Tag Archive for publisher developer deals

Publisher Developer Deals and the Buyout Provision

 Tom Buscaglia's recent article on Gamasutra discussed some very important points that game developers should take to the table when negotiating a deal. He also pointed out a new contract model that caught my interest.

    "I recently ran into a really clever ploy by publishers. In order to overcome the objection to IP assignment for original IP games, instead of demanding the IP ownership in the deal, publishers are     now allowing the developers to retain IP ownership until after the game is released. However, the publisher retains an option to buy out the IP (and in the process the developer's rights to a back-    end royalty in the process) if the game performs above a certain level. What level, you ask? Well, it is inevitably some time before the advance recoup point when back-end royalties would normally     kick in if the game is a hit! You really have to admire their guile. If the game sucks, the developer can keep the IP. But if the game is a hit, the publisher owns it and the developer gets screwed out     of any back-end royalties in the process!"

     Tom pointed this out as an example of the ways in which publishers attempt to exploit game developers, and there is no question that this particular model can be seriously abused by publishers. However, Tom's primary point was the developer's need to carefully negotiate and think through the process of deal making. With that being said, this raises the question of whether, by way of negotiation and valuation, the buyout model could ever potentially benefit the game developer.

    The Potential Benefits of a Buyout Provision

    Obviously, there are times when a buyout provision is a very bad idea. If a developer agrees to a $1,000,000 buyout once the game reaches a sales threshold that indicates a blockbuster, the deal isn't benefiting the developer at all. However, if the buyout provision takes into consideration the actual and future value of the product if that product reaches a certain sales milestone, the deal could be a very good one for the developer if the developer otherwise wouldn't see a royalty off of Net revenue (which is very often the case). It is possible for the game to be successful while the developer only barely breaks even. With ever escalating development costs and the tricky structure of Net revenue, not to mention a short publishing cycle (in most cases only 3 years), it's rare for developers to ever see anything after the advance.

    I covered royalties previously, so by now it should be clear that royalties aren't ever a guarantee. If a game costs $10,000,000 to make, the game is selling for $40, and the developer is taking 15% of Net after recoupment (which discounts cost of production, third party distributions, reserves, etc.), the game will have to sell almost two million copies before the developer would see a dime ($40 * 2,000,000 = $80,000,000 * .10 [approximate and probably highly underestimated deductions from gross] = $8,000,000. $80,000,000 – $8,000,000 = $72,000,000 * .15 = $10,800,000). Two million copies is a very respectable number as far as games sales, and most games never do that well. If you get a buyout provision that is triggered at 1 million sales, and the game never sells more than 1.5 million, under the above formula a buyout provision for $10,000,000 to the game developer would be a substantial windfall.

    These are hypothetical numbers, but it demonstrates the point—it isn't necessarily the deal model that is bad, but (as Tom pointed out) how the deal is negotiated that determines the deal's worth. The difference between a royalty rate and a buyout provision is the difference between purchasing shares in a mutual fund and betting at the race track. With a royalty rate, there's a fixed rate of return for as long as the game is published that is based on the game's success in the market. With a buyout provision, you are playing the odds and betting that your game will be a winner. Investing in a mutual fund is responsible, but it doesn't always guarantee a return (look at the current market). A buyout provision doesn't guarantee a return either, unless your game is a success—however, if the game's a success yo may stand to earn substantially more than you would earn under a traditional net royalty formula if your valuation is higher than actual sales. You are betting on those odds, you want to bet high, and you want to negotiate the highest number you can get.

    Valuation under the Buyout Clause

    The key to a fair buyout provision comes down to valuation. It also comes down to the questions you need to ask yourself when contemplating a deal:

  • How do you determine the game's value once it's achieved a certain level of success? How high can you push past the sales milestone to determine the game's worth?
  • What is being sold?
  • How do you come up with a number?
  • Should you rely on the amount the developer would have earned by the end of the publishing cycle?
  • Should you rely on the game's net worth to the publisher?
Ideally you want to anticipate the best possible outcome—so your projections should include all sales on any current and future consoles, any possible derivative uses that could lead to future income for the IP owner (i.e., film rights), and the inevitable likelihood of sequels. Other things to keep in mind as the developer are ancillary rights (merchandising), right of first refusal for sequels, OEM and bundling rights, and buy back provisions should the publisher choose to not exploit the work.

