Introduction
In an era where entertainment intellectual properties (IPs) play an increasingly vital role in the gaming industry, understanding their impact has never been more crucial. Today, we gather insights from industry veterans who have had remarkable experiences working with leading companies such as Marvel, Disney, NBC Universal, Epic Games, and Warner Bros. This article explores the significance of IP in gaming, the associated challenges, and the strategies to navigate the landscape effectively.
The Value of Entertainment IP in Gaming
Understanding Entertainment IP
Entertainment IP encompasses characters, storylines, and recognizable brands developed in film, television, and other media that can be leveraged for various gaming experiences. Given their established fan bases and market recognition, employing IP in games can aid in user acquisition, enhancing games' marketability while potentially generating greater sales.
The Benefits of Licensing IP
- Familiarity: Existing fans of an IP are likely to engage with a game based on that content, increasing initial downloads and player retention.
- Built-in Audience: Gamers often put significant trust in established brands; if players recognize that an IP is tied to a beloved franchise, they may be more inclined to try the game.
- Content Depth: Leveraging IP allows developers to use pre-existing lore, helping to create richer, more immersive game worlds.
- Marketing Opportunities: Using recognizable characters can lead to partnerships and marketing synergies that can amplify visibility and sales potentials.
Challenges Faced When Working with IP
Complex Licensing Agreements
Navigating licensing agreements can be a cumbersome process. Deals often include minimum guarantees and revenue-sharing structures that can complicate budget management and business projections.
Approval Processes
Working with large entertainment companies means higher stakes, often leading to a longer approval process. Each stage of development may require sign-offs from multiple stakeholders, which can slow down production timelines.
Managing Expectations
Brands may have significantly high expectations of what their IP should represent in ways that might limit a developer’s creative freedom. These restrictions can hamper innovation and operational timelines.
Market Saturation and Competition
With many studios clamoring for marquee IPs, distinguishing oneself in a crowded market can be challenging. Studios need to ensure they deliver outstanding quality that stands up against other titles leveraging the same beloved characters.
Strategies for Successfully Leveraging IP in Games
Careful Selection of Partners
When securing licenses, choosing the right studio or developer is essential. Collaborating with developers who have demonstrated passion and capability with the IP leads to better outcomes.
Fostering Passion and Commitment
At all levels of development, creative passion fuels game quality. Teams that have a real love for the IP they work with tend to produce better and more polished results.
Planning for Quality
Allocating sufficient time and budget to produce these projects is critical. Rushing to meet film release dates often compromises the game's quality. Ensuring ample development leads to a far greater chance of both critical acclaim and commercial success.
The Future of Entertainment IP in the Gaming Landscape
Trends in Integration
Given the rise of free-to-play models and live services, many IPs are now integrated into existing games via cross-promotions, in-game events, and specialized content drops. This technique allows studios to benefit from the IP without needing the time or investment associated with full game development.
The Role of Social Media
Social media has fundamentally changed how games are marketed and perceived. Instant feedback mechanisms allow studios to accurately gauge reception and adapt marketing strategies dynamically, leading to smarter promotional campaigns.
The Long-term Relationship with Licensors
Building a healthy relationship with a licensor can pave the way for future collaborations. After navigating an initial project successfully, studios may find opportunities to refine deal structures and enhance creative freedom for subsequent titles.
Conclusion
In conclusion, engaging with entertainment IP in the gaming industry is complex yet rewarding. The opinions and experiences shared here underscore the significance of strategy, quality development, and fruit-bearing partnerships. As the gaming landscape continues to evolve, effectively leveraging IP can dictate future successes not only for individual developers but for the industry as a whole. The perspective of seasoned professionals in this space illustrates valuable lessons for newcomers navigating this exciting yet challenging terrain.
i got the world's three greatest experts to discuss entertainment ip in games these guys have worked at marvel disney
the most in-depth discussion on ip in games ever recorded we discuss the impact of ip on games common big
problems and issues exclusivity deal terms and structure you're definitely going to want to listen to that one
license has gone wrong ip versus integrations and so much more you're not going to want to miss
this episode if you want to know anything about entertainment ip and games taking you over there
backgrounds are and maybe starting with you aims yeah sure uh i'm ames kirshan i'm currently uh the vp
gm in studio creative director of a new studio under hasbro and wizards of the coast called atomic arcade
and we are in early days of building our our team and our first game is going to be a triple-a accident adventure game
focused on the gi joe ip and it's going to be based around snake eye so we're really excited
in 2000 uh for warner brothers on the licensing side so at the time warner brothers was not a
i was in charge of uh overseeing any dc games that were being done by external develop publishers at
the time so we had partnerships with atari and for grounds at the time and ubisoft had the batman license midway
had justice league so i would oversee those so i cut my teeth doing that then i moved over and
ran games for marvel for four years and that was a similar situation where marvels were marvel was in a licensing
situation so all of their games were being done by external publishers activision was a big partner at the time
games uh and this was mainly in the ps2 era and early ps3 era and then ultimately uh i i wound up
wanting to go over to the publishing side and produce games directly based on my experience on the licensing side so
funded uh publisher that was working with external developers and their whole business model was to be working on
brothers at the time so for ips but also warner brothers was testing the waters on distributing games
at the time so they were a minority investor in brash and they also were their distributor on the north american
um so there's you know a lot of youtube videos about those projects that never came to fruition because we were in full
they had made some really poor decisions on some initial projects and investments they had made
and the company kind of opened and closed their doors in 18 months so i saw them kind of i was one of the first
but it was you know the stars aligned because at that time that's when warner brothers did go officially vertical and
so they brought me aboard uh to be ep over their dc portfolio of games that they would develop and publish
portfolio of dc games on the production and creative side up until the point where i joined hasbro
at the beginning of 2021. hi i'm ed zobrist i've been in the interactive industry for about 25 years
although i'm now retired i my last position was uh spending five years in epic games as the head of
ip uh integrations that fortnight did that there were some of which got pretty well known pretty famous
um oh i want to give one shout out though a lot of the early deals we did at fortnight were uh done in conjunction
with uh mark drain who said a lot of the strategy for how the deals we did with uh entertainment studios and fortnite
worked out and they ended up applying them to a lot of the future deals we did i do want to give also one other
disclaimer if anyone is hoping to hear me give confidential info or dirt on epic or fortnight that's not going to
happen um obviously i want epic to continue to succeed and tim sweeney who's not just a
spent 25 years in the industry it means i've worked on way more ip games outside of epic than i did while i
yeah so i started out in the business uh not in games but at espn and i was working at espn in one of the
um and while the idea of going to san diego and sitting on the docks and covering america's cupboarding was great
they told me it was going to be in the basement in bristol connecticut and bristol connecticut is i'm sure it's a
that i was like i don't really want to go do america's cup yachting and my we're sitting around playing sega
genesis and my buddies are like well why don't you go make games you sit here and scream at the
scream at the games all the sports games we're playing about they got this wrong and that's wrong and that player is a
righty and he's you know throwing lefty and so like why don't you go do that and i had no idea i'd never thought about
you know games as a career i set my resume to two companies acclaim entertainment and electronic arts and i
which is practically overnight and said can you come down for an interview we're doing a you know we're doing a
