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Top Mistakes
Developers Make in
Publisher Relationships
(And suggestions to correct the mistakes!)
Why Do We
Make Mistakes?
The top three reasons a dev studio may be doing it wrong
Desperation
• They need the publisher’s money
• Studio is passionate about the project
and will do it at any cost
• Studio is only as good as its options
Optimism/Relative Inexperience
• Publisher gives a false sense of security (“This
is the first of many projects we hope to do
together”)
• “Of course nothing bad will happen!”
• This may be the studio’s first deal. Unsure of
what is “market value” or “normal.”
• Over-promising to impress the publisher
• Not continuing to “shop”
Games as Art vs Business Opportunity
• More interest in “winning” the project
• Not looking at the business realities
Other Reasons
• Miscommunication/Differing expectations
• Agreeing to terms without fully understanding
the meaning or the impact
• Failing to consult the right people (e.g., agent
or attorney)
• Assuming the publisher is looking out for the
studio’s best interest (Hint: they are not)
Mistake #1: Not
Getting Your
“Ducks in a Row”
Before the Deal
Why Being Organized is Important
Publisher needs to be able to trust the studio
with the resources they are investing
Organizing your Business
• Choosing a business entity type (LLC, S-Corp, C-
Corp)
• Getting organizational documents in order
(operating agreement/bylaws, ownership and
equity, assignments)
• Detailed budgets, outsourcing and staffing
plans, etc.
Organizing your Business Team
Your team should include:
• Agent/Business Development person
• Lawyer
You may also want to include:
• Accountant
• Staffing/Recruiting solution
How This Affects Your Deal
• May help you actually GET a deal (in the case
of the agent)
• Bolsters credibility with publishers and
investors
• Puts you in a better position to negotiate a
more favorable deal (clear “base-line” of your
capabilities + visibility into market landscape
& competitive deals)
Mistake #2:
Specifications
and Milestones
Why “Money first, specs later” is a
very bad idea
Create your Development Roadmap
• Lay specs out ahead of time (as much as
possible)
• This should include a plan for live ops, ongoing
content, DLC, etc.
• Identify any licenses required for development
(tech, music, etc.)
Feature Creep and Approvals
• Assume some delays in milestone delivery,
acceptance and payments (budget cash flow
accordingly)
• Have “change order” language in your
agreements for flexibility
• Aim for objective milestone approval
guidelines
Other Benefits to “Speccing” Early
• Puts you and the publisher on the same page
as far as the game’s scope
• Which hopefully=less review time and quicker
approvals
Solutions
• Where possible, avoid language where approvals are
subjective or totally at publisher’s discretion.
• “Each Milestone delivered to Publisher by Developer will
be subject to Publisher’s approval, in its sole discretion”
• Instead, strive for something more objective:
• “Publisher’s review of the applicable Milestone
Deliverables shall be based on technical compliance with
the Specifications set forth herein and shall not be
unreasonably withheld or delayed.”
Combine with “Change Order” language
“Any change to the Specifications or any Milestone Deliverable requested by
Publisher must be submitted in writing to Developer by Publisher (“Change
Order”). Developer shall evaluate such Change Order as soon as reasonably
possible, but no later than ten (10) days following receipt thereof. Developer
shall make a good faith reasonable attempt to accommodate the Change
Order at no cost to the Publisher. However, if such modifications (in
Developer’s reasonable judgment) materially increases the amount of
Services necessary to develop the Game or materially accelerate or delay the
timing for completion of the Game, and provided further, that Developer has
the uncommitted resources available to accommodate increased
development time or staffing requirements, Developer and Publisher shall
negotiate in good faith with respect to a revised Milestone schedule and
additional monies which may be required in order to accommodate such
Change Order.”
Mistake #3: IP
Ownership and
Underlying
Elements
It doesn’t always mean what you
think it means
What do you Own?
• Games are Intellectual Property. Value comes from the
rights embodied in the game.
• What you own and what you’ll continue to own depends
on each situation
• What you own and what you’ll continue to own also
depends on the level of funding
• Take a step back and look at the big picture of
roles/responsibilities
• Not just the overall game, but each building block may
be separate IP that has unique value
Underlying Tech
• Underlying tech includes engines and
development tools you create or license
• It is common for developers to own their
UNDERLYING tools/tech even if they don’t own the
final game product.