Any deal can hurt the developer if the developer devalues their own
work. The key is having faith in what you create and allowing that
confidence, good sense, and perseverance (as well as a good lawyer)
guide you through the negotiation process.

 

Once again, thanks to Patrick Sweeney for his valuable input.    

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Understanding Royalties

Royalties are overwhelming if you’re not used to working with them. Royalties operate on two levels in most contracts—first, there’s the language used to determine the kind of royalty we’re dealing with, and next is the actual number that applies. Therefore it is necessary to know both the terminology and the math involved. I am going to explain this word-by-word, with examples, because it’s the only real way to keep track of the details. *Note: The deal points and amounts set forth in the examples are NOT real world examples and are totally arbitrary.

Advance: An advance is a lump sum or installments of a lump sum (i.e. milestone payments), paid out to the developer and later charged against the developer’s royalties.

    Example: Publisher will pay Developer an Advance of Thirty Six Million Dollars ($36,000,000) payable pursuant to a mutually agreed upon milestone schedule.

Guarantee: A Guarantee, Minimum Guarantee, or Minimum Commitment is more common in license or distributor agreements and is sometimes used incorrectly (in other words, it’s sometimes used interchangeably with "advance"). It means that the party responsible for revenue is promising the other party that the other party will earn a specific dollar amount in royalties by a specific time. If that amount isn’t earned, the party responsible for the revenue promises to pay the rest of the guaranteed amount out of its own pocket.

    Example: XXX guarantees to sell at least the minimum quantities of _____________ for each of Company Y’s Product within thirty-six months of Delivery ("Guarantee"). In the event that XXX does not achieve the Guarantee, XXX agrees to pay, at the expiration of thirty-six months after Delivery, the difference between the royalties which would have been payable had the Guarantee been achieved and the actual royalties paid to Y Company. 

Recoupable: Advances are usually a) recoupable and b) non-refundable. B is self explanatory. A sounds like gibberish. Recoupable means that the amount of an advance must be paid back through sales. Specifically, it means that the royalty you’re entitled to under the contract won’t be paid to you until you’ve paid back your advance directly from your own royalties. 

    Example: Publisher will pay Developer a non-refundable, recoupable Advance of Thirty Six Million Dollars ($36,000,000) payable pursuant to a mutually agreed upon milestone schedule.

    Example- Application: The publisher must earn back that $36,000,000 from the developer’s royalty rate. If the Developer has a royalty rate of 10% of Net profits, then the game would have to earn $360,000,000 in Net Profits before Developer is entitled to royalties.

Royalties: Simply put, royalties are the percentage of earnings you are entitled to. You sell your intellectual property rights (or a substantial portion of those rights) to a publisher. In exchange for those rights, the publisher gives you a royalty, which is usually a percentage of Net Profits. Note: Even though you are no longer the legal owner of your intellectual property, your royalty gives you an equitable interest in that property. That means that you still have standing to sue as a "beneficial owner" in the event of infringement.

 Example: Developer shall receive a Royalty equal to 30% of Net Profits.

    Example- Application: Assume that Advance has been recouped. After recoupment, Publisher earns an additional $100,000 in net profits. The developer is entitled to 30% of that $100,000. The developer is therefore entitled to receive $30,000.

Gross Profits: Gross profits or gross revenue is the total amount earned in sales before deductions and expenses.

    Example: Publisher has sold 10,000 units at $15. The gross profits/gross revenue is $150,000.

Net Profits: Net profits mean revenue earned AFTER deductions. Deductions may include cost of goods sold, reserves, "free goods", shipping and transportation, taxes, duties, and tariffs, marketing allowances, and earnings of third parties (i.e., if the game is based on a movie, the IP owner of the movie may have a royalty senior to the developer’s royalty. The amount paid to the licensor is deducted from the net profits.)

    Example: "Net Profits" shall mean all monies received by Publisher, its affiliates, subsidiaries, assigns and licensees less customary reserves, cost of goods sold, lost and damaged goods, returned goods, promotional units and free goods, rebates, trade/marketing discounts, allowances and credits in connection with Product, and earnings due to third parties.

    Example- Application:

Gross Revenue

$10,000,000

Cost of Goods Sold

$2,000,000

Free Goods

$10,000

Reserves

10%= $1,000,000

Lost and damaged goods

$10,000

Marketing discounts

$50,000

Senior royalties

10%= $1,000,000

Net Profits

$5,930,000

 

    @ 30% royalty, you earn $1,779,000. If you aren’t recouped, this amount goes towards your Advance and you never see it.