you know do you know anything about the nba and i said i know a great deal and was like can you do these stats for
nba jam te can you you know we need an update of players and how their performance is and that's like my first
me thinking it's gonna be like a couple week project and i i just stayed there until i finished it um
and i'm i'm like look you the stats desperately needed updating but that was really you know
the first job i had was all sports at acclaim so did nba jam all-star baseball which was really frank
thomas big hurt baseball nfl quarterback club and then really touched most sports things including you
know helping mark archer's team out and and and playing blue sky builds for wrestling uh but really was was sports
sports guy in a claim and i i was a big game player not just sports and really wanted to do other things and
one day they came around and said does anybody want to do this game south park it's going to have
a very short development cycle and short development cycle for those who don't know is basically
another way of saying it's going to be a really shitty game right you have a short development cycle it's guaranteed
this this short this development cycle was about four and a half months um which meant it's going to be whip it
stepping forward in the military where everybody else is stepping back and my buddies were like what are you
doing like this is that game is going to suck it's like no time for development it's a licensed product so you know the
license is going to be like super meddlesome and have all these roles and you're not going to make a good game um
but the the trick there was the developer that i knew was on board was uh iguana in austin texas and
engine and do south park on the turok engine so even if the game itself suffered from tight development
timelines um that we're going to be able to do something that worked better than anybody else there expected and i've
and they showed up in pajamas and i was thinking like this is pretty badass like these guys
came in stoned out of their mind um and they were easily two of the most brilliant creatives i'd ever met um they
were like we want to do turok but with south park characters and i was like boy did we pick the right studio um
so it was a it was an awesome experience and that game we actually um we actually shipped late um
we ended up shipping it takes about six months to make the game and we missed christmas uh and i remember everybody at
acclaim was best really pissed that we'd missed christmas but what happened we got we caught a lucky break
disks came out in time for the day after thanksgiving um but we didn't land in stores until the day after christmas on
december 26th and what that what happened there was you had all these kids who wanted to play south park
and who were never going to get south park for christmas so they got a bunch of shitty games for
christmas and they returned them to the stores and they're like what's new and they're
like this south park game just came out and so these kids were returning their games and getting south park which was
obviously a more mature rated game um and it ended up selling well over a million units and after that acclaim let
me work on whatever i wanted it didn't just have to be sports um so after a claim i went to universal
brothers and uh i literally was out of work for like a day i can't was in st louis watching
the red sox win the world series i flew home uh the head of warner brothers called me and said hey we heard you're
no longer at vivendi because world travel you know word travels fast in this business um and so he hired me
the next day i went to warner brothers and i remember the first week i was at warner brothers i had already agreed to
and um even though i had taken the job at warner brothers i still felt like i owe it to the friends i knew at
activision to go there and as i'm sitting in the lobby waiting for my internet activision who do i see but
are you doing um but so then i i was there for nine months and then the guy that had let me
vendor universal and they made me an offer to come back um and i ended up coming back to vivendi
started ghostbusters and after ghostbusters uh i got into it again they wanted me to rush ghostbusters shipping
and i was like go yourself um i don't want to release a bad game because short development cycles or rush
development cycles are always means bad games and i ended up going back to universal proper to go work with bill
years ago four years ago when i left there to form nifty and worked on a host of licensed ip both sports film
television both at acclaim and universal and warner brothers um and so i've really been
working mostly on that and now with nifty games uh back doing free to play live quick session head-to-head mobile
first sports games currently there's a lot of game studios desperately seeking ip what if they can
get it just because of idfa deprecation and the potential and the way that a lot of the game studios think about the
impact is really around downloads and revenue at least from a mobile free to play perspective but i was wondering if
you guys could talk about the way that you guys think about it or game studios should be thinking about
how does entertainment ip actually impact the game i can jump in further from just more the
marketing side and these guys speak probably more on the product side on the market side you know an entertainment ip
should deliver us uh superior roads i mean in marking speak it's it's it's it's uh
you're going to get more awareness plus better trial intent because of the familiarity of vip
um the the the exist your pre familiarity with game play or with these uh story well it should easy onboarding
because you have a sense of what you're getting into as you go through it so that's certainly going to help with the
instant depth for updates or for uh long play content you sort of know what it gives the you know dev team uh
a tighter sense of what they can plan around going forward and many times the ip owner is doing some sort of marketing
themselves and they can do cross-promotions with him yeah i mean i think it you know it's
interesting because if nothing else like it gives you an initial world to build to play in that's
you know and some studios and some people are wired in a way where like they want to have constraints going into
a project and some people want to start with a completely blank slate and establish all those things themselves
but you know that is one of the advantage that you get in addition to the popularity and recognizability of
the brand name and the characters is that you instantly get a framework for a world to build your game around right
it's just a question of what ingredients do you want to focus on and you know that's that's been the
thing for me that i've been attracted to in my career is being a fan growing up with these ips
you know i couldn't imagine just the way that i'm wired and how i grew up somebody handing me a blank slate and
it's like okay in three and a half four years i need you to deliver me an 85 rated triple a game that's going to sell
5-10 million units i wouldn't even know where to start right so like i need those constraints i want those
constraints and and a lot of studios you know appreciate and and think that way as well and then there are some who
are like you know no way i want to do my own thing i don't want to touch that so it's really interesting and also i think
that like as these ips have gone from being more fanboy and niche to you know the explosion and the mass
popularity that we're seeing now over the last 15 years you know seeing studios who traditionally would never
have done a licensed ip game like i'll look at insomniac who's been you know one of the one of the best studios in
you know almost their entire existence up until the point where you know i guess the spider-man opportunity came up
and you know i guess it was you know something that they couldn't refuse or they had a personal passion for or some
combination thereof and you had this studio have this long-standing reputation of amazing original
game-centric ips touching one of the biggest entertainment ips in the world so it's really interesting to see how
that transition has evolved over time and how now these bigger studios um who traditionally don't do those type
of games now you know are are clamoring to get their hands on them as well because you know again there's probably
people in those studios like me and like pete who grew up with those ips love those ips and be like hey you know what
i can make an amazing game off that if i ever got the opportunity yeah i think both ed and ames hit it but
if you're making games games are schlock it's a really hard job to make product right like making games is really really
tough and you're talking about you know use you know when i first started it was you know
nine to 10 months 11 months to make a game and then it went from you know a year and a year and a half and
then now two years or two and a half years some games go much longer if you're going to go into the salt mine
every day and try to make greatness the thing you have to have at the start of that to make something really good
you heard you know ed names talk about sort of the games that they you know they had worked on and ip's there like
you know i i grew up on marvel like i grew up reading you know marvel comic books in the in