• BUT…the contract needs to “carve that out” so it’s
not caught up in the WFH language
• ANY IP is a company asset. Important for taxes,
valuation and reputation.
How this Affects the Agreement
• Holding onto underlying tech rights could be
important! A studio may discover during
development that they have built a better
mouse trap
• Also ties into non-compete obligations.
• Never assume this deal will end well. Always
plan for the worst and make sure you
have/own what you need to continue on.
Solutions/Sample Language
“Developer retains and reserves all rights, title, and interest in
and too Developer’s Tools. For purposes of this Agreement,
“Developer’s Tools” shall mean all of the tools that the Developer
owns or controls during the development of the MVP (including,
but not limited to, Developer’s proprietary tools and licensed
tools used for the development of the Product and their related
source and object code) and any improvements thereto.”
Non-compete Sample Language
“Unless approved by Publisher in writing, and for a period of five (5) years as
from the expiration of the present Agreement, Developer agrees not to
directly or indirectly engage or assist in the development of any product of a
that Publisher deems to be similar genre to the Game.”
• This deal didn’t have an expiration…5 years from forever!
• Publisher’s discretion
• It was a port of an existing game over to WiiU! Far too much to ask for a
limited porting project.
(Keeping the tools/tech could be undermined by an aggressive non-compete)
Mistake #4:
Termination and
Transition
Everything is wonderful and nothing
will ever go wrong
Planning for the Worst
• Bad things happen even in the best deals. Be
prepared for all scenarios
• Studios should never assume they will always
be on time, or that the publisher will always be
willing to pay you
• Don’t assume than negotiating termination
provisions will “curse” your relationship or turn
the publisher against you. They are expecting
this, too!
Termination For Convenience and Kill
Fees
• This happens more than you think
• Publisher will almost always include a termination
for convenience clause so they can back out
whenever it suits them
• If there is a termination for convenience you need
to fight for a kill fee to keep your lights on!
• Have a real internal conversation about how long
it will take to get a new project for your team.
Other considerations: Right of reversion,
option to shop, passive royalty
• What happens to the IP if the deal is cut short
before development is completed? What
happens if it’s terminated after launch?
• What happens to future options (e.g., right to
make sequels, prequels and spin-offs, or the
next project)?
• What happens if someone else develops the
rest of the game? What royalty are you
entitled to after termination? What if
someone else publishes?
Termination post-launch: Transition
• Who is responsible for live ops post
termination?
• What are each party’s rights to keep the game
“live” after termination? Differs depending on
the termination scenario
How it Affects your Deal
• Plan for every scenario for termination at every
stage of development
• Have a “game over” plan– what will you do
AFTER the deal terminates?
• Planning for the worst doesn’t mean the worst
will happen. Not planning for it will make the
result much harder to deal with.
Benefits of Planning Ahead
• You won’t be caught off guard if the publisher
pulls the plug
• You will have a way to keep yourself going until
the next project comes along
• Depending on where you are in development,
you may be able to hold onto passive income
even if you’re no longer involved in the project
Sample Language
“Publisher may, in its sole discretion, terminate the
development of the Title without cause or reason
immediately upon written notice, provided that in
such event Publisher shall pay Developer a fee
equal to the then-current milestone.”
Should be:
• Previously unpaid milestones
• Milestone in process at the end of the notice
• PLUS “X” as a kill fee.
Sample Transition Language
“ Transition Assistance. Immediately upon the expiration or termination of this
Agreement for any reason:
(i) The Parties shall cooperate in good faith to wind down operation of the
Game(s) by Publisher, and shall provide commercially reasonable assistance to
one another to pursue the wind down in a manner that does not disrupt the
ongoing operation of the Game(s). The winding down shall last for no more than
sixty (60) calendar days from the date of termination or expiration (the “Wind
Down Period”). During the Wind Down Period, all of the rights and obligations of
the Parties under this Agreement shall continue in full force and effect, unless
specifically stated otherwise.