Reserves: Reserves are typically a percentage of the receipts that are withheld for a specific period of time to cover returned units. Retailers are entitled to return units that they are unable to move, and they can get a refund from the Publisher for those units. Publisher may try to pass those losses onto the developer.

    Example: "Reserves" shall mean 10% of Net Profits for all returns, discounts, markdowns and allowances of Units. Publisher shall liquidate Reserves if Reserves are not used within 180 days.

    Example- Application: Your deal sets a reserve amount of 10% for a period of 6 months. This means that at a maximum Publisher can withhold 10% of revenue as reserves against net profit calculations for 6 months (this doesn’t include lost or damaged goods, those are accounted for separately). Publisher sells 1,000 units at $20 to Retailer. Of that $20,000, Publisher can withhold $2,000 for 6 months from royalty accounting to cover returned goods by Retailer. Of those 1,000 units, retailer returns 50 units. Assuming there is no penalty Retailer is entitled to a refund of $1,000. Publisher can then use the reserve to cover the $1,000 loss, which is deducted then deducted in Net Profits calculation. At the end of 6 months, the remaining $1,000 is added into the accounting for Net Profits assuming there are no more returns.

Free Goods: Somewhat self-explanatory—publishers will give away units to various media entities for promotional purposes. Those units are typically marked "For Promotional Purposes Only, Not For Resale." Those promotional units are not considered "sold" and provide no revenue. Therefore the cost of those units is deducted from Gross revenue.

    Example: No royalties shall be earned with respect to (a) Units used for promotional purposes or furnished free to the trade, press or for public relations use; (b) Units furnished free to distributors, sub-distributors, retailers, or others; or (c) prior to a uniform wholesale price reduction, Units sold to distributors, sub-distributors, retailers or others for less than the actual per unit cost (i.e. "at-cost" price) of the applicable Unit.

Cross-Collateralization: Cross-collateralization means that revenue earned from one game title can be used to cover unpaid advances and development fees of other titles. This is typically the case when one developer works with one publisher over various titles. The term can also be used in reference to sale of the same title over multiple platforms. 

    Example 1: All royalties shall be cross-collateralized across all platforms and version of the Title.

    Example 2: Publisher may recoup Advance and all additional fees in whole or in part from all Royalties earned by Developer under this Agreement or any other agreement between the Parties.

OEM: Original Equipment Manufacturer, or "bundling." Publishers may license a game title to OEMs (i.e. console manufacturers) to be bundled into the product. OEM agreements are typically treated as "ancillary" compensation. Under OEM deals the publisher grants the equipment manufacturer a license to distribute the game software in a very specific manner, usually as part of a bundle with equipment or a console. To do this, the publisher usually delivers a master CD of the game to the equipment manufacturer, and the manufacturer is responsible for printing and packaging that product pursuant to approvals by the publisher.

    Example- Application: Your game is ported to Nintendo Wii. Your publisher then enters into an OEM Agreement with Nintendo to bundle your game product with the sale of each Nintendo Wii. The royalty rate for OEM bundled products is ordinarily substantially less than the retail list price. If OEM products are included in your deal as ancillary revenue, and your ancillary royalty rate is 50%, you’ll be entitled to 50% of the publisher’s OEM royalties from the Nintendo OEM deal.

Ancillary revenue: Ancillary revenue is usually calculated separately from Net profits because ancillary revenue doesn’t involve the sale of traditional units. Instead ancillary revenue is derived from licensing of the game product. For instance, strategy guides, merchandising, and licensing your game’s IP to a movie studio all constitute ancillary revenue.

    Example: "Ancillary Rights" shall mean any and all ancillary items, including, but not limited to, strategy guides, toys, books, comic books, photographs, posters, television series and motion pictures, derived from, based on, or in any way related to, the Title and/or content of Title.

Future Products: In the event that the Developer doesn’t create sequels, prequels, or additional ports for the game, the developer may still be entitled to additional compensation for future products that use the game’s IP.

    Example: Publisher shall pay to Developer X% of Net Profits for Future Products not developed by Developer, including any future ports, sequels, prequels, and other game products derived from the Title’s content.

