The tension between video game publishers and the used games market boiled over last week. THQ creative director Cory Ledesma said in a CVG interview that "...when the game's bought used we get cheated," and further declared that THQ didn't "...really care whether used game buyers are upset because new game buyers get everything. So if used game buyers are upset... I don't really have much sympathy for them." Jerry Holkins, one half of the popular web comic Penny Arcade that has spawned a charity, two gaming conventions, merchandise and even a series of video games, went even further. Commenting on the controversy, he said "I honestly can't figure out how buying a used game was any better than piracy. From the perspective of a developer, they are almost certainly synonymous." With video games commanding billions of entertainment dollars, and the US recession still showing no signs of reversing, purchasing used games versus buying them new seems to be an increasingly polarizing issue. However, there is a strong case to be made that buying used video games is not only a morally sound practice but also a boost to the video games market.
Writing and musings from Shawn Struck on "geek culture" like video games, technology, web design, tabletop games and more.
Friday, September 10, 2010
Retro Repost: THQ IS Wrong - How Used Game Sales Help The Industry
The tension between video game publishers and the used games market boiled over last week. THQ creative director Cory Ledesma said in a CVG interview that "...when the game's bought used we get cheated," and further declared that THQ didn't "...really care whether used game buyers are upset because new game buyers get everything. So if used game buyers are upset... I don't really have much sympathy for them." Jerry Holkins, one half of the popular web comic Penny Arcade that has spawned a charity, two gaming conventions, merchandise and even a series of video games, went even further. Commenting on the controversy, he said "I honestly can't figure out how buying a used game was any better than piracy. From the perspective of a developer, they are almost certainly synonymous." With video games commanding billions of entertainment dollars, and the US recession still showing no signs of reversing, purchasing used games versus buying them new seems to be an increasingly polarizing issue. However, there is a strong case to be made that buying used video games is not only a morally sound practice but also a boost to the video games market.
Monday, August 30, 2010
7 Best Video Game Influenced Rap Tracks
Whether it's rappers taking part in Madden NFL and fighting game tournaments, or Snoop Dogg launching his own Hip Hop Gaming League in 2006, the art and entertainment of rap music and video games have had an interdependent relationship for decades. Today, we look at the top six rap tracks about or influenced by video games.
7. "Human Video Game"
Artist: DJ Jazzy Jeff & The Fresh Prince feat. Ready C.
Album: He's The DJ, I'm The Rapper
Fresh off the success of Rock The House, DJ Jazzy Jeff & The Fresh Prince's follow-up album is mostly remembered for the hit single "Parents Just Don't Understand". However, the last track, "Human Video Game" features Will Smith rapping about how he was a video game addict that spent so much time there patrons "thought that I worked there, and asked me for change". He talks about how his favorite game was Donkey Kong, and how he struck up a friendship with beat-boxing master Ready C. This rap tells how Will Smith and Ready C became friends when Ready C demonstrated how he could imitate all the music and sound effects from the game.
Sample lyrics:
"Ever since I was younger, I was into video games/ Tron or whatever, it didn't matter the name/ Thousands of my dollars have been poured/ Into all types of games, tryin' to get the high score!"
6. "Final Battle"
Artist: Random feat. Loose
Album: Mega Ran
Random is a rapper and producer who has worked with rap and hip-hop luminaries like Talib Kweli, Common, and Immortal Technique. Random is also a huge Mega Man fan, as evidenced by the the release of the album Mega Ran, in which every track samples from a Mega Man game. In "Final Battle", Loose and Random rap over a beat sampled from Mega Man 6. "Final Battle" narrates the struggles of the Mega Ran character with parallels to the Mega Man character, leading into the final track of the album about growing up.
5. "Little Weapon:
Artist: Lupe Fiasco
Album: The Cool
Lupe Fiasco has a reputation for complex, layered rhymes and equally complex lyrical content. "Little Weapon" is no different as it examines the culture of violence that surrounds kids, from child soldiers in Africa to inner-city high school kids. Then Lupe flips the script, showing that something that sounds so sad and oppressive in some parts of the world serves as entertainment in other parts of the world, comparing the violence of war to the violence of video games.