(ii) At the end of the Wind Down Period, all of Publisher’s rights under this
Agreement with respect to the commercial exploitation of the Game(s) shall
automatically and immediately terminate, and Publisher shall cease to sell,
distribute, or use the Game(s) and return or destroy (at Developer's direction) all
Developer’s materials in Publisher’s possession and shall immediately cease all
marketing and promotion of the Game(s).”
Sample “Buy-back” Language
“Developer shall have the right (the “Buy Back Option”) within
one hundred and eighty (180) days from the date of termination,
to buy back the development and publishing rights for the
applicable Product, as well as the source code for the applicable
Product, for an amount equal to the aggregate Development
Costs for the applicable Product (“Buy Back Payment”).”
Other Common
Mistakes & Oversights
Keep a weather eye out
Everything is negotiable…to a point
• “This is our standard language” is never an
acceptable answer
• Neither is “we won’t do that.”
• Marketing milestones and commitments–
these MAY be core publisher responsibilities.
Hold them accountable in the deal.
Pay Attention to the “Boilerplate”
• Auditing– tell the publisher you will audit. Don’t trust someone else’s
bookkeeper.
• Credit– not just in the game, but for portfolio purposes. Easy to negotiate
• Model out the deal-- Most of the time, the contract does not match the
agreed on business model, Net deductions, recoup, etc. The publisher is
doing this! You need to, too
• Mutuality– make the deal mutual wherever you can– confidentiality,
indemnity and warranties, limitations on liability are key points that should
be mutual
• Boilerplate– Not throw-away! Negotiate attorney’s fees, governing law and
jurisdiction, arbitration
Sample Audit Language
Publisher agrees that Developer may, not more than once during any
calendar year, audit its books and records for the purpose of determining the
accuracy of Publisher's statements. Such audit rights may be exercised
throughout the Term and for six (6) months thereafter. If Developer wishes to
perform any such audit, it will be required to notify Publisher in writing at
least thirty (30) days before the date it plans to begin it. All audits shall be
made during regular business hours, and shall be conducted on Developer’s
behalf by a certified independent public accountant. Each examination shall
be made at Developer’s sole cost and expense at Publisher's regular place of
business. If Developer establishes as a result of an audit conducted by
Developer that there is an underpayment in the royalty payments due to
Developer, then Publisher shall pay to Developer, upon settlement of the
audit, Developer’s accountable auditor’s fees together with the underpayment
Sample Credit Language
“Publisher will provide proper attribution and credit to Developer
on all promotional materials, marketing materials and press
releases. Subject to Publisher’s prior, written approval in each
instance, not to be unreasonably withheld, Publisher grants to
the Developer the right and license to display Publisher’s name
and logo on the Developer’s website in connection with the
Developer’s promotion of the Product. In addition, the Developer
will have the right to display on its website screen shots from the
Product with Publisher’s prior written approval in each instance.”
Questions?

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02 vdj patrick sweeney

  • 1. Top Mistakes Developers Make in Publisher Relationships (And suggestions to correct the mistakes!)
  • 2. Why Do We Make Mistakes? The top three reasons a dev studio may be doing it wrong
  • 3. Desperation • They need the publisher’s money • Studio is passionate about the project and will do it at any cost • Studio is only as good as its options
  • 4. Optimism/Relative Inexperience • Publisher gives a false sense of security (“This is the first of many projects we hope to do together”) • “Of course nothing bad will happen!” • This may be the studio’s first deal. Unsure of what is “market value” or “normal.” • Over-promising to impress the publisher • Not continuing to “shop”
  • 5. Games as Art vs Business Opportunity • More interest in “winning” the project • Not looking at the business realities
  • 6. Other Reasons • Miscommunication/Differing expectations • Agreeing to terms without fully understanding the meaning or the impact • Failing to consult the right people (e.g., agent or attorney) • Assuming the publisher is looking out for the studio’s best interest (Hint: they are not)
  • 7. Mistake #1: Not Getting Your “Ducks in a Row” Before the Deal
  • 8. Why Being Organized is Important Publisher needs to be able to trust the studio with the resources they are investing
  • 9. Organizing your Business • Choosing a business entity type (LLC, S-Corp, C- Corp) • Getting organizational documents in order (operating agreement/bylaws, ownership and equity, assignments) • Detailed budgets, outsourcing and staffing plans, etc.