looking through you know the hulk issue where wolverine makes his first appearance and be like
that stuff ignites passion and you need passion to make great stuff and yes all the other stuff is true it
can it could be an identifier for players to see that you know separate an original product you see
a hulk game in the store and you see an original game with a big guy who smashes things like the hulk game has all of
that massive nostalgia pull but you need that kind of emotional boost if you want to make something great
sometimes you can get it where you know somebody has an idea and the studio gets behind it well you got to sell you know
you're constantly selling that original idea but sometimes that blank sheet of paper with no scaffolding or rule set
around you you know sometimes that's daunting to get everybody in the studio there but if you have spider-man
holy everybody's excited to work on spider-man and then look at the product that they go and make with it right i
and they didn't have the passion for that ip when i was at universal trying to get them to do you know an
action-adventure game set in the jurassic done by insomniac like that to me was my thing and then eventually they
did it with spider-man so when they did it you saw what they had i would argue that that's the best game
they've ever done and i would also argue it's one of the best superhero games ever done and one
of the best ip based games ever done like it's an immense amount of people working really hard for a very long time
but because they had a passion and fire to tell those you know stories and and and not other stories not stories that
spider-man had previously seen but original stories set in that world that's when you get really real
greatness comes out yeah i think the other thing what pete was saying is like the important thing
is that like games like arkham and insomniac spider-man were so high quality it transcended the
fans or to dcu fans of the film the movies and the cartoons and the comics and whatnot is like
that game was those two games were awesome action adventure open world games irrespective of the ip right so
everybody was talking about it on the gaming front whether they were a fan of ips or not and you had to have those ips
in your rotation you know to talk about it on the school yard or talk about it over uh the water cooler at work because
again those were games that just transcended and were you know top top flight high quality games just in
general that you had to have and i think that's the interesting tipping point now is that you know as there's been such
is like you know it's in the past like but you know pete was talking back in the the 16-bit era right there was a
huge amount of flood of games out there a huge amount of publishers i can't even imagine how many skus were released
but you know the expectation level for an ip game in that era was not the same even remotely the same
in the same stratosphere as it is now so and any like you know pete said the investment level was low
so you know if the game wasn't high quality and didn't get a good metacritic it wasn't necessarily reflected in the
sales because the ip was so huge the investment was relatively low if you sold a couple hundred thousand or a
million units right if you were the publisher you were making money the investment level now and the expectation
of quality and the amount of content you have to have now you know we don't you know 50 100 200 million dollar
investments to make these aaa games you know that's no longer the case you can't just
sell and get your return based on the game on the ip alone these games have to stand alone and go up against and be
competitive with the biggest non-ip games in the industry so that's the paradigm shift that i think that's
changed and i think along the way the games like arkham and insomniac spider-man have paved the way to say you
know what no you can make that high quality level of game that will transcend with these ips if you have the
right studio with the right passion and the right experience behind it like pete was saying
he has all the work of having to hide all the other terrible batman based games previous now there were there were
sometimes they you know it's like you can try to say well you know what well the game's not that great but it's still
often times production hands marketing a really crappy experience because lots of reasons we get into but you know
marketed because kids are still gonna want to play a batman game regardless i think the best thing that's ever
happened for ip games is social media because in the old days like ames and pete were saying
you could sort of hit and run a lot of these publishers would just shove it out there you'd see the package on the shelf
of some ipa really popular that you want to play you just buy it and then it's it's crappy you don't know
any better but i think that in this modern days or to give you another example when i did the simpsons
convince people that this wasn't just another crappy simpson game like all the previous simpson games had been
and we had to go out of our way to try to get views review comments and quotes to put on our early marketing and our
favorite ended up being best simpson game ever which we had to use over and over again to sort of overcome that
but when the when social media came along suddenly the speed of which people found out whether game was good or bad
became hyper fast really hyper accelerated and the great games could now stand out and do extremely well
arkham i think was probably the the great pivot point where you say oh you can make a great game and you can have
great sales and it doesn't have to be day and date with some movie just be a great game based an ip and it will work
and i think that the business model and the attractiveness of the publishers shifted from oh let's just get it out as
quickly as we can to no let's invest in this and make something really big and we'll get a much bigger return
two two or three years before i even got to a claim but yes it was an excellent that's a you know i
was just gonna you know emphasize his point about social media right because all of a sudden everybody had a platform
to know whether a game was great or crappy right and that was very influential probably on people's
decision-making process at that point and again like i said you know now the investments to make those
games was such that you could not just rely on the ip and a cool looking box cover anymore the games had to stand on
their own they had to be quality and again you had this platform where people immediately knew if the game was good or
i know it's your podcast maybe we'll let you talk at some point i'm learning here guys i i'm enjoying uh
listening to the stories you know i think at the point about social media obviously really so he gets
it and weren't sort of shills you know tal at ign and and andy and andrew at you know game informer like
there were you know jeff keely or you know and guy kroll like there were a group of unbelievably really smart
talented journalists that you could have a dialogue with but the dialogue was slower now that dialogue is immediate
ship in a cartridge or a disk and then they're out and you can't do anything about it now it's constantly changing so
social media has to respond to the fact that fortnight's getting its update every single day that store is getting
impact of ip and marketing and given social media given how fast things you know how fast news comes out how do
you think about whether it's on the free-to-play site or mobile free to play side the impact to roast or
framework for quantifying that or when you're trying to understand what the potential impact could be
and you're looking at an ip what what kind of goes through your head along with the same parameters you look
at for any uh green light process when you're thinking about making game you're looking at the competitive sets you're
looking if you have a trail a history a great thing about ip as opposed to original ip is there is some sense of of
of what's gone on in the past that you can look at you can measure very often other people have made games using that
ip you could examine what went well and what didn't go well with them you coming you're instantly coming along
with a partner in this particular case because it's whoever owned vip and you know the the kind of partner
you're working with also has an influence on how well you're going to perform so that that
comes into consideration certain partners all ip partners meeting licensors they're literally just looking
for the highest monetary return they can get they don't care about anything else versus other licensors are actively
trying to improve the brand equity and they're they're very cautious to not hurt the brand equity and trying to do
the best for their product um so there's a lot of different factors that come into play when you're dealing
i'll just say to that to that point two i think you know one of the things when i wanted to marvel that i you know kind
of tried to change was you know at that point marvel had was coming out of bankruptcy this was the
leveraged you know licensing out their ip not just in games but in you know film as well you know the stories are
right by giving all of these studios you know massively studio friendly deals and rights in you
know for a long period of time to these ips so you know marvel's you know all their top
ips were basically mortgaged out to the biggest studios in town and on the game side it was very similar
