt;UGC Service, Inc&lt;/i&gt; would really see this as being much different from the way they already do things.  Presently, &lt;i&gt;IP Holder Inc&lt;/i&gt; negotiates *explicit terms* with &lt;i&gt;UGC Service Inc&lt;/i&gt; and gets a revenue share.  The big differences I see are:

1. What is Produced
&#160;&#160;&#160;&#160;a. Currently, &lt;i&gt;IP Holder Inc&lt;/i&gt; exerts a lot of control over the use of the property.
&#160;&#160;&#160;&#160;b. With your way, &lt;i&gt;IP Holder Inc&lt;/i&gt; doesn’t act as a gatekeeper for good ideas.

2. Who Participates
&#160;&#160;&#160;&#160;a. Currently, &lt;i&gt;IP Holder Inc&lt;/i&gt; finds (or is found by) a single UGC Service (i.e. a big publisher) for a specific project.
&#160;&#160;&#160;&#160;b. With your way, &lt;i&gt;IP Holder Inc&lt;/i&gt; allows anyone and everyone who agrees to the terms.

So clearly, your way means more content is put out there by more developers.  But for it to work, &lt;i&gt;IP Holder Inc&lt;/i&gt; must not overly screen ideas, and &lt;i&gt;UGC Service Inc&lt;/i&gt; must find it relatively easy to qualify.  Additionally, &lt;i&gt;UGC Service Inc&lt;/i&gt; most likely has to find its own project funding.

But in present times, those aren’t very realistic expectations to have.  I think you and Kim are right that it would have to come from brave 2nd-tier IP holders looking to differentiate, if at all.  A typical IP holder interested in getting more use out of their IP would be more likely to expand and streamline the current model.

But the tail continues to grow longer and more people are taking notice, including big IP holders.  I think your Web 2.0 IP Licensing concept will come about some day.</description>
		<content:encoded><![CDATA[<p>For the sake of argument, I wonder if <i>IP Holder, Inc</i> and <i>UGC Service, Inc</i> would really see this as being much different from the way they already do things.  Presently, <i>IP Holder Inc</i> negotiates *explicit terms* with <i>UGC Service Inc</i> and gets a revenue share.  The big differences I see are:</p>
<p>1. What is Produced<br />
&nbsp;&nbsp;&nbsp;&nbsp;a. Currently, <i>IP Holder Inc</i> exerts a lot of control over the use of the property.<br />
&nbsp;&nbsp;&nbsp;&nbsp;b. With your way, <i>IP Holder Inc</i> doesn’t act as a gatekeeper for good ideas.</p>
<p>2. Who Participates<br />
&nbsp;&nbsp;&nbsp;&nbsp;a. Currently, <i>IP Holder Inc</i> finds (or is found by) a single UGC Service (i.e. a big publisher) for a specific project.<br />
&nbsp;&nbsp;&nbsp;&nbsp;b. With your way, <i>IP Holder Inc</i> allows anyone and everyone who agrees to the terms.</p>
<p>So clearly, your way means more content is put out there by more developers.  But for it to work, <i>IP Holder Inc</i> must not overly screen ideas, and <i>UGC Service Inc</i> must find it relatively easy to qualify.  Additionally, <i>UGC Service Inc</i> most likely has to find its own project funding.</p>
<p>But in present times, those aren’t very realistic expectations to have.  I think you and Kim are right that it would have to come from brave 2nd-tier IP holders looking to differentiate, if at all.  A typical IP holder interested in getting more use out of their IP would be more likely to expand and streamline the current model.</p>
<p>But the tail continues to grow longer and more people are taking notice, including big IP holders.  I think your Web 2.0 IP Licensing concept will come about some day.</p>
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		<title>By: kim</title>
		<link>http://www.edery.org/2007/10/licensing-ip-the-web-20-way/comment-page-1/#comment-114090</link>
		<dc:creator>kim</dc:creator>
		<pubDate>Mon, 29 Oct 2007 17:22:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2007/10/licensing-ip-the-web-20-way/#comment-114090</guid>
		<description>*ack*. Your blog software doesn&#039;t like some characters (and truncates posts as a result. Trying again)

It&#039;s a neat idea. YOu&#039;ve seen MGS&#039; rules, right (see don&#039;s blog at:
http://donkeyxote.spaces.live.com/blog/cns!239CCA3F6918F4C1!348.entry )

One challenge (rev share or no), is in the *explicit rules*. I think that some companies would want the rules deliberately vague for reasons of plausible deniability, which in terms means *come ask us and we will tell you if you are approved*.

