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After my IP class last week, a classmate and I continued our debate.  He said something that stuck with me: “Companies won’t leave money on the table.”  But in many cases, companies do leave money on the table. Sometimes the risk isn’t worth the reward, but sometimes it’s sheer stubbornness.

I mentioned Farhad Manjoo’s article about why there is no iTunes for a movies a few weeks ago.  The reason, according to Manjoo, is there are too many contracts to renegotiate and too many people to get permission from to make an all-you-can-download movie service cost effective.  This is not because it’s actually expensive to make (all those BitTorrent sites seem to manage). It’s because the variety of rights holders demand too much money.  Rights holders over value their copyright (or patent other cases).  They demand more money than someone can make selling another product (like a download service).  Instead of getting paid, nothing gets done or sold, meaning everyone leaves money on the table.

Want a nice, clean consumer example? iTunes introduced variable pricing for music at the demand of the record companies.  Record companies could choose a lower 69 cent price, the regular 99 cent price, and a $1.29. Few chose the lower price, pushing popular and new songs to the higher $1.29.  Early results show the labels are losing money from the decrease in sales – unit sales have dropped to the point where actual revenue is lower than when prices were 99 cents. Don’t say they weren’t warned.

The examples are numerous, from newspapers threatening Google even though its sends them tons of free traffic to monetize to Warner Music demanding more money from YouTube and music games like Guitar Hero, ignoring the huge promotional benefit they get from both.  TV shows like the Wonder Years can’t appear on DVD or TV because of the over-priced music. Other shows have changed the music, from Dawson’s Creek to WKRP in Cincinnati.

In the patent world, having too many patents in one area is called a patent thicket and can make it hard for research because it requires so many different licenses (and too many companies over valuing their intellectual property) that it becomes cost-prohibitive to research either from licensing or lawsuits.  Some companies collect their patents to allow products to be made, but these patent pools often do more harm than good. This is even hampering drug research:

Peter Ringrose, chief scientific officer at Bristol-Myers, has said there are more than 50 proteins possibly involved in cancer that the company was not working on because the patent holders either would not allow it or were demanding unreasonable royalties.

Yes, I went there. You might die because greedy companies refuse to take money.

In all seriousness, intellectual property not only gives monopoly rights to a single entity, but it also comes a sense of entitlement that seems to hurt the rights holder and everyone down the supply chain, including consumers.  This is because rights holders significant over-value their own intellectual property.  Much of the value from content comes from how it reaches the consumer, whether on DVD, TV, or some innovative package.  Pricing yourself out of these products does not make your content more valuable – it devalues it because consumers don’t experience it.  Companies are leaving money on the table, not just from the initial royalties, but from the future revenue made by future sales of products based on new fans or new innovations.

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January 26th, 2009

Categories: Branding, Intellectual property

The hardest part of debating intellectual property is the widespread misconceptions people have.  Many people I talk to who don’t even realize they are copyright holders (of their doodles and term papers) fall into thinking people should own ideas so they can make money without considering why.  Ideas don’t happen in a vacuum. They build on many ideas before.

I became more frustrated by Forbes’ magazine’s praising of Activision Blizzard CEO Bobby Kotick, exacerbating the misconceptions .  Kotick has become a business press darling overseeing the merger of the largest video game company with an obvious eye on profits (to the chagrin of video game fans). Forbes writer Peter Beller explains “EA also teamed with MTV to sell Rock Band, a shameless knockoff of Guitar Hero that added drums, bass and a microphone to the world of make-believe rock stars.”

First, Guitar Hero wasn’t an original idea unto itself. It built on many, many ideas before it from people who enjoy air guitaring to the many previous versions of plastic musical instruments. I had a toy piano when I was a baby only a short, few years ago.  Did Activision shamelessly knock-off all these ideas too?

Second, why not look at what Rock Band did differently. The interface is very similar and even the controller instruments look alike, but Rock Band added many features, namely singing and drums. That’s building on someone else’s idea, just like Guitar Hero did.  Rock Band improved the idea so much, Guitar Hero shamelessly knocked them off with its new edition, featuring singing and drums.

Everyone copies everyone. It’s natural and a major part of how innovation happens – people see what works and make it better. This is why copying is good thing. Everyone does it and it makes everyone else better. The sincerest form of flattery is imitation. Don’t be scared of stealing ideas. Just be scared of not making them better.

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July 16th, 2008

Categories: Legal issues, Video games

Ralph Koster outlines the tangled web of patents covering the popular world of music-based video games.  A patent thicket describes when several patents cover a single product, owned by several different groups.  Music based video games like Guitar Hero and Rock Band are finding themselves mixed up in a web of lawsuits.  First Konami is suing Harmonix for patents on music games, even though Harmonix has its own assortment of music game patents (including a patent on a “game controller simulating a musical instrument”).  Konami previous made GuitarFreaks and is looking to get back into the music game genre since Harmonix help make it such a success (more than Konami ever did).

Let’s not forget Red Octane and Activision, the team still responsible for Guitar Hero (which Harmonix headlined before getting bought by MTV). They’ve been licensing patents from Konami while getting sued by Gibson who also has patents on music games even though they sold likeness rights to the game for toy Gibson guitars. And let’s not forget Harmonix had sued Activision over unpaid royalties (now bargaining instead).

All the lawsuits shows none of this is about innovation, but is about greed and strong arming bargaining positions for more licensing fees.  That’s not what the patent system is supposed to be for.  The more these companies fight over music game patents, the worse consumers will be as the games will be more expensive, if they can even afford to be made.

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June 23rd, 2008

Categories: The 7, Video games

Video games have made mundane jobs like mayor and farmer fun, so just think how good good jobs can be. These are the jobs we’ve gotten to taste in video games and realized we really like them and wouldn’t mind getting paid for our labors. Hell, for 20-40 hours, getting paid to play video games is the real number 1

7. Treasure hunter

The swamps might be gross and the monsters might be terrifying, but just think of the excitement. Now the best you can hope for is to vicariously live through your slutty friend’s dating drama. I’ll take Indiana Jones style tomb raiding over slutty friend’s any day.

6. Rock star

Color matching like a 2-year-old was never so fun. And add the cheering crowds, wild parties, and maybe even a psycho circus you’ve got a recipe for awesome fun and inappropriateness, which is by default fun. So let’s get ready to rock.

(more…)

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