Sample lyrics:
"Imagine if I had to console/ the family of those I slay on game consoles/ ... Press B for the bombs/ press pause for your moms/ make the room silent/ she don't approve of violent games"
4. "It Is Pitch Dark"
Artist: MC Frontalot
Album: Secrets From The Future
Damian Hess, more famously known as MC Frontalot, coined the term "nerdcore" for the style of rap focused on traditionally nerdy subjects like computers or science fiction. So it might not surprise you to learn that MC Frontalot is a fan of interactive text adventures like the classic Infocom game "Zork". The track "It Is Pitch Dark" directly references the horrible monster from Zork, as well as the conventions inherent in text-based adventure games in general.
Sample lyrics:
"You are likely to be eaten by a grue/ If this predicament seems particularly cruel/ Consider whose fault it could be:/ not a torch or a match in your inventory."
3. "Gaming On Ya"
Artist: People Under The Stairs
Album: Fun DMC
People Under The Stairs are part of the west coast underground hip hop scene. They describe themselves as "party rappers" with a sound that is distinctly old-school, so it's appropriate that the track "Gaming On Ya" is chock full of lyrics that not only name drop classic arcade games, but also extensively sample sound effects and tunes from arcade games and NES classics for the track's beat-bed.
Sample lyrics:
"They call me Chubby Cherub/ They kickin' it old school/ She passed me some mushrooms/ Heard she likes Bad Dudes/ We stopped at Burger Time an' snuk into the bathroom"
2. "NES"
Artist: YTCracker
Album: N.E.S.: Nerdrap Entertainment System
YTCracker is the self-proclaimed "original digital gangster" of nerdcore rap, having rapped about his exploits as a former hacker since '96. When he released the album Nerdrap Entertainment System for free in 2007, it took the Internet by storm. While every track has remixed versions of NES music, the track "NES" has the most overt video game references.
Monday, August 23, 2010
Top 9 Easiest Boss Fights Ever (Retro Repost)
In most video games, boss fights are used as a level's penultimate challenge. A challenging boss fight will give the player's reflexes and gray matter a good workout. A difficult boss fight will make you feel like you
are climbing the rungs of the ladder of progress. The following nine boss fights, however, feel more like speed bumps. Read on for the ten easiest boss fights in video game history.
9. Mysterio
Game: Spider-Man 2
Spider-Man faces a bevy of colorful and intimidating villains in Spider-Man 2. Mysterio makes a grand entrance-- or, as grand as you can be while holding up a convenience store. His metallic voice and outlandish costume recall classic science-fiction B movies, and while he dramatically declares his intent to destroy Spider-Man, you see his life bar fill up one, twice, and then three times. You'd be forgiven for assuming the battle might take a few tries.
However, just one swift punch will send Mysterio flying across the room, down to zero health-- and down for the count. He even begs you not to hit him again.
8. Old King Coal
Game: Banjo-Tooie
Some boss fights can be easier if you know what patterns to avoid, or the right weapon to use. The fight against Old King Coal takes this to new heights. If you stand on any of the half dozen or so large black coal platforms, his area-of-attack power to superheat the ground will not affect you. His erratic and random dashing attacks will always just barely miss you. And if you have any Ice Eggs handy, they will do a whopping 5 points of damage against him, more than even the powerful Grenade Eggs, reducing Old King Coal to dust in no time flat.
7. Chloe Walsh
Game: No More Heroes 2
Chloe Walsh seems like she'd be a challenge at first glance. She can spit poison acid, scream to unleash a sonic wave and even shoot laser beams from her eyes. However, these attacks are clearly telegraphed, easy to avoid altogether, and do very little damage. Her total health is so low that you can defeat Chloe in about 50 seconds. On the hardest difficulty mode in the game.
6. Lanmola's Shadow
Game: Legend of Zelda: Link's Awakening
Tuesday, August 17, 2010
7 Hardest Video Game Boss Fights
All that stands between your hero and the ending credits of a video game is the final boss. All of the reflexes you've honed, the tricks you've learned, the strategies you've practiced elsewhere in the game come down to
one final battle. Not all final boss fights are created equal, though. Here's a look at the seven hardest boss fights the history of video games have to offer.
