Modern Problems
As I said, publishers are not the business
of just selling games; they are in the business of making money. Any
time a new or unusual revenue stream comes into play, it is the publisher
who initially benefits. This includes anything from lunch boxes and
action figures to movie rights. For example, when in-game product placement
began, developers rarely saw any part of these revenues... at least
until they started asking for it.
The same thing occurred with in-game
advertising. Again, this was additional revenue to the publisher long
before developers ever saw any share of it. But as the development community
became aware of these revenues, developers started asking for, and getting,
their piece of the pie.
Developers owe it to their own success
to be aware of and always seek to participate in these new inventive
ways to commercially exploit the games they make. When negotiating your
deals, always push for an even split on these ancillary revenues.
After
all, they do not have any of the risks or costs associated with their
distribution of the game itself. No funding, no marketing budget, no
manufacturing costs, no distribution costs and no platform license fees.
Just third party deals that bring in revenue outside of the traditional
distribution channels.
Sublicenses are Ancillary Revenue
Too
I always attempt to apply the same revenue
model to sublicense deals as well. Although most major publishers
now have direct distribution worldwide, often second-tier publishers
only distribute the game in one territory -- but secure worldwide rights.
Then they sublicense the game in other sub territories.
On these deals
the regional sublicensed publisher often provides an advance to the
publisher for the right to sell the game in that territory and gets
a localized version of the master. In effect, they assume all of the
marketing and distribution risks for the game in their territory. But
instead of getting the negotiated royalty rate in these sublicensed
territories, the developer only gets a percentage of the net received
by the publisher -- that is, a percentage of a percentage.
For example, if sublicensed distribution
deal is at the same rate as the primary distribution area, the developer
takes a huge cut. At a 25% royalty for a game that, after allowed
deductions, nets $24, the developer would get $6.00 royalty per unit.
But in with a 25% sublicense, all other things being equal, the developer
ends up getting only $1.50 per unit, and that’s assuming that the
game sells at the same price point. Ouch!
The publisher, however, has none of the
marketing or manufacturing expenses that it has in the core territory
where it actually manufactures, markets and distributes the game. Often
second-tier publishers actually generate more revenue from these sublicenses
than they do from direct sales, but with little or no risk or expense.
So, if there is going to be any sublicensing, do your best to carve
it out and get it treated just like any other ancillary revenue. Go
for the same 50/50 split you should be pushing for with any other the
ancillary revenue, and for the same reasons.
It All Starts at 50/50
So, always look for additional ways that
your game might be being monetized. Think about what risk these revenue
streams pose to the publisher. If there is little or no risk involved,
press for a higher royalty rate on these revenues. Your publisher may
not like it, but there is a valid logic to this arraignment and a strong
argument in favor of it as well. You may not get it, but it is
sure worth asking for. And one thing is for sure with publishers --
if you don’t ask, you don’t get.
(© 2008 Thomas H. Buscaglia. All
rights reserved.)
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