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“Milestone
Deliverables” are interim and final assets delivered to a video game
publisher by the developer throughout the term of the development
agreement. The approval of the “Milestone Deliverables” by the
publisher triggers the payment of “Advances” that fund the ongoing
development process. These milestone deliverables are defined in the
publisher/developer agreement, often in minute detail. My latest 'Game
Law' article for Gamasutra addresses the fallacy of detailed “Static
Milestone Deliverables” and discusses a preferred methodology involving
“Flexible Milestone Deliverables.”
“I hear you know how to make games... here's $5 million - make me some!”
As
the stories go, in the wild and wooly early days of the video game
industry, developers were funded by publishers via the delivery of
rather large checks. These funds were dispersed solely on the
developer's representation that they could actually make games. Sadly,
publishers eventually realized that they needed some form of control
over the developer, or there would be no way to assure that the
publisher would ever receive a game for their investment. So,
milestones were born. Instead of a single check to pay for the entire
game, the funds were delivered over time, with the developer being
required to show the publisher that progress was being made on the
development of the game.
At
first, a few milestones with general descriptions were given, such as,
1.) the signing of the contract, 2.) a playable alpha, 3.) fully
completed beta, and 4.) delivery of the gold master. Except for the
first milestone, each of these deliverables would have to be accepted
by the publisher before the correlative advance payment was made to the
developer to continue the funding of the development of the game.
As
this milestone process evolved, publishers began to add more milestones
into their contracts and put more detail into each milestone to better
manage the process and reduce their perceived economic risk. Often, the
details of the deliverable were derived from the design document
supplied by the developer. As deliverables became more and more
defined, developers became less and less likely to meet them as
required under their agreements. Eventually, “Milestone Deliverables”
became a running joke in many studios, because as long as the publisher
was satisfied with the actual progress of the game, compliance to the
details of what the contract defined “Deliverables” was, in practice,
not much of an issue. But it should be.
Feature Creep, New Technologies, Iteration vs. Static Deliverables
The
simple reality is that things change throughout the development
process. Even the best planned development cycles do not go as
expected. Of course, the creative process in developing games gives a
solid justification to this fact. After all, games are the result of a
creative process and often rely on emerging technologies. They are also
the product of a group effort with many cross dependant assets. This
already complex process is complicated further by the fact that
developers and publishers often attempt to define all the deliverables
over a 24-30 month project before the project has even begun based on a
design document. Then new technologies emerge, designs change
(hopefully for the better), and cross dependent elements fall off track
because other parts of the game are simply more difficult to implement
that anticipated.
Quite
frankly, some times developers pitch games too zealously and end up
over-promising in the process. All of these complications, and more,
end up with developers making commitments to milestone deliverables
that they can not and do not keep. And most developers and publishers
know this fact when they sign their contracts.
"Developer is in default from Milestone 2, or maybe 3...?"
There
is an inherent risk to the developer in this process. It puts the
developer in technical default under the contract because of a failure
to provide the deliverables called for in the contract. As a result the
publisher can terminate the contract “for cause” at any time, rather
than exercising the “for convenience” termination. Under these
contracts, a “for cause” termination is inevitably less advantageous to
the developer than a “for convenience” termination. A “for convenience”
termination often requires the publisher to pay out a portion of the
remaining advances to get out of the contract where the “for cause”
termination does not. No developer should put itself in a position
where it is in breach of contract within a few months of signing with
their publisher.
As
you probably know, certain elements in the asset pipeline are expected
to occur at certain points, and certain elements are necessarily
dependant on the pre-existence of other elements. Other elements are
completely independent and due to personnel issues, allocation of
resources, or a myriad of other things that may not occur exactly when
you anticipate. These matters often result in an actual delivery
schedule that does not even vaguely resemble the milestone deliverable
schedule in the contract.
Just
like when milestones were first implemented to accommodate an evolving
industry, as our industry matures we need to find ways to accommodate
this disparity. This is not just because of the unreliability of the
deliverable schedule, but because great games require iteration. And
iteration cannot be written into a hard milestone deliverable schedule.
Most importantly, milestone deliverables need to reflect what is
actually occurring in practice. The inclusion of flexible milestone
deliverables in the contract recognizes these facts, builds this
flexibility into the contract to create a more organic relationship
throughout the development process.
A Fixable, Flexible Solution?
Here
is how it works. The initial milestone deliverable is, of course,
defined. That's easy, as it is usually the signing of the contract
itself. The next full deliverable in the contract is also fairly simple
and straight-forward in that it is invariably based on the first
iteration of the existing project, whether it is a partially completed
game, proof of concept or technology demo or even a completed design
document. From there on, the publisher and developer agree to confer
periodically throughout the development of the game to set the
deliverables. In this manner flexible deliverables allow the developer
and the publisher to continue to write the specifications for each
deliverable based on the prior deliverable. So, the second deliverable
is based on what was delivered in the first deliverable. The third
deliverable on what was delivered in the second, the fourth on the
third and so on.
In
addition, if there is a departure from the original design that
requires substantial additional work by the developer; the developer
has the opportunity to “up-sell” the publisher. Then modifications can
be negotiated to the advances due under the contract to facilitate
additional funding to compensate the developer for approved additions
to the game. That way, the additional enhancements are not done at the
developer's expense. They can be factored into the deliverable and also
added into the advanced payments that accompany it. Of course, this
process does require a close working relationship between the publisher
and the developer. But the benefits to both are well worth the effort.
Conclusion
So, while some of the best developer war stories come out of discussions regarding the difference between the deliverable and ‘the deliverable,'
meaning, the deliverable in the contract and the deliverable delivered,
this is really no laughing matter. Often with static deliverables, the
developer finds itself dependant upon the good graces of the publisher
to accept a deliverable that in no way resembles what is called for by
the contract. It is hardly a decent position to be in when the advances
tied to those deliverables could mean life or death to your company. It
is bad enough when there are a few items missing from the list of
deliverables in the first few milestones.
However,
the problem exacerbates exponentially as the project moves from
milestone to milestone, due to the interdependency that naturally
exists among the deliverables. So, let's make the deliverables in the
contract match the deliverables in practice. Sure, there will be fewer
war stories to tell. But it will be better for everyone involved, both
developer and publisher. After all, static milestone deliverables have
been a joke in the industry for years and it is time we stop laughing
and started doing something about it.
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(2005 Thomas H. Buscaglia. All rights reserved.)
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