there wasn't really a strategy to say this particular partner with this set of development studios in their umbrella
are the best fit for x-men or this best fit for hulk or best fit for spider-man it was really about who was coming to
the table cutting the biggest minimum guarantee check that they could just put right into the bank not even thinking
about the impact and importance of growing that brand through games and how important games was as a mechanism and a
trojan horse so to speak to get people into the ips because you know not everybody gets in through a
comic book or gets in through a movie now you know in in in gen y and later generations right
games were becoming more and more the entertainment medium in which they engaged with the most right so you know
it wasn't like you know pete and i are old old salty dogs that you know we grew up where you know like with star wars it
was all about the movie right and then we got the toys and then we played the games like my son
who was born in 2003 his very first introduction to anything star wars was watching me on the
original xbox play star wars battlefront right he had never seen or heard of star wars before so that became his
he wanted to watch all the movies he wanted to buy all the toys he wanted to wear all the costumes so to me it was
like right before my eyes i saw this transition of the tail wagging the dog that was so different than the way
things worked like in the 80s and early 90s let's say when pete and i were kind of in our formative years so
you know it was really interesting to see that transformation so like when i was at marvel and i got to kind of
decisions about like let's pick the best partners that are going to give us the best games which ultimately then is the
others going to yield financial returns but those hulk high quality games are going to help the overall integrity and
appeal of that particular ip yeah and it seems like in some cases there's like a fit between whether it's
a partner an ip or a specific type of gameplay in an ip and we've seen and i come from the free-to-play mobile side
so kim kardashian's a good example of a failed game but then you slap kim kardashian on it and all of a sudden it
becomes a hit game and so aims or or any of you guys if how do you guys think about or what should
i have an engine whether it's turok or whatever or i have something and i'm trying to understand whether this ip
engine like if you're worried about that i think you have to start earlier than that right to me you have to start with
do you have a game concept that makes sense for the actual ip right and if you don't if you try to
if you try to jam something in that's not going to work it's got to be something that naturally fits itself for
were seen as you know sort of a medium where you ended up where oh you know we could do this in
the movies right like we can have a character in this film he can shoot guns but if you try to shoot guns in a video
game well the you know the actor that portrays that character he doesn't want to do that or be seen as shooting guns
play by a different set of rules than the other medium so if you're gonna get those types of restrictions you know
that's right away you're entering a bad deal you know you shouldn't do that because they're not they're not taking
games seriously you know and i think you you've seen a lot of changes like if you look at what you know fortnite has done
right all of these characters are like oh no we don't want that character shooting guns right all of a sudden oh
fortnight oh my my my my my son jackson he he didn't know you know it's amazing how many
characters he's exposed to that he never knew before that he only learns because they're in fortnite right and forever
you had all these you know oh we're not gonna let our characters shoot guns like and then fortnite comes along it's like
wait hold on it's the most successful game of all time and every kid is playing it it's all kids talk about at
school and you can become culturally relevant simply by showing up in their store like and by the way it works it's
exposure but for for a long time you know games were not given that same consideration they were dictated rules
about what you could do and couldn't do all because they didn't respect games at all
and that they just viewed them as this is a lunch box right oh go out there and make me my ancillary revenue right can't
do that in the movie version you can do that in the movie version but can't do it in the games and it's really
taking games like league of legends and fortnite games that sort of are everywhere all over the world and are
the most played most viewed mediums to start to really you know wake people up again and the other big factor is that
we're seeing people who grew up on games and love games are now finally at the executive
level and finally in the stands to be like no games aren't a little like they are actually like should be treated
with the same respect oh yeah that's right because we're kicking their ass in terms of revenue so we understand now
how how that those tables have turned certainly funny our maybe you can help with this ames but our number one
concern for tonight was how we were going to convince dc to allow us to have batman inside of our invite our shooting
game we had like long discussions i mean donald mustard was very huge comic book fan huge batman fan
had long deep discussions about how we could uh present it in a way that felt naturally natural and authentic for for
batman to be in the game hopefully it worked out but i'm wondering on on the dc side how much thought went
you know jim was jim lee was the chief creative officer of dc at the time and and he's a huge gamer and he really you
know embraces and understands the importance of games you know he's worked on a few game projects himself directly
over the years so he gets it and understands it in addition to being a gamer i mean he's literally a lifelong
right fortnite is its own universe it's a virtual universe right and you're not necessarily playing batman you are your
character who's equipping the batman skin and living out of batman fantasy as opposed to a game like arkham which we
say is more canonical and you're actually in gotham city and you are batman so we try to find ways that again
you know embraces the fact that you know we want people wanted to have these characters in the game but again
fortnite is a different kind of universe in a different virtual world from the canonical dc universe where
these rules are essentially that it's a version of cosplay it's like wearing a halloween costume it's not actually that
character because a player is putting the skin on and going on and playing at it and therefore just like cosplay or or
probably more can to to halloween you don't have to actually follow the actual rules when you give the player that kind
to me it's just a crisis on a different if infinite earth right like right you know batman like i used to argue that
russian in one universe why can't batman shoot a gun in another right like it's not the same batman it's just a
different shard and so you know we have to like even the notion that you'd have to make up some carrot like oh it's a
costume like all true by the way but even the notion that you had to do that like yeah come on it's ridiculous like
it's just so ready like stop disrespecting video games like and get and make them second class
citizens but thank god you guys found a way to figure it out because you know my son cares more about batman
gates once we had batman it was much easier to explain to other licensees because it was the
it was the one shiny example of someone who would never touch a gun was now using weapons inside a fortnite
right and it seems like i p restrictions is an example of potential issue or problem when you're working with ip but
in terms of other things that some of the folks in our audience should be looking out for when working with ip
it's not the case anymore because now it's you know the examples i gave these studios want to work on these ips but
right and they had you know sometimes they'd go with an external developer and find try to find an external developer
to develop the game but a lot of times they had a ecosystem of developers under their umbrella internal studios
and they would just say okay this studio is available we have this license we need to deliver
a game for marvel we're gonna assign it to this studio but is that the right studio to make that game
like is there dna the right studio to make that kind of game given the mechanics and the features you would
need to do to do that character right in addition to they have the right technology and engine and then third
two or three of those things would be no if not all three right so that's a big reason why
you know some of these games came out and they were not you know up to par some of it might have been budget and
time but a lot of it might have just been fit and passion wasn't there so you have to make sure that like you know
again especially in today's day and age where the game itself has to stand alone and you're not going to sell your units
and make your return on the name of the ip and a pretty box pretty box art is the studio has to be the right fit the
studio has to have the passion for it and if you don't have it then like pete said these things are you know this is a
three four year if you're talking about aaa whether it's free to play mobile or even aaa you know console it's you're