7. Ultimecia
Game: Final Fantasy VIII
System: Sony Playstation
Final Fantasy VIII is a game that has been a point of contention with some Final Fantasy fans. Fans complain about the final boss as the game's true villain not being introduced until very late in the story. Fans complain the characters and their angst. Many fans even complain about the magic Junction system. However, all of these elements combine to make Ultimecia a formidable final boss. First of all, the final boss is actually three fights in a row as she phases between past, present and future. She seems like a pushover in her first form. She becomes a bit tougher in the second phase, stealing the hero's innermost thoughts to summon a very strong beast to fight the party before merging with it herself. But but the last phase of the battle becomes hair-pullingly difficult . Why? Ultimecia takes the Junction system that is also used to to boost the stats of your heroes and strips them away. Forever. That's right, the final boss permanently de-buffs your characters. Should one of your characters die, then they sucked away into a time void and can't be brought back. Talk about a game over.
6.Willy
Game: Double Dragon
System: Arcade
This final boss fight in Double Dragon stacks the deck against you. Willy has a lot of health, and moves faster than any of the other enemies in the game. While you are stuck with punches and kicks, Willy uses a machine gun. While that sounds a little unfair, at least you have the advantage of pumping quarter after quarter into the game until you defeat him, right? Wrong. As soon as you get to Willy, you can only pay for three more continues. If you can't beat the final boss in under three continues, then you get an automatic game over and have to start the game all over again from the beginning.
5. The Origin
Game: Radiant Silvergun
System: Sega Saturn
Radiant Silvergun is considered by many shoot-em-up fans as the pinnacle of the genre. But for all of the unique elements that made Radiant Silvergun a stand-out space shooter, it was the game's final boss that made this game unique. Instead of a two dimensional alien boss that fills up half the screen as would be expected for a top-down shooter from Japan, Radiant Silvergun's boss is a giant 3 dimensional robot that runs around the screen along a flight path. This boss fight flips the script by now making you have to think in three dimensions while the screen is filled with so many bullets that you run a very real risk of blundering into a stray bullet if you so much as blink.
4.Mike Tyson
Game: Mike Tyson's Punch-Out
System: NES
Just getting to Mike Tyson is a challenge. The boxers get progressively difficult as you advance through three circuits. Mike Tyson is leagues ahead of every boxer that you face before him. For the first minute and a half of the first round he will do nothing but throw jabs that, if they land, will knock you down in just one hit. What's worse is that his punches can't be blocked; a block still counts as a hit and down you'll go. His punches can only be dodged. Also, unlike every other boxer in the game, Mike Tyson has no one-hit weakness. You'll have to slowly chip away at his stamina, and hope you don't get knocked out.
3. The Boss
Game: Metal Gear Solid 3
System: Playstation 2
The final boss fight with Metal Gear Solid 3's The Boss serves as an endcap to not just the emotional arc of the story, but also requires the player to draw on every skill in stealth, camouflage, close quarters fighting, and gun play. The fight takes place in a rolling field full of white flowers that make absolute mastery of camouflage a must for having a chance at winning. And you can't just button-mash your way through any close quarters combat, because The Boss is Snake's equal and can easily counter most of the hand-to-hand action you throw her way. Also, you have to take her down in ten minutes, or the carpet bombing that's been called in will obliterate you, leading to a game over.
2. Last Boss
Contra Hard Corps
Sega Genesis
Contra Hard Corps was one of the few games that was actually made more difficult for its North American release. While the Japanese version gave the player a 3-hit life bar, the US version has one hit kills. The
Japanese version gave the player unlimited continues. The US version only gave the player five. This game's final boss has several forms it transforms into, each more bizarre-looking and difficult than the last. It starts as a humanoid that hovers in the upper right corner, tosses a dozen deadly energy balls per second, then shifts to the left hand corner of the screen and does the same. When it lands, it can shoot energy beams half the length of the screen, and can dash across the the screen in a blink of an eye. After you defeat this form, it transforms into a two headed creature that can shoot fireballs and energy blasts from either mouth. The neck can extended the entire length of the screen and with a shake of the head, will also raining energy balls that will fall from above, scattered in the 1/4 of the screen you can move in. Beat this form and it tranforms once again, this time into a whirling ball of skulls and alien faces that can expand to fill most of the screen, leaving only the extreme lower right and left corners safe, having to shoot the "core" in the middle, with space to do so for a split second. Hope you have enough continues saved up.
1.Mushihimesama Futari
"Spiritual Larsa"
Arcade/X-Box 360
They say a picture can be worth a thousand words, but in the game Mushihimesama Futari , only a video can truly express how well deserved the final boss demonstrates the genre of "bullet hell":
http://www.youtube.com/watch?v=70iFdnI-xfA
Featuring a final boss fight that requires razor-sharp reflexes, Spiritual Larsa will unleash wave after waves of bullets that fill the screen like rain. The only safe spaces for the ship are mere pixels wide, and those safe zones last for but a split second. Mushihimesama Futari truly deserves the title of hardest final boss fight.
