Up until now, I’ve been going on information from the developer videos and word of mouth around the game community about Landmark. This week I decided I should take a closer look at Player Studio, the tool for players to create things for sale on the marketplace. This week, PS was implemented for testing.
On it’s face, I think it’s a great idea. It’s another opportunity for players to freely share their creativity and in some ways I think Everquest Next will be a much better looking place under the diverse stewardship of the player base. We’ll truly see things the developers could never have thought of. I’m excited about that. Plus, it’s another opportunity for many of us to make a little bit of cash during our time spent playing games. Of course, some of us will try to make a full career out of it and I salute you for your hardcore ambition and dedicated craftsmanship. There’s some room for business models that could prove lucrative enough to sustain long-term. I don’t know about paying rents, but it could net you a tidy sum. And the entry fee is zero: Landmark is free to play.
- These Player Studio terms state that Sony owns the right to use your submission how they see fit without compensating you.
- SOE is entitled to a 60% cut of your profits from the marketplace. Sixty percent.
- The player has no rights – not even a right to privacy – with respect to the items they submit. Especially since the terms require you to waive every single one of your current consumer rights.
There’s pretty much no circumstance in which 60% is a fair fee for anyone’s labor. They’re basically claiming they own 60% of your time and energy if you spend it in their game. Now gamers are usually reasonable. We expect the developer to take a cut for the maintenance of fees that help make the system possible. Just to give some perspective, Blizzard’s Diablo 3 auction house charged only a 15% fee and a $1 transfer fee if you chose to use Paypal for collecting money instead of Bnet. The difference here is company ethos. While Blizzard can be horrible about their content, they’re the industry gold standard for taking care of customers.
There are precedents for companies taking out large chunks of player-developer earnings, but usually only half as much as SOE wants. The industry standard for app stores such as Apple, Android and Steam is 30% share of net profits – still huge, but within comprehension. The most comparable case of player labor going into the development of games (for a profit) is DOTA 2, where skilled game artists can create models and sell them on Steam Workshop at a 15% fee.
As if the fee wasn’t abominable enough, here’s a snippet that deserves some attention:
You grant to SOE an unlimited, worldwide, non-exclusive, transferable, sublicenseable (through multiple tiers), royalty-free, fully-paid up, perpetual, irrevocable right and license to use, reproduce, distribute, display and perform (whether publicly or otherwise), adapt (including, without limitation, the rights to edit, modify, translate, and reformat), create derivative works of, transmit, make, have made, sell, offer to sell, import and otherwise use and exploit (and have others exercise such rights on behalf of SOE) your Submission …
Because players can craft things outside of the game in other programs (like Photoshop) and bring them into the game, SOE requires that you license unlimited use of your work to them. You are surrendering your right to earn any compensation from their use of your work. They don’t claim to own it, but they can basically reproduce it and sell it at will and you can’t do anything about it. This is an amazing double standard. While developers are constantly declaring their rights to issue limited licenses that players cannot use for profit, SOE would deny that same right to their players. It’s like they believe they should make money from their work and no one else.
If players had any rights in the virtual space, developers would have to part with the idea that our avatars and the work of our avatars belongs to them. This particular case bothers me because once again I find myself interested in one of their games, but it’s like they do everything they can to put players on the fence or discourage them from wanting to support them. They’re really asking a lot of players, as if the paid beta for a free to play game wasn’t already a questionable idea. Having finally experienced the beta I can say they’re running it like a Kickstarter. Regular announcements, little interaction with player issues on the forums, and waves of new beta testers, a move that raised my suspicions when I realized how tempted new testers would be to buy a beta key (it comes with one of the game best tools for harvesting and building).