For example, IIRC, George Lucas cracked down on gay Star wars fan fiction in the past. Openly stating *we won&#039;t allow homosexual portrayal of our characters* would be a lightning rod of controversy. However, they could hide behind *we looked at your stuff and deemed it undesired*.

Another issue is that the major IP holders tend to undervalue games and overvalue their IP. the terms they expect are pretty outrageous at times.

As always, I am a beleiver in the power of free markets. I beleive that a solution like this could *and will* work, but it&#039;ll come from someone with 2nd-tier IP looking to differentiate.

And by the way, this is true not only for games, but music, fan fiction, etc, etc.

To Don&#039;s rules cited above, I think this is a rare example where a large company is leading the way. Pretty innovative of us! Go Microsoft!</description>
		<content:encoded><![CDATA[<p>*ack*. Your blog software doesn&#8217;t like some characters (and truncates posts as a result. Trying again)</p>
<p>It&#8217;s a neat idea. YOu&#8217;ve seen MGS&#8217; rules, right (see don&#8217;s blog at:<br />
<a href="http://donkeyxote.spaces.live.com/blog/cns!239CCA3F6918F4C1!348.entry" rel="nofollow">http://donkeyxote.spaces.live.com/blog/cns!239CCA3F6918F4C1!348.entry</a> )</p>
<p>One challenge (rev share or no), is in the *explicit rules*. I think that some companies would want the rules deliberately vague for reasons of plausible deniability, which in terms means *come ask us and we will tell you if you are approved*.</p>
<p>For example, IIRC, George Lucas cracked down on gay Star wars fan fiction in the past. Openly stating *we won&#8217;t allow homosexual portrayal of our characters* would be a lightning rod of controversy. However, they could hide behind *we looked at your stuff and deemed it undesired*.</p>
<p>Another issue is that the major IP holders tend to undervalue games and overvalue their IP. the terms they expect are pretty outrageous at times.</p>
<p>As always, I am a beleiver in the power of free markets. I beleive that a solution like this could *and will* work, but it&#8217;ll come from someone with 2nd-tier IP looking to differentiate.</p>
<p>And by the way, this is true not only for games, but music, fan fiction, etc, etc.</p>
<p>To Don&#8217;s rules cited above, I think this is a rare example where a large company is leading the way. Pretty innovative of us! Go Microsoft!</p>
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		<title>By: Dean Lunz</title>
		<link>http://www.edery.org/2007/10/licensing-ip-the-web-20-way/comment-page-1/#comment-113884</link>
		<dc:creator>Dean Lunz</dc:creator>
		<pubDate>Mon, 29 Oct 2007 08:18:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2007/10/licensing-ip-the-web-20-way/#comment-113884</guid>
		<description>I think you may have latched on to a &quot;back door&quot; solution of getting marvel comic based games onto xbox live via xna. All that would be required on the part of the developer is to demonstratively proof that they can provide a game engine IE a platform for pushing marvels ip into the hands of the &quot;casual&quot; gaming space. marvel could provide just the art assets, story and overall game direction and leave it up to the developer to implement. If it could all be done relatively cheaply a episodic type gaming experience could prove profitable.

It is certainly interesting to think about.</description>
		<content:encoded><![CDATA[<p>I think you may have latched on to a &#8220;back door&#8221; solution of getting marvel comic based games onto xbox live via xna. All that would be required on the part of the developer is to demonstratively proof that they can provide a game engine IE a platform for pushing marvels ip into the hands of the &#8220;casual&#8221; gaming space. marvel could provide just the art assets, story and overall game direction and leave it up to the developer to implement. If it could all be done relatively cheaply a episodic type gaming experience could prove profitable.</p>
<p>It is certainly interesting to think about.</p>
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