IP Rights For Games Made In School?
Gamasutra has a story questioning whether schools should be able to hold intellectual property rights on games created by students. The point out a recent incident in which a development team was unable to market a game they created, and another situation where a school overrode the creator's decision to withdraw the game from a contest.
"What irks Aikman is that, after graduating, he and his team approached DigiPen, hoping it might change its policy and make an exception for the award-winning game, but the school wouldn't budge. 'They were dead set on not setting a precedent because, if they let us keep the IP, they were afraid other students would want the same. But I believe there's something wrong with the idea of DigiPen owning games it has no intention of doing anything with, while discouraging people like me who could really make use of our efforts and use it as a springboard to a career.'"
Unless you're an employee of the school, or use their equipment, you should own anything you do. Graduate students may be employees if they have an assistantship, but undergraduates usually are not.
I had some minor difficulties with Stanford over a similar issue in the mid-1980s. I was a Stanford student, wasn't using any Stanford equipment, and wasn't a Stanford employee. There was some huffing and puffing from the Stanford side, but they knew they had an unwinnable case. It worked out fine for me in the end. Stanford later changed their policy in that area, and I was told years later by a faculty member that I was partly responsible for that. The new policy is in some ways worse and in some ways better; Stanford wants a cut, but they'll help market the technology, and if they don't, the inventor gets it back. This is often a win for students. Stanford has very close connections with the Silicon Valley venture community and a track record in licensing technology. Stanford owns a piece of Sun, Cisco, Yahoo, and Google under this deal.
It's much worse if you're arguing over IP rights with some school that doesn't routinely do IP deals. The school administration is likely to be both overbearing and clueless.
Well, reading the article can give a clue as to Digipen's arguments:
However, Claude Comair begs to differ. Comair, who founded the privately owned DigiPen in 1988, is its president and one of its owners. He is also a co-founder of the Nintendo Software Technology Corp., a division of Nintendo of America.
"Our policy, which has been our policy since day one and which is laid out in our student agreement, is very clear -- everything that is done within the school and presented as homework or as a product to be judged by a teacher ends up being the property of the school. IP, code, artwork, everything," says Comair.
"And, as a matter of fact, in my opening speech, I tell students that if there is something dear to them, they should not present it as homework."
That policy, Comair explains, isn't a casual one and, he feels, it has helped the school avoid many problems, especially misunderstandings between DigiPen and the games industry.
"We are not here to compete with the games industry," he says. "We are not here for people to come and make a game in a less-expensive manner utilizing equipment and software that has student licenses."
"Just as importantly, we are not equipped to properly firewall our projects in the sense that we really don't know legally speaking how many or which students created which games. We don't know whether they received input from other students who have not been credited."
"These are just a few of the reasons why we have this policy," he adds, "but the bottom line is that DigiPen has never sold any of its students' games nor do we intend to. Nor have we made any exceptions for students who tried to convince us to do so. They have come to us with so many very creative arguments that I recently had to say to them 'Please don't come anymore. I have your best interests at heart and I want you to go find good jobs after you graduate. But I simply cannot make exceptions.'"
I can understand how students attempting to monetize projects could create a lot of issues for the school. Essentially, the school would take on liability, because the games were created with their software, computers, and resources. They just can't open themselves up like that.
That being said, it's pretty obvious that Digipen is pretty permissive about allowing a company to hire all students, and create a commercial version of a student project. This is exactly what happened with Portal, and it's been a fantastic boon (in terms of publicity) for Digipen. They'd be insane to come down on the wrong side of this issue, as it would negatively affect the employment prospects of its graduates, which would ultimately hurt them.
Irony: Agile development has too much intertia to be abandoned now.