seeing it now they're both of them are three to four year commitments to come to market right so if you're not
passionate about it and you don't have a unique take on it and you're not the right fit for it then you know it's it's
not for you and and i think that's one of the things where we've tripped up before but i think that's gen you know
generally speaking that's evolved and changed over time and that's why you're seeing the arkhams and you're seeing the
insomniac spider-mans of the world you know getting those kind of you know reviews and sales numbers
and a lot of those times those games didn't get financial they didn't get nobody skimped on them financially right
you don't look at that spider-man game or you know that batman game and think like oh the
budget was significantly smaller oftentimes and i don't know if this is still as true today but it certainly has
been true and i'm guessing it's true in number of areas particularly on games that don't get as much love but
you saw the development cost cut you know the cost to license the ip to make the game come out of the development
what the budget matters how much time you have how much team size you have the quality of those team people how much
you spend on making the game makes the game better or worse so when you start with a lesser budget you're
saying right off the bat we're making a trade the value of the ip is go we're gonna we're gonna spend money to get it
and we're gonna take that money out of the amount it costs to make the game so the game is inherently lesser than a
non-ip based game here if that should have been shared with marketing right because like a lot
of the value of the ip is it's awareness it already has built in intent so oh it's not just marketing some of it is
product development it's not a blank slate so you are helping the dev site as well but shouldn't entirely come out of
the depth side of the budget i agree with that you know completely i'd also say joseph but one of the issues are a
particularly these mobile companies or it's new to them is that they need to understand that you know they're not
just you know peter alluded to creative constraints but you're going to have a lot more approval proverbs in the
process it's going to slow it down it's meant to you know make certain that it's it's on on brand and not filing the ip
but that means you just need to be prepared for a lot more steps involved with the processes through more cooks
another variable i just throw in there that was an artifact of of what we saw in terms of lower quality games during a
period of time let's say in the ps2 and early ps3 era was a lot of the games based on the on ips
were based on the movie version right and the whole see the movie play the game equation was
hugely successful in some cases but in a lot of cases it wasn't right and and a lot of times going back to what pete was
saying in terms of time and budget like hitting the movie date superseded the quality and the investment in the
game right because if you weren't there day and date with the movie to sell that fantasy of see the movie play the game
run out of the theater go to best buy and go buy the game and play the game right that only worked in very few
occasions but that became the model for a period of time and again like to hit that movie date means you were
sacrificing a lot of quality and more time that that that that game needed to bake and to iterate be iterative and to
be polished that just was thrown out the window because of the dates and that constraint so you lost the content
wasn't on the creative development team right that was not the person trying to make the game better right right that
was a person who didn't give a about the game and just cared about trying to make a big marketing date and
didn't care if the game was good or not because they weren't they were using the game to help sell the movie
because the game wasn't seen as an artistic medium the game was seen as a lunchbox to help sell the film
and maybe the next question i can ask you guys especially for our audience especially those new to ip licensing is
like in terms of the licensor what are they looking for what should our audience know about what the licenser
more broadly or specifically about it but i think very broadly they're obviously looking for a financial return
from it they're looking for they're smart they're looking for ways to enhance the brand equity of vip
limited resources so that it's not going to be a huge drain on their staff if they're going to to to
certain talent on the ip or executives happy within the studio or the entertainment company that need to be
taking you in into account you know very often those people want to have a say in it and if it somehow makes them
happy to do so you need to be take take into account whether or not some movie star is going
to have some comments on your your game uh up front and hopefully if you're working with a good
licensor like i'm both these guys i work with both these guys very very good they'll be upfront with you about the
kind of issues you're going to run into and that you know you know about them in advance and deal with them
yeah i think also as a you know the the you know the examples that we gave about some of the bigger
think woke the rest of the industry up right about how if done well these things can be really successful and
really get a lot of people engaged in your brand and a lot of the times going back to the tail wagon the dog thing a
lot of times this is the way that they're engaging with these ips as their introduction
and you know no longer did they look at it like okay you know we have a checklist of things that we need to
accompany the ip ecosystem especially when it's a movie right and the qsr program with mcdonald's and the toy line
is one of them and the games used to be one of the parts that has check boxes where now i think studio executives and
ipa executives are realizing that it's a critical critical part of the overall ecosystem and success
factor for engaging and monetizing on that bigger ip and if it's not quality then those things are not going to come
to fruition so you know i think the broader industry the broader ip holders across the planet
have woken up to that i mean now you're seeing a lot of these other ip holders you know try to have dedicated game
divisions whether they're actually funding and publishing it themselves or they have an infrastructure to support
them working with external companies i think i think they see the value in it again not just on the monetary level but
in terms of engaging people in the brand right and maybe the question that a lot of folks are i want to know about i
it seems like some folks don't like to answer this question but in terms of how deals are structured in terms of a
know i'm gonna i'm gonna hand that off to ed and i'll i'll be happy to jump in with anecdotes
based on what that says i'll be having the basics you can jump in when it comes to get estimating the
there's a couple of basic parts of the licensing uh deal right you're going to have obviously a term all contracts have
term but in this case it's defining how long you can use this ip so that's part of the boilerplate you often have if
you're a royalty deal you don't have to be a royalty deal by the way but if you're a royalty deal it means you have
a usually a minimum guarantee that over the life of the deal you will pay this amount and often there's an
advance so on signing you're giving them an advance amount and then over the life of it the deal you're promising them
you'll pay a certain minimum guarantee now the expectation of everyone is that you'll be so successful you'll break the
royalty bar you'll do better than that minimum guarantee but in the event that it goes badly you
typically there's a sell-off period if you're a physical good we're talking mainly about digital games you don't
really have those kind of issues here they typically have very clear about what will require approvals on their
part whether it be marketing or product approvals and and all of that and sometimes talking about categories
very specifically which categories because other other licensees may be getting categories they may also be
making games based on your ip but they're in a distinctly different category hopefully so you're whether or
and sometimes there's a minute there's a minimum marketing requirement you know to be you know things like that there's
potentially sometimes if you know if it's a big entertainment company there's a part of the marketing spend would be
spent within the entertainment company across their different channels and mediums so that's another just part of
the equation as well and going back to what ed said sometimes about term you know term sometimes like if i recall
it's been a while now like some you know there would be a minimum amount of games like in a term as well like you know if
we're gonna give you this license for five years there needs to be a minimum of two game commitment
and but you've got to be strategic about that because they don't go back to what we talked about before about time
meaning quality right it's like how much time is it gonna take to make one high quality game probably at that period of
asking for too much out of the publisher that ultimately was cutting your nose off to spite your face about actually
getting quality out of it i think you have to ask yourself what you know what your objectives are in
