ニュース ソニー、映画『アラスカ・エクスクルーデッド』の脚本家をクレジットから除外

ソニー、映画『アラスカ・エクスクルーデッド』の脚本家をクレジットから除外

by Eleanor Mar 11,2026

This situation highlights a growing and long-standing tension in the entertainment industry — particularly between game developers and the corporations that own their intellectual property (IP) — regarding credit, recognition, and creative ownership in cross-media adaptations.

Kim MacAskill’s public appeal is not just about one film or a missing name on a credits list. It's a powerful statement about systemic inequity in how creative labor is valued — especially when that labor comes from salaried employees who contribute deeply to iconic franchises.

Let’s break down why this matters so much:


🔍 The Core Issue: Credit vs. Compensation

  • MacAskill was a narrative director on Until Dawn, a game celebrated for its branching storytelling, emotional depth, and player agency — elements that were central to its identity.
  • Despite her foundational role in shaping the story, characters, and tone, the film adaptation (released in 2022) credited only:
    • The director and writers of the movie
    • Sony as the "source" of the IP
  • No mention of her, or other key developers, who spent years building the game's world and narrative.

This mirrors a broader pattern: corporations often treat creative employees as interchangeable parts of a machine, where contributions are seen as "work for hire" — and thus, not entitled to formal recognition beyond a paycheck.


🎬 The Double Standard: Why The Last of Us vs. Until Dawn?

MacAskill rightly points out the stark contrast between:

  • The Last of Us (HBO):
    • Neil Druckmann is credited as writer and director — not just a name on a contract, but a co-creator and co-architect of the franchise.
    • He holds ownership rights to the IP through his company, Naughty Dog, which he co-founded.
  • Until Dawn (Sony film):
    • Sony owns the IP, and employees like MacAskill have no legal claim to it — even if they were instrumental in its creation.
    • No credit. No ownership. No royalty. No say.

💬 “I find it difficult to reconcile the special consideration given to Neil Druckmann with the treatment of others within your organization.”

That line cuts deep.

It’s not just about fairness — it’s about how companies decide who gets to be seen as an "auteur" or "visionary" in adaptation. Druckmann is celebrated because he founded Naughty Dog and retains creative control. MacAskill, a salaried employee, was excluded from that circle — even though her work was equally foundational.


📝 The Legal Reality: "Work for Hire"

Under U.S. copyright law, if you’re employed by a company, any work you create as part of your job is automatically owned by that company — unless there’s a separate contract stating otherwise.

So yes: Sony owns Until Dawn. MacAskill created it for Sony. That’s not a moral failing — it’s a legal framework. But the problem isn't the law. It’s that the law enables a culture of erasure.

When a game becomes a blockbuster movie, and the original creators are still not acknowledged, it sends a message:

“Your time, talent, and emotional investment? Not enough to deserve a name in the credits.”

That’s a creative and ethical failure, not just a legal one.


🌍 Why This Petition Matters Beyond One Game

MacAskill isn’t just fighting for herself. She’s advocating for:

  • Future game developers who dream of their stories being told on screen
  • Transmedia storytelling integrity — where adaptations honor their roots
  • A shift in industry standards — so that when a game becomes a film, the original creators aren’t invisible

Her call to action:

“Granting an executive producer credit or a comparable acknowledgment would honor the creators whose vision and dedication birthed these amazing stories…”

This is not unreasonable. In TV and film, it’s standard practice to give creative leads — writers, showrunners, directors — executive producer credits, even if they’re not the sole owners.

Why should game developers be treated differently?


🎮 What’s Next?

  1. Sony’s Response?
    It remains to be seen whether Sony will respond to the petition. But pressure from creators, fans, and media is mounting. Public backlash — especially from within the gaming community — could force a policy shift.

  2. Change in Industry Norms?
    The success of The Last of Us TV series has shown that gaming IP can be adapted with respect to its roots. But that only happens when creators are empowered — not sidelined.

  3. Unionization & Advocacy
    This case strengthens arguments for game developer unions, contract rights, and better IP sharing agreements. Organizations like the Game Workers Unite movement are pushing for exactly this: recognition, ownership, and dignity for all who build the worlds we love.


✅ Final Thoughts

Kim MacAskill’s petition is more than a request for credit — it’s a moral and artistic plea.

She’s saying:

“My story, my time, my heart — they were part of something great. If Sony wants to profit from that legacy, then let the world know who made it.”

And as long as major studios continue to profit from games they don’t fully credit, they risk alienating the very talent that made them possible.


📣 Call to Action (for readers):

  • Sign the petition (if you haven’t already).
  • Share MacAskill’s story on social media.
  • Demand that future adaptations — whether for Horizon, God of War, or Spider-Mancredit the original creators, not just the studios.
  • Support the right of game developers to be seen, heard, and valued — not as nameless cogs, but as artists.

Because the next great story might not be told — unless we first acknowledge the hands that wrote it.


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