Risk Aversion and a Clever Diversion
Publishers, as businesspeople, focus
a great deal of attention on risk avoidance. They sometimes even use it as an
excuse to convince developers to accept terms in a deal that are, in reality,
unnecessary or overreaching.
In a deal with a developer the easiest way for the
publisher to minimize risk is to put as much risk as possible on the developer.
So, back-end loaded budgets, long payment procedures and the necessity of the
publisher owning the IP is standard "policy" for many
publishers.
Well, as a professional negotiator,
I'll tell you what I hear when someone says "it's policy" or "it's
the standard deal in the industry." I hear nothing.
If the publisher
cannot provide a realistic logic-based justification for an adverse contract
provision, make them or don't agree to it. And if the best they can come up
with is "reduction of our risk" be extremely skeptical.
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!
More Developers than Deals
There is certainly a perception that
there are more developers and games than there are available deals. There
certainly are.
However, that does not apply to the right game at the right
time. Each game is in many ways unique and if you are lucky enough to garner
the interest of a publisher you can rest assured that they believe that your
game will succeed.
It could be unique gameplay, your
team's reputation in the industry or filling the right slot in the publisher's
portfolio strategy. But regardless of why they want your game, once you pass
that threshold, you no longer have one of the many games in the marketplace, you
have the game that the publisher desires.
And, as I already stated,
getting the right games to publish is the whole point of the exercise for the
publisher in order to insure their ongoing success.
Long-Term Vision
So, what does having a long-term
vision for your studio have to do with your negotiations? Initially, the
impression the studio makes on the publisher can make a significant impact on
the course of the negotiations.
Conveying a coherent vision can instill a sense
of competence in the mind of your contact at the publisher -- that the
developers are serious-minded about the long term success of their business,
not just their current game. This level of respect will usually have a positive
impact on the process.
Also, having a long term vision for
the studio can impact the sort of deal that will ultimately be acceptable to
the studio.
After all, taking a deal that does not provide sufficient revenue
for the studio to survive the development process and stay healthy in the post-release
period is important, especially if the long term goal is to build a great
studio, not just to make a great game -- which should be the long-term goal of
every studio.
|
To have a balanced negociation, both should be aiming for the money. The video game studio really needs to have that approach if it wants to survive.
To survive in this business, you have to be damn sure what you are making will be fun for others to play. The rest will fall into place after that!
Developers should focus on making great games, publishers should focus on marketing those games. A great game will generate money if the marketing is done properly.
Yea, there's got to be a little thought about money, especially when negotiating a deal, but that's one of the reasons dev studios have lawyers for, isn't it?
I'm myself employed by an independent studio, and I know how this badly impacts our salaries.
What I'm afraid of is that the developer is too often treated like a child that only thinks about games. And eventually this unbalance in the negociation is part of the publishing business model.
"And the developer needs the money to make the game and build their studio. What possible leverage can the developer have in a situation like that?"
You then provide your answer to what leverage they have:
"And what does the developer have that the publisher does not?
A game."
I don't think anyone with a fully-functional, sellable game is wringing their hands over negotiating with publishers. If the publisher doesn't have to pay for the development of the game, negotiations are going to be pretty durned easy.
It's like any new product. If it's feasible and possible and prospective investors can see profit, they'll want to make a deal. Just because what you have isn't a reality yet doesn't mean the investor should have all the leverage in the bargain. It'll never be a reality without the co-operation between both parties, and if you look at it like that, money is everywhere, the next big thing isn't.
Perhaps a bit of history to take into consideration: http://en.wikipedia.org/wiki/Gathering_of_Developers
This article scratches the surface of this process in a way that is meaningful to anyone not familiar with it, and I want to extend my thanks to Mr.Buscaglia for writing it.
Cheers!