Wednesday, July 21, 2010
Retro Repost: 10 Most Ridiculous Video Game Products
Wednesday, June 9, 2010
Tuesday, June 8, 2010
Controller Company teams with Video Gamer With MS To Make Video Games More Accessible
Arizona-based Evil Controllers specializes in modding video game controllers to make them accessible to gamers that have special needs. Steve's prototype X-box controller is modular. That means that every input component, from the buttons to the directional pads to the thumb-sticks can be positioned and repositioned however the user needs. They also have created a set of buttons that employ the use of mobility Steve has by rigging another pair of buttons that are activated when he shrugs his shoulders.
The controller in the video below is a prototype of a model Evil Controller hopes to produce and mass market.
Accessibility in video games is something that I think both game developers-- and more importantly, console manufacturers-- sorely need to improve upon.
The big thing in gaming from Nintendo's WiiMotion, Sony's Playstation Move and Microsoft's Project natal are all about encouraging people to control a video game by getting up and moving around. While it is an exciting and immersive development, it's not very inclusive to the disabled community.
You'd figure that increasing the user base for video game would be a good thing! Larger audience means more money, right? While I understand the economic realities of making and manufacturing different peripherals might incur extra espense, there are some things that seem like a no-brainer to me. Like closed captioning in all games with speech. A mode for colorblind players (I have seen this in PopCap Games' Peggle series and wondered why more companies don't do this). And... more I probably can't think of.
What about you, members of the gamer and disability community? What would you like to see?
Monday, June 7, 2010
Signal boost: Your Money Where Your Mouth Is Edition
"I noticed that the Readercon programming schedule is up and that there is to be a panel on racial diversity and cover art. Further
To all of which I can only respond:

The Next Continent
I mean, the people who complain about whitewashed covers are going to be interested in books with accurate covers, are they not? The readers hmmphing about the lack of realistic hard science are surely going to be interested in a novel about a private mission to the moon, neh? So I can Bookscan my title here every week and see the regional buying patterns change based on the publicly announced pent-up demand for both near-term hard SF and stuff that's reflective of the ethnic diversity of the planet in some way, yah?
Because I'm gonna start tracking you all. "
New Retro Review Up
Jake Gyllenhaal Stole Gamer's Video Game and Identity
... metaphorically.Sara Haghdoosti is a 22-year-old Iranian-Australian feminist writer, active with GetUp! Australia, and has been a lifelong fan of the the Prince of Persia video game series, ever since the very first game for the PC.
So she was very excited when the Prince of Persia movie was first announced... and then very disappointed when the movie was first released.
Why does she feel the Prince of Persia movie took computer games the she loved as a child and ruined them in a movie based on those video games as an adult?
She explains:
"As a child I loved the computer games. They weren’t just fun, they gave me an easy way to talk to and relate to others over something that was special to me and my heritage. As an adult, I feel like the movie has totally wiped out that aspect of it. The movie has reduced my identity, my heritage and my cultural background to lighting and make up.
Why should we care about the casting of the latest Hollywood epic action film? Castings of movies like the ‘Prince of Persia’ are important because we know that media images have profound impacts on our identities. "
Nick Mahatmas also explains and points out that the physical and cultural identities are whitewashed or papered over in his review of the film. To wit:
"Are non-white characters being played by white people? Of course! Everyone already knows that Jake Gyllenhaal is the titular Prince Dastan, but he's not the only blue-eyed Persian in this flick. There's two older brothers, one a blue-eyed guy who looks sort of like a Mormon Jesus Christ, and another, angrier brother who is at least dark-complected, but he looks more like Zack de la Rocha than anything else. (Next up for Disney—Martin Mull IS Barack Obama in The Audacity of Hope: The Imax Experience.)... Persia is a pretty neat place, actually. Maybe one day someone will make a cool fantasy movie about it. "
M. Night Shamalyan-directed The Last Airbender, the live-action movie based on the Nickeloden cartoon Avatar: The Last Airbender, has encountered similar protests and charges of erasing and whitewashing all of the pan-Asian influences of the show-- changing the Chinese calligraphy to nonsense glyphs, and casting all of the principal lead characters, who were Asian in the show, white white actors instead. There has even been an activist group, Racebending that has been writing about and addressing the controversy for nearly two years.