sort of when you're licensing a game to a different publisher like you know what what's the objective are you trying to
make a great game because you want to protect the ip or do you want to make it so that you have a game that comes out
for day and date with the movie right like what is important to you about this in licensing the game and then
that's what you have to ask yourself for in terms of is the minimum guarantee important because sometimes it is right
sometimes you have certain numbers you have to hit you got to sell a certain number of things you have to maintain
your job or or you know when i work with bill kissman at universal bill was there to make great stuff right
he wanted to make culturally important games that stood out and he's done that his entire career um that he has the
ability to do that but sometimes there's a commerce aspect of the business and and yes games
can be art and all that stuff but if games don't make money you don't get to make more games
right you don't get to keep working in the business if you make games that don't make any money so you know it's
amount of time to be able to make the game but sometimes your objectives for a license are different things right
sometimes it's just like hey we have to get a certain number of deals done based on this film
to be able to to tell people this is what we're doing for this particular filmmaker this particular producer this
particular actor so it really depends on what you're trying to do that shapes those deals accordingly you know
sometimes it's about making a great game and sometimes it's about making money and sometimes when it's it's to
what ink and pete were talking about for marketing reasons sometimes when it's purely for marketing you're not even
dealing with the licensing department you're dealing with the marketing department at the studios for the sort
of cross promotion very often it's not a full game but some sort of cross-promotional license will occur the
games people are aware of them and obviously helping coordinate them but very often the deal is actually done
with the marketing department the studios for those types of like a half a meal style promotion
you know financial reporting we see rates for some companies between the 20 to 30 percent rate
i'm gonna close my eyes so i can't blink and then there are rumors sometimes of like 50
deals depending on you know how uh how big the ip is but well maybe like in in terms of like the the advance at you
you'd mentioned the mg advance are are there typical if you can't speak to like specific numbers
or are there specific methodologies that you could speak to in terms of how you would come up with that number or is it
generally just pulled out of is it just like a market rate pulled out of somebody's botox or
how's that number arrived at well in theory it should be based off of sales projections formula i don't think
doing these than i than i i have because they've done so many more of these deals so they have many more data points
going into specific numbers or specific examples is in theory it should start with if i make a great game based on
and then from there it's okay what is the the market value of that ip in terms of the royalty rate that ip holder is
like it's really pretty simple but there's a lot of variables in there in terms of the expectations and value of
going to be a great game but work things fail so i don't know if i faced my mg being having a hit game
in or or one of the popular prices again yeah of course you're going to have a p l and you look at financials going out
you'll look at various scenarios what if the game fails what the game does well and based on that you try to triangulate
something that that sort of accommodates the risk associated with what you're doing and the potential upside if it
more it starts to feel more and more comfortable estimating what what they could be very often the the various ip
holders have different approaches and expectations for these i think one of the things i've learned over time is
it's really important to not just assume all license deals are going to be the same and all the license source are
going to be the same and they have the same approach you need to really stop and think about what's motivating them
what's important to them and what's important to you and then you can begin to modify or adjust the deal in a way
right and then maybe like a kind of follow-on point to this would be this this notion of exclusivity and could you
guys speak to one like you know how often are you guys seeing exclusivity i mean we're certainly seeing a lot of
marvel rpgs for example but then in terms of also tying it back to the deal if you can get an exclusive does that
significantly jack up the mg or the royalty rate of the deal i'll jump on this one because this sort
of started this whole idea of doing this podcast is that i was listening to a twig broadcast where
they made some knee-jerk response to some uh mobile game company doing an ip that they always had to have an
exclusive deal and they didn't have one so they screwed up it's you don't always have to do it
definition of what is exclusivity and there's a broad range for how you can interpret this so i think you just be
really careful about trying to apply cookie cutter recipes to this approach and every situation is different
i mean if that was the same right for you know marvel right you you could have a set of avengers
characters right and you're gonna say okay all those characters that were in the avengers game now are exclusive to
that one game like that's a terrible idea that like robs people of a stand-alone game for any one of those
individual characters or there's plenty of different types of games avengers can have you know a
number of different types of games that are all very very different not the same kind of thing a
mobile free to play avengers game versus a triple a console like i think more today what we're seeing is
lane protection i want to make this type of game i want to make a a puzzler or a shooter or an rts or whatever it is
whatever those different genres are and you split them up it's protection of lanes so that you're not you know having
similar time right that you can i think those types of evergreen ip properties you know right now we're doing it a deal
that comes out every year we're not trying to be that they do that better than anyone has ever done it every year
made and they do it year after year we're trying to make a very different game our games are all mobile first
right so we're trying to make a different experience ours are for you know a much broader range of consumer
maybe people are not quite into the nfl and they don't know all the playbooks yet they don't know
putting exclusivity deals in place you know if you're going to do a big deal you're going to spend a ton of money
and i think people forget also just the the advantage of same ip right like we've seen with whether it's harry
potter or marvel or other games like when the next game comes in and that new game spends a ton of
marketing and your game actually you know benefits as well so like it's it's not always bad that there's like
multiple multiple games on the market with the same ip but what about like other considerations
is there anything that we should be thinking about or the audience should be thinking about when they think about ip
what else should they factor in when they're working with idea the one that i always run into that's the trickiest is
you have to go somewhere else not all not all licenses require music like if you're gonna do star wars i'm
i mean we talk about spider-man being super successful other than the the rift from that tv show i don't know if you
actually associate a specific musical theme with spider-man you might not need a need to go get a special license for
music in that case yeah no that's a really good point and and oftentimes the music rights are
completely separate they are not part of the game license and you have to negotiate that with you know whoever
owns the music publishing rights you know which often times is even a separate entity from the studio
right water brothers has what the you know the the water tower or whatever the you know they have their own yeah
yeah but like now like even there was a separate entity at one called warner chapel which was broken off of the
studio when the whole warner music thing was broken up yeah so it's you know it's oftentimes not a very uh clear and
you have to have that i don't know what their situation is versus the warner brothers situations but um you know
rights you know you know worked on a lot of fast and furious stuff and you know so you know the so much of fast and
furious is about the cars well guess what the cars aren't covered in the licensing deal for fast and furious
that's a separate deal right and you have to go you know you say you may have to go get music but you're also going to
have to get the cars and so much of the dna effect i mean the dna of fast and furious is really the cars and the stars
um and so you know fast at first some of those rights come with you can get those as part of signing the iep some of the
actors in those films are not covered and you have to go get them independently as you know just
you know you also don't own the font fast and furious is printed so that could be an additional fee people don't
you know that font is an independent font you have to go pay for it well another another interesting just
