Writers' Rights In The New Interactive Media:
A Summary Of A Recent WGA Symposium
by Victoria Bazeley, USC Professional Writing Masters Program
The Writers Guild of America, West, in its
Writers' Rights Day symposium, tackled an increasingly hot topic for writers and
producers today -- the pitfalls and potential represented by the new so-called
"interactive" media.
The definition of new media is
necessarily loose at this point, encompassing as it does everything from
interactive computer games to CD-ROM, multi-media to databases, and, as one
symposium speaker put it, "all kinds of jabberwocky."
Many of the forms these media will take
have not even been invented yet. Thus, the Writers Guild's slogan for the
evening: "In chaos lies opportunity."
As addressed by the symposium speakers,
the opportunities presented by these new media seem to fall into two main
categories: financial and creative. And so do the pitfalls,
Creatively, the current chaos is good
news for writers, according to Ashley Grayson, founder of an independent
literary agency in 1976 and currently a computer publisher. -Grayson emphasized
that, "in this business we're making it up as we go along, and that's the
best possible environment for a writer."
Because every producer would like to
produce the first new megahit, Grayson said, and no one knows what it's going to
be, opportunities are waiting for writers who are willing to learn new skills.
The ones who figure out how to merge
graphics, text, and user manipulation to create a new kind of drama, will
dominate a field that needs "one Einstein, two Edisons, a couple of Frank
Capras, a handful of Picassos and a Stephen King" to show the way to
exploit its full storytelling potential, Grayson said. Budding multi-media
geniuses should definitely apply.
The new media are not limited to
providing entertainment, however; they can be educational at the same time.
Roger Holzberg, director of Knowledge Adventure, Inc. Film Group, provided
tangible evidence of this.
He showed the Writers Guild audience his
latest completed computer software project, a multi-media version of Speed, an
IMAX movie that examines humankind's desire to go ever faster. Holzberg
described the project as "a lot of fun," and used a computer to
demonstrate the simulations, sound effects, games, quizzes, and modules that
allow a user to play with the idea of speed from every angle. Holzberg said his
goal was to "steal as much as I can from the SEGA and Nintendo market, and
teach them that learning doesn't have to be boring and horrible."
As an example of the potential for
cross-pollination in this field, he described his next project. It is to be
based on the book The Discoverers. "First written by Daniel Boorstin,"
Holzberg said, "it was very successful as a novel and is just being
released as an IMAX movie, also written by John Boorstin." Thus, The
Discoverers could mark the first instance of a book, a movie, and a software
title being marketed simultaneously.
Holzberg's background, which combines
screenwriting, directing and design, serves as an example of the types of skills
the writers/software designers of the future might well need in this field.
In addition to the thrill of leading the
way in a new field, writers should also expect some frustrations. Among them are
the lack of a standard format for playback and the limitations of the
button-pushing mechanisms for user manipulation. Clicking a mouse on a picture
of a button is not a particularly exciting way to access the wonders of
multi-media. As Grayson put it, "there has to be a better way."
If the creative side of the electronic
media field is exhilarating and frustrating, so too is the financial side.
One good thing is that, as Grace Reiner,
Director of Contract Administration for the Writers Guild, pointed out, "we
have a lot of provisions which we believe apply to the technology."
For example, if a company planning to do
a CD-ROM on dinosaurs wants to include some text from the script for Jurassic
Park, "that's a publication right," Reiner said. In theatrical films
and original television, the writer owns all publication rights. If they want to
do that, they'd have to negotiate with the writer to acquire those rights."
"On the other hand, a company may
want to make a video game from Jurassic Park wherein the user has many
alternative mazes by which to get out of the park. In that case, the company
would probably use the entire movie but would add some scenes to create the
mazes." This, Reiner said, would be tantamount to a video release of a
theatrical product and would be covered at the standard percentage: 1Ú2% of 20%
of the gross.
"If the gamemakers use just an
excerpt from a covered motion picture, there would be a one-time only excerpt
payment.