What do you think we can do, as gamers and as activists and people who care, about the distressing tendency of whitewashing or under-representation? Will you vote with your wallet? Write letters? Speak out to your friends? Or if it doesn't affect you, do you say it's not a big deal? Why does or does it not matter to you?
Thursday, March 26, 2009
You left me outside and now you want in
A few years back, I went to GenCon, the largest tabletop roleplaying convention in the US. I arrived excited and eager to play, and a little sad my friends whom I had attended ComiCon weren't with me. I had just gotten out of the registration line and saw a person dressed up in blackface as a drow/dark elf. I flashed back just about 4 days before when a friend of mine had to leave ComiCon, completely shaking with hurt because someone thought it would be cool to get in blackface to dress up as Storm from the X-men.Read the whole post here.
The day before I flew back, I saw a newspaper headline, "Blacks are leaving Indianapolis, feel unwelcome". I wonder why?
I began to start looking hard at my hobby. Everything from artwork to social circles and the behaviors around it. I tried to start up conversations. Conversations with people who were intelligent, who I knew personally, who had no problem analyzing social behavior and how it affected play (after all, a roleplaying game is nothing but a group socially deciding imaginary stuff...).
But those conversations failed.
At first I thought I wasn't approaching it correctly, I tried different tacks, from talking about the raw representation of the artwork, to the historical issues of blackface, to, well... everything.
But see, my mistake wasn't that I was talking to intelligent, well read people - it was that I was continuing to mistake ignorance on the part of intelligent, well read people as unintentional. I was giving benefit of the doubt to the people who had the least excuse to be ignorant of both history and media. It wasn't not knowing, it was choosing not to know.
Instead of turning their minds to a legitimate question, "Hey, how did I NOT notice that all the bad guys are dark, or that the language used around orcs = the language used on native populations, or that even POC heroes are dehumanized with glowing eyes etc.?", instead the response was "You're crazy/reading too much into it/it's just a game/why do you care/you should find another hobby!"
That's right. "If you don't like it here, you can leave." And then they turn around and ask why there's so few POC in their hobby or their numbers are shrinking. (I went to GenCon SoCal that year, and all I saw were asian and hispanic kids playing Yu-Gi-Oh. I guess people of color aren't into geek stuff, right?)
But my story is not unique.
Tuesday, March 24, 2009
Fantasy Novel: Amy Tan Meets Crouching Tiger, Hidden Dragon
i've got a YA asian fantasy coming out inFortunately, another publisher bought the book, and Silver Phoenix: Beyond the Kingdom of Xia is coming out from HarperTeen in April. Seriously, "amy tan meets CTHD" sounds like an elevator pitch, not a rejection reason.
may : Silver Phoenix
when i met with a [sci fi/ fantasy] publisher
at a writing conference last year, he had read the first
12 pages and said to me : "why is this fantasy?
this is amy tan meets crouching tiger."
like it was a BAD thing.
also : "asian fantasy does not sell."
i was crushed.
It's called Silver Phoenix: Beyond the Kingdom of Xia

A qucik summary of RaceFail '09
1. Elizabeth Bear writes a post about "how to write the Other"But
2. Avalon's Willow critiques one of her books on racial tropes
3. Bear agrees unequivocally in writing
4. Commenters defend Bear in increasingly racist language.
5. Massive fail all over the internet.
6. Bear says that she was lying in 3. in order to model appropriate conversation.
» A reader's digest of RaceFail '09 by
» A summary of RaceFail '09 by
» A Timeline (of the Great Cultural Appropriation Debate of Doom '09)
(a summary of the beginning of RaceFail '09) by Willow.» Because "tl;dr" shouldn't be an excuse (a summary of the middle and later part of RaceFail '09) by
» Endangering somebody is okay when you do it under your real name
(a summary of later events of RaceFail '09) @ unfunnybusiness
.» Racefail09: Just This (a summary of the beginning and later part of RaceFail '09) by
And here are a few longer overviews:
» A themed summary of RaceFail ‘09 in large friendly letters for those who think race discussions are hard
by Ann Somerville.» O HAI RACEFAILZ: Notes on Reading an Internet Conflict by
» I have stayed quiet about something for too long, and I am ashamed by
For a comprehensive overview though,
, The reason it’s called RaceFail ’09 is to distinguish this from past incidents, and also to acknowledge that not only it is ongoing, but that this could happen again.