comparison in this comp in this particular topic is you think about like you know like if you're making a batman
game gotham city is fictional right and everything in gotham city is ip whereas a marvel game is based in
manhattan right and you're gonna have the empire state building right and you're going to have madison square
garden and you're going to have all of these real world landmarks because marvel is set in the real world
manhattan so when you do a spider-man game and it is set in manhattan right you may have to go out and license those
you're based in manhattan so that's just another example i think of something that you have to
in addition to the characters and the lore you're getting that's part of the way i kept explaining to my son that
new jersey and go into manhattan like it's not quite the same as spider-man that he's used to flying us
web slinging his way around the city that's not quite in the same spots generally it's pretty close but it's not
like that's that's part of the fantasy right is spider-man sitting on the top of the
empire state building needle looking over the city you got to have that in the game guys i thought it'd be fun to
uh up for a license but a game just keeps getting delayed and so that might cause issues between the licensing the
earlier aims when you're coming with that mg and you're nowhere near the the rosy projections that you initially came
up with but could you guys talk about maybe some of these problems or other issues or times when
things just went wrong i'd love to hear some of some some of your war stories well i'll give one example
our mmo rights our massively multiplayer online gaming rights were with vivendi universal games
and i think it was at least two years or so into the term and there were some issues in terms of
finding the right developer or the developer they had chosen was not making the material progress that they had
a playable up and running in code let alone at a point where they would be in a closed beta
future of this project you know with this team obviously they weren't going to make that contractual obligation
so you know there's an indication where we both decided it would probably be best that we did not move forward they
weren't going to hit the objectives of the contract and the timing and key deliverables of the contract and we kind
of negotiated a way to you know mutually unwind that particular deal and we still move forward and did
our hulk games together but for various reasons that that particular thing did not work out
and then you know there once that was cleared up then we went and we still saw very much value and viability in doing a
mmo-centric you know vivendi had multiple kinds of games going on and you know and but were very console focused
so you know we said okay let's go again going back to what i said before my strategy was go find the best partner
the best studio for the ip and kind of game that we want to make and so then we went and tried to
have discussions with companies that you know had high quality were mmo focused at high quality teams that were the
right fit for that kind of game had the passion for the ip that wasn't always very hard to do with marvel a lot of
people obviously loved that ip even pre-mcu so there's an example where it didn't work out and we had to go and
find another solution for realizing that part of the business aims i also say that's a great example
ill-advised deal they should not really have done that i was added to that i'm aware of that deal yeah and it ended up
costing him i mean age is right that we it was unwound but it was not at no cost this this was an expensive mistake that
the vendors reversal made because they didn't have the wherewithal to actually accomplish what they meant to accomplish
from from the get-go at the time they said they saw world of warcraft being really successful they decided they're
going to replicate it outside of blizzard and there's just no way that the rest of the company had the dna to
make an mmo the way that blizzard did i think this basis also points to we then subsequently go on we make hulk
especially if you're doing your first deal this is this will if you do this right this should not be your only deal
you ever do with this with this license or hopefully you're having a relationship and you can continue to
make similar lucrative deals going forward and i think two one mistake i see early people make off when they come
to do their first license ip deal is they approach it like it's a one-off like you're never going to really need
to work with these people again and you don't mind burning ridges no you're crazy if you approach it that way
because one of the most valuable things you've generated from this is a relationship which you can nurture and
then reuse the future with somebody you now understand now you trust you know how to work with them because you've
done the hard part by then figuring out how to operate with them so don't treat this like it's just a
with vivendi was done by radical it was based on the first movie it it was not amazing but it wasn't terrible either it
made it was solid it wasn't spectacular it wasn't bad it was a solid game it was a you know it was an rbi double right
but i think it made enough money that vivendi saw the value in the ip the studio the studio wanted to make
cutting it off and moving on to another project and starting that from scratch they wanted to take the technology and
learnings they had and leverage and iterate off of that to make a better game the second time and so what
happened we went from having a 72 rated hulk game first time around to leveraging the investment that the
team had made in the first game to knock it out of the park and hulk ultimate destruction which was the second game
but not may set on the movie just based on the underlying hulk ip without it being an 83 rated game and it you know
to this day it still holds up in terms of being one of the best superhero games ever created so that's a great example
whereas if you stick with it and you and you you know are successful enough with the first one you're going to reap the
rewards of the second one you know as great as arkham asylum the first one was right a 91 rated metacritic game sold a
lot of units right the second one once we established that foundation right and gotten that hard
part out of building the tech and the tools to get the solid foundation of features and mechanics to make a good
in the second game in arkham city you know was a 95 and sold probably at least 30 percent more than the original game
so again it's really about making a long-term investment and not doing the one-off as that said because you're
going to reap with the rewards if you make a great game you're going to reap the rewards you know in in subsequent
all of these games and ames and i have worked very hard on lots of licensed products ed knows this as well as anyone
i've ever met in the industry but like and it matters who the developer is right if you if you you know when you're
going to do the mmo you know marvel mmo like there was no developer like they didn't have somebody
in mind to do it right so it's just sort of you know they were struggling on a business development side of things you
developer and had really started to come into their own about making these big open world games they would have been
characters into that hulk open world universe and let you play with an assortment of different characters
rather than trying to replicate world of warcraft which by the way many people have tried most
almost all have failed right like the reason why you know warcraft is so great because blizzard's the developer but if
there are developers that weren't able to cut it or didn't have the chops and when they're really really good
rocksteady you know like then you have things that match up right when you're giving you
know when you're giving epic the keys to your characters they're in really good hands they've
if you ask a studio who makes football games to make a superman game that might not be the best fit either right
that's right famously you know super superman from ea like you know got out of tiburon right that wasn't their that
wasn't their their bag but that you know like that's a good case of a good developer
that game and was was sort of over their skis and and the game just didn't catch up but most times you're dealing with a
case of your game is only ever going to be as good as a developer and like as as as as much as ames and i are involved
right we haven't traditionally been involved on the on the exact drill down development side
from concept through release of the game and we're only ever going to be as good as the developers who are actually doing
all right gentlemen i have one last question before maybe we could end with general advice from each of you and
that question would be more around so we've talked about licensing ip for a game but what about
how how do you guys think differently about for like a game integration like whether it's for a
battle pass or whether it's for like a special event or holiday or things of that nature
how do you guys think about ip in that kind of a situation and and i think you've done a few of
those yeah it's different it's funny i think when when when you're dealing with it in
that context it's almost like the ip is making a guest star appearance inside of your product