  • 10. Organizing your Business Team Your team should include: • Agent/Business Development person • Lawyer You may also want to include: • Accountant • Staffing/Recruiting solution
  • 11. How This Affects Your Deal • May help you actually GET a deal (in the case of the agent) • Bolsters credibility with publishers and investors • Puts you in a better position to negotiate a more favorable deal (clear “base-line” of your capabilities + visibility into market landscape & competitive deals)
  • 12. Mistake #2: Specifications and Milestones Why “Money first, specs later” is a very bad idea
  • 13. Create your Development Roadmap • Lay specs out ahead of time (as much as possible) • This should include a plan for live ops, ongoing content, DLC, etc. • Identify any licenses required for development (tech, music, etc.)
  • 14. Feature Creep and Approvals • Assume some delays in milestone delivery, acceptance and payments (budget cash flow accordingly) • Have “change order” language in your agreements for flexibility • Aim for objective milestone approval guidelines
  • 15. Other Benefits to “Speccing” Early • Puts you and the publisher on the same page as far as the game’s scope • Which hopefully=less review time and quicker approvals
  • 16. Solutions • Where possible, avoid language where approvals are subjective or totally at publisher’s discretion. • “Each Milestone delivered to Publisher by Developer will be subject to Publisher’s approval, in its sole discretion” • Instead, strive for something more objective: • “Publisher’s review of the applicable Milestone Deliverables shall be based on technical compliance with the Specifications set forth herein and shall not be unreasonably withheld or delayed.”
  • 17. Combine with “Change Order” language “Any change to the Specifications or any Milestone Deliverable requested by Publisher must be submitted in writing to Developer by Publisher (“Change Order”). Developer shall evaluate such Change Order as soon as reasonably possible, but no later than ten (10) days following receipt thereof. Developer shall make a good faith reasonable attempt to accommodate the Change Order at no cost to the Publisher. However, if such modifications (in Developer’s reasonable judgment) materially increases the amount of Services necessary to develop the Game or materially accelerate or delay the timing for completion of the Game, and provided further, that Developer has the uncommitted resources available to accommodate increased development time or staffing requirements, Developer and Publisher shall negotiate in good faith with respect to a revised Milestone schedule and additional monies which may be required in order to accommodate such Change Order.”
  • 18. Mistake #3: IP Ownership and Underlying Elements It doesn’t always mean what you think it means
  • 19. What do you Own? • Games are Intellectual Property. Value comes from the rights embodied in the game. • What you own and what you’ll continue to own depends on each situation • What you own and what you’ll continue to own also depends on the level of funding • Take a step back and look at the big picture of roles/responsibilities • Not just the overall game, but each building block may be separate IP that has unique value
  • 20. Underlying Tech • Underlying tech includes engines and development tools you create or license • It is common for developers to own their UNDERLYING tools/tech even if they don’t own the final game product. • BUT…the contract needs to “carve that out” so it’s not caught up in the WFH language • ANY IP is a company asset. Important for taxes, valuation and reputation.
  • 21. How this Affects the Agreement • Holding onto underlying tech rights could be important! A studio may discover during development that they have built a better mouse trap • Also ties into non-compete obligations. • Never assume this deal will end well. Always plan for the worst and make sure you have/own what you need to continue on.
  • 22. Solutions/Sample Language “Developer retains and reserves all rights, title, and interest in and too Developer’s Tools. For purposes of this Agreement, “Developer’s Tools” shall mean all of the tools that the Developer owns or controls during the development of the MVP (including, but not limited to, Developer’s proprietary tools and licensed tools used for the development of the Product and their related source and object code) and any improvements thereto.”