Does that worry you, too?
To quote Nick:
If the Fail is happening anyway—if havoc is already being wrecked in the hearts of authors and fans of color, if people who shouldn’t be driven out are already being driven out (or at least too damn close to out)—then I kind of want it to impinge on the space of as many white fans and authors as is humanly possible. Yes, it IS too high a price for mere education, but if the price is being paid regardless, let’s goddamn GET something for it. The more clueless-but-well-meaning white folk (I firmly include myself in this category) see the hurt being caused and start reading, thinking, and trying to understand the things being said by the myriad brilliant fans/authors/theorists of color (and allies!) involved here, the more likely it is that something will have changed by the time the next high-profile racial screw-up rolls ‘round.
Tabletop Gamers And A Social Contract
The GM Agrees That...
1. I will say "No" only when absolutely necessary to preserve the overall fun of the game for everyone. I will make it a goal not to say it even once.
3. I will provide each player with individual spotlight time as well as no more than 30 minutes total off-stage time.
4. I will maintain a strict and thick line between in-character and out-of-character behavior and attitude.
5. I will end on time.
The Player Agrees That...
1. I will preserve the PG-13 or below rating of the table and refrain from in-character or out-of-character behavior that is excessively racist, mysoginistic, violent, or sexual in nature.
2. I will avoid IC [in character] actions that ruin the fun for my fellow players, even if I am "just playing my character".
3. I will not excessively argue with the game master or other players over their IC or OOC (out of character) choices.
4. I will maintain a strict and thick line between in-character and out-of-character behavior and attitude.
5. I will refrain from off-topic chatter.
Wednesday, May 28, 2008
Beyond LARPing: Medieval Re-Enactment Village
The Regia Anglorum, is an English re-enactment society. The society maintains a wealth of information about life in medieval England using the virtual village of Wichamstow and its surroundings. They have in-depth articles on many of the crafts and trades that the villagers would have undertaken, and about the places they would live and work.
They have also created a real live medieval village and estate with which to demonstrate medieval craftsmanship.
Of course, if you you just want to cook like those in the medieval or Renaissance period you should check out http://www.godecookery.com for some fascinating and tasty recipes.
TOKYOPOP Pilot Program Rips Off, Talks Down To Artists
Subscribers to the TOKYOPOP e-newsletter recently saw the following announcement:
Manga Pilots: You Read and Review -- You Help Decide What We Publish!
TOKYOPOP is launching an exciting new stage in our manga development program -- and we need your help.
We want you to read, review, and tell us which TOKYOPOP Manga Pilots should be made into a full-length manga.
Click here to help TOKYOPOP develop the next generation of manga superstars!
In the Pilot Program, you come up with a great idea, you make a 24-36 page comic, they put it online with a bunch of other submissions, and "the people" decide who wins.Sounds like a new and exciting way for new talent to get exposure, right? However, a read through of the terms, conditions and artist's agreement reveals language that is insulting couching terms that are draconian (pdf).
Brian Lee O'Malley reviews the contract point by point, here are a few choice excerpts:
...they're writing this contract in a "hey dude" style to seem less evil and confusing, but this is just another tactic for evil and confusion.
...
Pilot Fee $____, payable in full when we receive and accept the Manga PilotThat's a conspicuous blank. I'm not aware of just what they're offering. Are they asking you to put up your own number? What are they, Radiohead? Also, please note that whatever amount they're giving you, they aren't giving it to you until they receive and accept your comic - which is 24-36 pages, by the way, "inked, toned, ballooned, and lettered", not to mention that you'll be doing all the digital prepress. (If you're "only writing", you get off easy - just a manuscript.)
...You promise to protect us from claims anyone makes that you violated their rights in connection with your Project or Manga Pilot. This means you’ll pay for all the lawyers to fight it out and all the other costs necessary to fend off those claims, in or out of court.This almost speaks for itself, but maybe a little example would make it clearer. Say, maybe, your comic becomes a huge success. You get movies and toys based on your characters. You might even start making some money. THEN someone comes forward and sues your ass for stealing your idea from him back in the sixth grade. You know, one of those multi-million dollar lawsuits. Let me tell you, judging from these contracts, Tokyopop is going to be holding all the million-dollar-bills at that point, not you. They'll have the huge percentage you negotiated away, and you'll be standing there with negative a million dollars.
