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Negotiating Contracts That Protect Your Title and Team Royalty Rates Once you have decided on the type of deal for which you are looking, you need concentrate on the basics of the contract you are negotiating. Royalty rates are one of the key determinants of the financial success of your game. However, you may negotiate a nice royalty, but if the publisher never re-coups their money it will be irrelevant. We Need
How Many Logos On The Box? If you select a publisher to handle your title that sublicenses the game to other publishers in the major markets, your "high" royalty rate may end up being quite low. This is because you will receive a percentage of percentage. For example, if you give worldwide rights to a publisher that is headquartered in the United States but does not have a distribution network outside of North America, that publisher will receive a royalty rate as well from their international publishing partners. Your North American publisher may be granting a 45% royalty rate to you, but that rate is a percentage of the rate that they negotiated with each of their distribution partners. To offset these losses you can state in your contract that you will have one rate for the territories where the publisher has direct distribution, and a separate rate for any territories where the game is sublicensed. Keep in mind that more companies in the mix means less margins. Look at this factor when you are selecting your initial partner in a worldwide deal. Do they have the depth of distribution that you require? Is the US company you are dealing with going to sell the title to a Pan-European company who will in turn sublicense it to country-by-country publishers? What
Am I Receiving A Percentage Of?
Net receipts should not include items such as:
Having your royalty report include the number of units manufactured, sold, and the wholesale price can make your accounting job much easier. Going
Up? You should also limit the number of free copies that a publisher can distribute. Publishers and distributors use these copies for reviews and marketing as well as sales into the retail channel. The publisher will be incurring losses for every free copy that they as well, but it is a good idea to put a max on these. In extreme examples these free copies could lead to piracy. It is recommended that the publisher have a code on these versions of the game that can be traced. This will not prevent the initial piracy, but it will be used to trace the problem to the source. My Money
Went Where? Do I
Want A Want A Higher Advance Or Royalty? Payment
Schedules
If the publisher is financing your game in one of the other three models that we outlined earlier this can be much more complex. Make certain you have at least one payable milestone due per month. This will ensure you have the revenue coming in to pay your overhead. It also keeps the team motivated as they always have a goal in sight. Use a meeting or a conference call with the publisher to establish a timeline of milestones that you each feel is acceptable. Once these
milestones are defined in the contract, set a time limit for the approval
of each milestone. If the publisher does not approve a milestone they
should send you a written bug report and give you a set amount of days
to correct these problems. All contracts should have a clause that states
the publisher cannot unreasonably withhold the acceptance of a milestone.
Once the milestone is approved there should be a clearly defined number
of days before the payment is due with penalties for late payment.
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