"Unfortunately, if they sell 4
billion of them, we still have the one-time-only excerpt use," she said.
"I think here we're to catch up to
the technology, because the technology is moving faster every step we
take," she pointed out, but even in unusual situations "I've got a
really big book and I can fit it in somewhere."
"For example, if an excerpt from a
covered motion picture is used, but then altered or "morphed," to give
game players the interactive ability to change some element," Reiner said,
"I would fit it in as merchandising rights, for which the writer gets 5% of
the absolute gross the company gets from the manufacturer."
"In television, however, if a
writer writes an original story in teleplay, the writer owns the merchandising
rights," she added. "Which means, ostensibly that the company could
not produce the property as a game . . . without the writer's permission."
The bottom line, Reiner summarized, is
"we merely fit into our Guild agreement what the media are doing. We're
stuck in the present with the provisions as they stand, and only through further
negotiation will we be able to cover all the areas the technology is moving
toward."
And what about people developing
projects directly for the multi-media market itself?
Joel Block, director of industry
alliances for WGA West, indicated the situation right now is pretty ambiguous.
"Basically," he said,
"it's sale day for producers." He explained that "a producer who
wants to hire a WGA member and become signatory to the WGA and produce an
interactive program, basically needs only to sign a one-sheet agreement which
obligates that producer to pay 12 1Ú2 % pension and health contributions."
He said he hoped that "given the
current uncertainties in the economics" of these forms of media that
producers "will view the one--page agreement as fairly user-friendly for
them to employ writers."
In other respects, compensating writers
in the interactive field is more complicated. Block illustrated this by posing a
series of questions facing writers negotiating a contract.
"If they're writing for a
particular platform, for example, CD-ROM for IBM platform, what rights does the
producer obtain in addition to being able to produce a disc for that platform?
Does that also mean they'll be able to convert to the Macintosh Apple platform?
Once there's going to be communication through a cable box or converter box
through the television set, is that going to be another permitted use of the
producer of that same interactive title, or is that a reserved right that the
writer will get extra compensation for?"
Or, as Grayson put it: "The agency
advice is: don't sell your electronic rights as a package."
Part of the problem, Block said is that
"no one really knows how to peg the money." No one knows what the E.
T. of multi-media is going to look like, who the first Spielberg of the new
media will be or even what form the delivery system will take.
Moreover, it's difficult for a writer to
gauge how much work a particular project will entail. In television and motion
pictures, writers are used to terms like "treatment" having a certain
well-defined meaning on which they can base their expectations of compensation.
However, when an interactive producer
asks for a treatment, he or she may be referring to "the development of a
design document that has more levels of direction in terms of how the project is
going to proceed than a film or television treatment," Block explained.
He emphasized that the key to obtaining
effective protection of writers' rights in this emerging field will be
communication among writers, their agents, attorneys and the WGA so that members
can learn from each other's experiences. He urged members not to keep the terms
of their deals secret as they're being negotiated and added that the WGA would
like to be a central clearinghouse for information, especially as to what
reserved rights writers are retaining.
It fell to Keynote Speaker Harlan
Ellison to sweep aside all questions of mere money and get right to the
philosophical heart of the matter. In his occasionally caustic way, Ellison
sounded a cautionary note.
"Computers," he said,
"have nothing to do with art, they have nothing to do with writing."
They may make the process of writing easier in some respects, "because you
can make mistakes and reorder them, you do."
"And this," he added,
"has produced an awful lot of bad movies and bad books." Technology
may make the tools of the artist more accessible to us, but it does not
necessarily give us the ability to use them wisely.
"Art should not be easy," he
said. "Art is a function of the imagination and as such has to come from
the soul of the writer, from the heart of the writer and it has to cost you
something," he continued.
And he left the audience with a final
warning: "You cannot learn ethics from a computer. You cannot learn
integrity from a computer."
In a day when all of Hollywood is
angling to get a piece of the multi-media market, it may be wise to keep
Ellison's warning in mind.