And, if things do get ugly and end up going to court, this means you’ll also pay for all the expert witnesses and court costs and, if the other guy or gal wins, you’ll pay whatever the court awards them, too.
...WHAT WE CAN DO WITH YOUR CREDITThis is even worse! "We don't have to put your name on your comic if we don't feel like it." Okay? That's what it says. I've seen this. Tokyopop ads that don't specify creators. You know, all their comics come from the same hive mind. All their creators are replaceable cogs in a giant machine.
And, speaking of your credit, customarily we give you credit for your work as the writer and/or artist of the Manga Pilot. However, we may have to shorten or leave out your credit when the space available or the conventions of a format won’t permit it or if it would have to be too small to read (for example, when the Manga Pilot is viewed on mobile phones). You’re OK with this.AFTER THE EXCLUSIVE PERIOD OF THIS PACT ENDSIf you realize that this means Tokyopop can continue making money from different versions of your 24-36 page comic (books, magazines, ipods, online advertising, whatever), while giving you 0% of that money, congratulations. You're correct.
Once the Exclusive Period ends and even if you and we haven’t entered into an Original Property Agreement, we’ll still have the worldwide right, continuing forever, to publish the Manga Pilot on a non-exclusive basis.
Brian concludes:
"Listen to me: there are so many ways of getting your comics read by people. You can print them up on a photocopier, sell them at your local comic shop / record shop / independent bookstore. You can put them on the Internet - I believe you're all familiar with this invention. It costs very little and takes away none of your rights. Many of my good friends make their living entirely from having comics on the web. You don't need this."
Who stands to be lured in and hurt the most? Newcomers to manga publishing, or those so star-struck at the idea of working for TOKYPOP that they might not realize what they're signing away, says freelance writer and blogger Nadia:
For every aspiring novelist in the world, there are ten clip joints waiting to pounce, wrap and eat the writer's hopes. The linked establishment is a particularly horrible offender; not only does it lure in shy writers, it works to convince said writers that they'll never have a hope of publishing anywhere else. Then they do unspeakable things to the writer's rights and royalties with the help of a contract full of jargon and lies. I've known promising novelists who swore to never write again after being ground up by the machine.
These kinds of incidents are what let companies like Tokyopop get away with saying, "Hey guy, we're your friend! Dig this jargon-free contract!"
So what's the solution? Research and more research before even considering publication. Aspiring Tokyopop manga-ka have a huge head start thanks to this incident...
If you're excited about the prospect of breaking into the industry, that's understandable, but dump some cold water down your pants and think before you do anything. Is it worth writing, drawing, inking and toning 24-32 pages of manga for a paltry seven hundred? Is it worth getting nothing else from the revenue generated by your idea? Is it worth getting stuck with lawsuit bills from loonies who swear you stole their idea, while Tokyopop vanishes like Flagg, leaving only its clothes and a puff of smoke?
Unfortunately, someone will be taken in by this regardless, but the creative process is a leather-clad bitch with metal-studded rawhide lessons. Sometimes we learn best by, er, taking it. But if you can avoid heartache by talking to veterans and reading up on resources, do it. It's a long process that might snuff out your hopes, but that's only temporary because you can move on. Not only will you be doing yourself a favour, you'll be doing the community good by lessening the pool of desperate writers/artists that these companies feed on.
We'll never be filthy rich, dear freelancers, but there are still many publishers who want quality work and will pay a fair price for it. Don't be unrealistic, but don't settle for a paper full of weasel words.
A-friggin'-MEN.
Another clause that jumped out at me was the "DEFENDING YOUR WORK" section that read:
You promise to protect us from claims anyone makes that you violated their rights in connection with your Project or Manga Pilot. This means you’ll pay for all the lawyers to fight it out and all the other costs necessary to fend off those claims, in or out of court.
...because it's also a load of bunk. I am not a lawyer, but I can't see it standing in court. I mean, nobody is going to sue a Tokyopop artist-- they are going to go where the money is if they actually hope to recoup anything. Tokyopop is the company with assets (and asses) to be lost if the case isn't defended vigorously. I'd wager that all someone would need to do is to suggest in a deposition or in court that their editor was aware the rights weren't clear, and it won't matter what the creator signed. You don't get immunity from prosecution for illegal acts just by having someone sign a piece of paper!