  • 23. Non-compete Sample Language “Unless approved by Publisher in writing, and for a period of five (5) years as from the expiration of the present Agreement, Developer agrees not to directly or indirectly engage or assist in the development of any product of a that Publisher deems to be similar genre to the Game.” • This deal didn’t have an expiration…5 years from forever! • Publisher’s discretion • It was a port of an existing game over to WiiU! Far too much to ask for a limited porting project. (Keeping the tools/tech could be undermined by an aggressive non-compete)
  • 24. Mistake #4: Termination and Transition Everything is wonderful and nothing will ever go wrong
  • 25. Planning for the Worst • Bad things happen even in the best deals. Be prepared for all scenarios • Studios should never assume they will always be on time, or that the publisher will always be willing to pay you • Don’t assume than negotiating termination provisions will “curse” your relationship or turn the publisher against you. They are expecting this, too!
  • 26. Termination For Convenience and Kill Fees • This happens more than you think • Publisher will almost always include a termination for convenience clause so they can back out whenever it suits them • If there is a termination for convenience you need to fight for a kill fee to keep your lights on! • Have a real internal conversation about how long it will take to get a new project for your team.
  • 27. Other considerations: Right of reversion, option to shop, passive royalty • What happens to the IP if the deal is cut short before development is completed? What happens if it’s terminated after launch? • What happens to future options (e.g., right to make sequels, prequels and spin-offs, or the next project)? • What happens if someone else develops the rest of the game? What royalty are you entitled to after termination? What if someone else publishes?
  • 28. Termination post-launch: Transition • Who is responsible for live ops post termination? • What are each party’s rights to keep the game “live” after termination? Differs depending on the termination scenario
  • 29. How it Affects your Deal • Plan for every scenario for termination at every stage of development • Have a “game over” plan– what will you do AFTER the deal terminates? • Planning for the worst doesn’t mean the worst will happen. Not planning for it will make the result much harder to deal with.
  • 30. Benefits of Planning Ahead • You won’t be caught off guard if the publisher pulls the plug • You will have a way to keep yourself going until the next project comes along • Depending on where you are in development, you may be able to hold onto passive income even if you’re no longer involved in the project
  • 31. Sample Language “Publisher may, in its sole discretion, terminate the development of the Title without cause or reason immediately upon written notice, provided that in such event Publisher shall pay Developer a fee equal to the then-current milestone.” Should be: • Previously unpaid milestones • Milestone in process at the end of the notice • PLUS “X” as a kill fee.
  • 32. Sample Transition Language “ Transition Assistance. Immediately upon the expiration or termination of this Agreement for any reason: (i) The Parties shall cooperate in good faith to wind down operation of the Game(s) by Publisher, and shall provide commercially reasonable assistance to one another to pursue the wind down in a manner that does not disrupt the ongoing operation of the Game(s). The winding down shall last for no more than sixty (60) calendar days from the date of termination or expiration (the “Wind Down Period”). During the Wind Down Period, all of the rights and obligations of the Parties under this Agreement shall continue in full force and effect, unless specifically stated otherwise. (ii) At the end of the Wind Down Period, all of Publisher’s rights under this Agreement with respect to the commercial exploitation of the Game(s) shall automatically and immediately terminate, and Publisher shall cease to sell, distribute, or use the Game(s) and return or destroy (at Developer's direction) all Developer’s materials in Publisher’s possession and shall immediately cease all marketing and promotion of the Game(s).”
  • 33. Sample “Buy-back” Language “Developer shall have the right (the “Buy Back Option”) within one hundred and eighty (180) days from the date of termination, to buy back the development and publishing rights for the applicable Product, as well as the source code for the applicable Product, for an amount equal to the aggregate Development Costs for the applicable Product (“Buy Back Payment”).”
  • 34. Other Common Mistakes & Oversights Keep a weather eye out
  • 35. Everything is negotiable…to a point • “This is our standard language” is never an acceptable answer • Neither is “we won’t do that.” • Marketing milestones and commitments– these MAY be core publisher responsibilities. Hold them accountable in the deal.