These are the general principles behind royalties. However, how royalties are calculated depends very much on the specific agreement, and relying on "general" principles can therefore be dangerous. Your best bet is to read the definitions section of your agreement. If royalty terms aren’t spelled out there, review the "royalties" Or "contingent compensation" section of your agreement. If something isn’t clear to you, consult a lawyer. It’s the only way you can be sure that your royalties are properly being accounted for.

Knowing How and When to Bargain

Good law professors* will tell their students that when looking at any agreement, your first job is to examine the position of the parties. Any good lawyer who works with contracts and every developer who signs an agreement must go through this analysis as well. You first determine what the parties’ roles are, and why each party wants to get into this relationship. You then look at the leverage between the parties. When we talk about leverage, we’re talking about the bargaining power of each party compared to the other party. The L word is all important in contracts. In the case of new or independent developers, it will typically dictate how negotiations go and what that developer can expect to get out of a deal.

It is also why dealing with a company or individual with substantially more bargaining power can be highly problematic. There may come a point where the party you are dealing with will have the ability to say "take it or leave it," which is typically never good for the developer, especially if nothing has actually been negotiated yet. This is often something seen frequently in the music industry—artists get so excited about the idea of being signed to a major label that the label may be able to unilaterally dictate the terms of the agreement. While I would like to believe that developers are a bit more sophisticated, there is still a giddy-component that should be quelled prior to committing to any agreement. One way to quell this is to look at the statistical success of entertainment products. Most fail. There is a good chance that yours will too. The best way to ensure that your game product won’t fail is to work with other people who believe in your product. Regardless of what publishers or other companies may whisper in your ear to get you into bed with them, if they aren’t willing to negotiate in writing then you can be sure that your product will not get the kind of attention, care, and protection it needs to be a success.

So first some rules of thumb:

1) ALWAYS have your own attorney who you trust, who knows what you want, and who is familiar with game industry contracts redline any agreement put in front of you;

2) NEVER trust that when someone says, "it doesn’t matter if the contract says X, we promise we’ll do Y instead," that will actually be the case. One, oral agreements are rarely enforceable when a written one says something to the contrary. Two, if the other party legitimately plans on following through with Y promise, there’s no reason whatsoever to keep X in the agreement;

3) Be very careful when someone says "this is standard industry practice." Make sure that is actually the case. More to the point, if it is something you don’t feel entirely comfortable with (such as a unilateral NDA during contract negotiations), you shouldn’t agree to it unless the other party can give you a valid reason for its existence beyond the generic "standard industry practice" argument.

The typical situation where leverage is an issue for developers is with publisher deals. First, it’s important to educate yourself about the typical issues that come up in game publishing contracts. It’s also important to figure out what your needs are as a game developer. Will you need large milestone payments to cover development costs, or is your product already in the can? Will you have any other income from other projects to cover payroll and overhead in the event of a late milestone payment? What SDKs do you need, and would it be cheaper for you or your publisher to get them? What systems will you port your game to, and what localizations will be required? What do you need to keep your lights on in the event that the publisher pulls the plug on the project? Is there any technology or software that you want to retain the rights to that are distinguishable from the game product itself (i.e., an engine you can relicense to another developer or publisher)?

You need to have a clear view of what you want. You also need to inform your lawyer of your needs so she knows how best to protect your interests. You also want to ensure that your lawyer’s ego doesn’t get in the way of a perfectly healthy business relationship—there are many horror stories where perfectly good deals were ruined when the hubris of lawyers taking precedent over the needs of the clients. If you know your lawyer well enough and your lawyer is familiar enough with your business this shouldn’t be an issue. However, it is something to pay attention to if you’re hiring a new attorney to work on a deal.

Milestones

Milestones should always be negotiable and determined primarily by the developer. You should be able to set the pace and income required for the development of your game. Milestone schedules will vary based on the complexity of the project, and the milestone payments should be sufficient to cover costs until the next milestone payment. This is one area where ideally a publisher and developer will work together to come up with the best schedule for the game. It is also where the developer should be extremely assertive and cautious. As there very little I can say that hasn’t already been stated far more comprehensively here, I just have one more thing to add: publishers may demand a cure period for delayed payments—make sure that this cure period is at a bare minimum and at least ask that it be removed. It certainly shouldn’t be the same as the cure period for a delayed milestone submission for approval. You should also ask your lawyer to make sure that delayed payment is a material breach. It takes very little effort to cut a check. Don’t give them permission to slack.