a lot of the same fundamentals exist for those kind of deals and let's assume it's just it
actually is a licensed deal not a marketing deal sometimes just doing marketing tie-ins for that and those are
look okay somewhat different in the sense that they're pretty straightforward and again like i said
you're usually just doing it with the marketing department but if you're doing an actual deal where you're selling
something in the game that belongs to the ip they're making guest star appearance a lot of the same uh
factors come into play when you're pulling them off the advantage the small advantage you have is that
typically you you can react more quickly you're not making an entire game so you don't have to do three or four years in
advance the way ames is saying for a true full-on game you can you can see on the horizon much sooner where something
will be a huge event like the batman movie will be a huge event and you can react to it in a time that allows you to
do a good job because your interaction isn't as massive as an entire game it's a small
one you're doing a few characters maybe you're a few mechanics you're doing some play value
do than than a full game because you're basically just inserting it inside of your game so that's also positive so in
general i think that they're relatively new occurrence doing these kinds of integrations of actual games but i think
you know fortnight's done a period successfully i'm seeing a lot of other people beginning to do it as
successfully so i think actually the very first one i thought that made a difference to me was a puzzle and dragon
one with batman do you remember that yes yeah yeah so yeah that that's a case where like at warner brothers a lot of
times these opportunities would come up through the business development group right and they'd come to production and
creative and say hey puzzles and dragons wants to do an integration with dc a lot of times it
was movie based at the time like that's where i think the movie that's where the evolution of the play the game see the
movie thing kind of went to was during free to pray mobile we do events around the movie we're no longer doing
dedicated movie games and and the movie folks and the marketing folks on the movie side definitely saw the upside of
having some kind of game integration so if we weren't doing the dedicated games let's do these if thematically and
okay we'll do integrations around that we'll do the movie versions of that to do you know to give a a exposure on
around the movie to that particular product and that particular incarnation of the character but again
just in general like what was ed was saying like as these things started to come up more and more it was really
about the right fit right thematically right like does having this dc character that dc character in that type of game
likely you know for example like honor of kings we did a deal with tencent for upper dc characters in honor of kings
you know high fantasy superhero like characters were the crux of what honor of kings was all about their moba right
so having these fantastical dc characters like wonder woman and the flash and superman in honor of kings you
know it kind of made sense and again we did the whole it's a multiverse thing the dc characters get thrust into the
league to the honor of king's world so narratively we made it make sense and again just in terms of the overall game
mechanics and the tone and theme of the game like it made sense for these fantastical over-the-top super powered
heroes to appear in that world and to be playable in that world for a period of time yeah i think the
pete came to us and said let me make joker a quarterback uh in nfl clash might have been a different story
you know i think one of the themes you're hearing here is that it goes this goes back to sort of the early middle
2000s when i was working with ed and ed came and said there's this there's this thing going on in korea
right now with free to play gaming and i was just like uh-huh yeah and he's like no i like
i'm like you know i've seen some of the games you showed me some of the games i'm like i i don't know i don't quite
is what this is where it's headed like if if you're not recognizing you know where the puck is going here
it's going to start here and it's going to move into social and social then be is going
to move to mobile like you know all of these things happened it was the first person i ever knew who said the
word free to play gaming to me and if you look at where integrations are integrations are free to play
like because they can be done quick and they can still take beautiful care of the shepherdship
trying to build a game from the ground up based on an ip you can get in you can take a game that
you already know is popular you can service the day and date with the movie marketing can be happy and fans of those
surprising to me that it would go on to do you know fortnite free to play and take fortnite free to play where and
then have this ultimate character integration stuff in it but like it really to me comes from that birth of
speak the authenticity of the game and what we're trying to accomplish so they feel you know honest to players i i
for for many weeks leading up to that tie-in we were meeting every week with john favreau and dave filoni going over
ideas and what was going on and exploring them because the best of all worlds is when you have the creative
vision on the other side equally interested in trying to come up with something that's really novel and fresh
and and fun for everyone so those are the best case worlds now when when a licensee is dealing directly
with the creative talent the other side sometimes that can be dangerous for for a studio and they're kind of uneasy
what i'll also say in the mandalorian case is you know unlike with some of the dc and the marvel stuff where you were
you had out really good high quality outlets to play those characters in dedicated dc games you know whether it
was in justice or whether it was in arkham or whether the lego games in the case of the mandalorian like you
know i always wanted uh to play as a as boba fett and and then once the mandalorian show came out i'm like give
me my mandalorian game and there was none so to realize that fantasy the only place you could go was to go play the
mandalorian inside of fortnite and that was genius because you couldn't get that experience anywhere
else so there's an example of where sometimes you know there isn't the opportunity to have a dedicated game on
a particular character or an ip and the best best option there is to integrate it into another game that
already has thematically you know similar elements to the character or the world and or has mechanics that support
and match up with that particular character which all of those were the case in this mandalorian example and
again i got my mandalorian fix just you know out of fortnite because i couldn't get it anywhere else
awesome all right well gentlemen thank you so much for your time i thought we could wrap here with a final bit of
them giving these projects the proper time and again you know that's certainly the case as it relates to thinking about
a dedicated game based on ip but even on these integrations making sure it's the right fit right mandalorian was that
example of like you know given the mechanics of fortnite like they all you know you know gun play and and and and
whatnot like that's what the fantasy is of playing as a mandalorian that was an amazing organic fit that you couldn't
get anywhere else because there was no other mandalorian dedicated game so making sure it's the right fit giving it
you know if anybody want to re wants to reach out to me on my twitter at ames kirsh and dot
ames kirshan i'm on twitter great i'll put that in the show notes pete what about you
yeah i would say it you know game you know the three you know the three most important aspects of of games are
have an idea you want ip show it how it relates back to what the game is so that if you're going to take a
any snake eyes like make sure that what you're you're putting that character into is game that fits that that fantasy
experience right that you you know it's easy to see how you could do it right that's why some of the best
characters make for some of the best games but make sure that it starts from the grounds of what you're doing on the
those will come as a result of great gameplay but it starts with how the playability of what those characters or
stories or that ip is and uh if you don't have that you don't really have much at all
got it for folks that want to reach out to you pete you know i'm on i'm on linkedin you can
i urge you to get a lawyer or an agent or consultant that has done one before because you do not want to do this from
scratch i don't care how smart you are a good licensing deal really requires you to have some level of experience
with this you can do subsequent ones after on your own but for that first one which is going to lay the template for
future deals to do with that that particular license or i urge you to find somebody who knows what they're doing to
i'm retired and i only do projects with friends or or or things that i really incredibly like and i really don't do
great words of advice from three possibly the three most experienced and best people to talk
about entertainment ip in the industry thank you so much for your time and for our audience we will catch you next time
Heads up!
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