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Tom: Similar restrictions are placed on the entire
“Development Team,” also listed in Exhibit B (5.2). They are also
required to work on the initial two games exclusively and not work on
any other games after the first two are finished that can interfere
with their work on Game three. The Developer also has to provide weekly
progress reports to Activision and allow Activision access to the
development team throughout the development (5.3, below) and provide
periodic builds of the games (5.4).
Chris & Dave:
The agreement does not specifically prohibit the parties from
soliciting or hiring each other’s employees. If it did, it would have
helped Spark’s case against Activision.
Spark
might also have a case against the employees who left. Spark could sue
them for breaching any non-competition provisions that might have been
in their employment agreements, but this would be controversial.
Electronic Arts and Ubisoft have publicly debated whether employee
non-competition provisions are appropriate and legally enforceable.
Last year EA's Montreal GM sent a letter to Ubi's GM condemning Ubi's
practice of requiring employees to sign non-competition
agreements. This followed a lawsuit between EA and Ubi in 2003
regarding EA's hiring of former Ubi employees.
Tom: Milestone
deliverables, as set out in Exhibit A, are due in accordance with the
delivery schedule in Exhibit A with a written notice of delivery is
required and, if the deliverable is late, a written notice is still
required. Seven days late and Activision can terminate the contract
for cause.
Chris & Dave:
Typically a developer will want an exception for late milestone
delivery caused by the publisher. This exception isn’t in the Spark
contract, so Spark is required to deliver on time even if Activision
caused development delays. Section 6.2 does deal with Activision’s
delays, but it only applies to delays which occur after a milestone has been delivered.
Tom: Fortunately,
the delivery schedule can be modified by a subsequent written agreement
between Activision and Spark (6.1). Activision has ten days to accept
or reject the deliverable.
Chris & Dave:
Activision can reject a milestone if the milestone doesn’t conform to
the specifications, or if it is “unacceptable for some other reason”
(section 6.2(c)). In effect, this means that Activision can re-write
the specifications throughout the development process. Publishers
generally given themselves this ability to ensure they get the game
they want. The problem for developers is that changing specifications
can cause delays and can add expenses, so a fair “change order” process
should be included in the agreement to deal with this.
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