Rights Ownership

Typically, a publisher picks up a developer to develop a game. In those cases, the publisher will want the game to be a work-made-for-hire. This means that the Publisher owns the IP to the game. As a developer, you want to limit that as much as possible. This is especially true if you a) brought a mostly finished or finished product to the developer, b) came up with the storyline and design of your game, and/or c) are using your own engines or other technology in the game that can be used and licensed for other games. The most common method to protect those interests is to specifically exclude them. In the rights ownership clause of a publisher deal, it will spell all of the rights the publisher owns in and to the game. If you want to protect your interests in the characters and story, you may want to try reserving rights to create derivative works and ancillary products based on the underlying story/characters. If you want to protect your interests in pre-existing tools and technology, your contract should contain an appendix or schedule spelling out the specific technology you want excluded in the work-for-hire and assignment clause. If you are giving the publisher a finished product then the agreement will be very different—there are no development costs, and therefore no milestones. The agreed upon price is therefore the value of the intellectual property, or the percentage of the intellectual property you are selling to the publisher. So rights ownership, like milestones, varies depending on the deal. You and your lawyer should therefore be able to negotiate based on what you’re actually bringing to the table.

Contingent Compensation

Your royalty is based on "Net Receipts". What are Net receipts? This is actually a fairly complicated question that can be reduced down to simply "what the Publisher thinks it means." It may be spelled out in the agreement as "all monies received by publisher and its affiliates, subsidiaries, assigns and licensees less customary reserves, cost of goods sold, returns, lost and damaged goods, promotional units, rebates, trade/marketing discounts, allowances and credits in connection with the game," or something similar, but if you take a close look those terms are fairly vague. "Customary reserves" customarily means a percentage of revenue held by the Publisher to cover the cost of returns, so when you see "customary reserves" as well as "returns", this is redundant and may be a way to double dip. "Cost of goods sold" could include not only the manufacturing costs, packaging expenses, and third party license fees, but may also include third party claims to royalties that supersede your own.

Most importantly, your advance (i.e., your milestone payments) is recouped from your royalties. This means that the publisher first pays itself, at your royalty rate, until your advanced is paid in full. This means that if you have a 30% royalty rate and a $6,000,000,000 advance, your game will have to make $20,000,000 in net receipts before you are entitled to a royalty. As we’ve already determined that net receipts in and of themselves are pretty tricky, the amount the game needs to make at gross may exceed $20,000,0000 by a substantial margin. Game developers typically don’t expect to see royalties, but in the event that your game is a huge success, you definitely want to make sure you know when you’re entitled to income. To that end, you want to make the language concerning Net Receipts as clear as possible. You also want to try to classify money in the pipeline (that is, money earned from sales but not yet received by retailers/distributors) as monies actually received (distributors and retailers are affiliates and licensees, but it’s still important that this is spelled out for accounting purposes).

When you are entitled to contingent compensation, you should also make sure that you are entitled to proper accounting and the right to review books. For more on this, read this article.

Representations and Warranties

Typically Publishers won’t promise much in the way of representations and warranties. However, you as the developer are expected to promise quite a bit. While it’s important to limit your own risks, you also may also want the publisher to assume the risks for its contribution for the game product. For instance, if the publisher provides licenses for engines or other middleware, you want the publisher to warrant that the publisher has acquired all of the necessary rights and licenses for the content it contributes. You also want indemnification for any claims arising from that content.

 

The sampling above is just a taste of the major negotiable issues in a publisher/development deal. The key here is always the same—leverage and position of the parties. Your ability to negotiate depends on your ability to leverage your product against what the publisher is offering you. While your negotiating power with EA may be non-existent, independent game publishers like Gamecock take their developers seriously and work hard to do what’s best for the game. If your publisher isn’t willing to negotiate and expects you to take the deal as is, there’s a very good chance that this is not the publisher for you. There will almost always be unfair clauses in these kinds of deals. That’s the industry standard within the entertainment industry as a whole. The people with the money set the industry standards, and they are not often developer or artist friendly. The object of the game is to get the best deal out of what is an inherently bad deal and increase your ability to bargain as you bolster your reputation and increase the value of your product.

 

*  Special thanks to professors Patrick Sweeney, Robert Lind, Michael Epstein, and andre pond cummings.