  • 36. Pay Attention to the “Boilerplate” • Auditing– tell the publisher you will audit. Don’t trust someone else’s bookkeeper. • Credit– not just in the game, but for portfolio purposes. Easy to negotiate • Model out the deal-- Most of the time, the contract does not match the agreed on business model, Net deductions, recoup, etc. The publisher is doing this! You need to, too • Mutuality– make the deal mutual wherever you can– confidentiality, indemnity and warranties, limitations on liability are key points that should be mutual • Boilerplate– Not throw-away! Negotiate attorney’s fees, governing law and jurisdiction, arbitration
  • 37. Sample Audit Language Publisher agrees that Developer may, not more than once during any calendar year, audit its books and records for the purpose of determining the accuracy of Publisher's statements. Such audit rights may be exercised throughout the Term and for six (6) months thereafter. If Developer wishes to perform any such audit, it will be required to notify Publisher in writing at least thirty (30) days before the date it plans to begin it. All audits shall be made during regular business hours, and shall be conducted on Developer’s behalf by a certified independent public accountant. Each examination shall be made at Developer’s sole cost and expense at Publisher's regular place of business. If Developer establishes as a result of an audit conducted by Developer that there is an underpayment in the royalty payments due to Developer, then Publisher shall pay to Developer, upon settlement of the audit, Developer’s accountable auditor’s fees together with the underpayment
  • 38. Sample Credit Language “Publisher will provide proper attribution and credit to Developer on all promotional materials, marketing materials and press releases. Subject to Publisher’s prior, written approval in each instance, not to be unreasonably withheld, Publisher grants to the Developer the right and license to display Publisher’s name and logo on the Developer’s website in connection with the Developer’s promotion of the Product. In addition, the Developer will have the right to display on its website screen shots from the Product with Publisher’s prior written approval in each instance.”

Editor's Notes

  1. Once you underestimate your game’s value you’re already operating at a loss psychologically. If you don’t believe in your game, no one else will either. Have confidence. They need and want you as much as you need them, if not more. With the myriad of options available for funding and distribution, a lot of the pressure of NEEDING a publisher is off– take advantage of those and focus on making a great game. Don’t blindly accept a deal that isn’t in your best interest.
  2. Just as dangerous as underestimating your game is overestimating your ability or making promises you can’t keep. Don’t expect everything to work perfectly over the course of the next 2-3 years. Expect problems, delays, rejected milestones, and the possibility of the deal going sour down the road. It doesn’t hurt to plan you’re ahead for these possibilities even if they seem unlikely at the time, but it WILL hurt if confronted with these issues and you haven’t planned accordingly.
  3. Publishers don’t care if your game is the most avant garde work since Braid. They want to make money. So should you.
  4. Even the most savvy wheelers and dealers can run into snags in the negotiation process. Things happen. Knowing how to deal with them BEFORE they happen will make your lives and development process much easier.
  5. Example:  Dev 1 has a great concept and some good talent, but is only 3 guys with an idea.  Dev 2 has a GOOD concept, but a clear roadmap to get there, good internal and external business team.  Who gets a deal sooner? 
  6. Not organizing your business early will definitely lead to problems if a deal comes your way. The more prepared you are, the more attractive you’ll look to a publisher or investor. They will be less inclined to push provisions meant to protect themselves if they know you present fewer risks.
  7. You need to pay your taxes, and you need to keep meticulous accounting records both during and post development. You will also need an attorney, because publishing deals and investor deals in general are typically dense documents that include a lot of special handling. A good industry accountant will know how save you the most money going forward, and a good industry attorney will save you a lot of time and headache when the deal comes in the door. They can also give you advice early on concerning the best way to organize your business. The earlier you acquire these teammates, the better prepared you will be.
  8. Showing that you have the ability to manage your own business means the publisher doesn’t have to do it for you. These deals are pretty onerous at the best of times– don’t give them an excuse to make it even more one-sided.
  9. A lot of developers rush into deals because they need the money for development. Problem is, they leave schedules for specs and milestones empty or TBD as a result. This doesn’t benefit you in the long run. This is the meat of your agreement. Plan ahead!
  10. Publishers will reject milestones for one of two reasons: (a) they don’t want to pay you for what you’ve delivered; or (b) they CAN’T pay you. B is a bigger problem than A. You plan for B by making sure the publisher isn’t over-extending themselves in other deals and has a sustainable stream of income. Planning for A is much harder, and why hammering out definitive specs early on is very important. How you see your game and how the publisher sees your game may be very different. You need to resolve these differences before they become a problem. If they DO want to take your game in a different direction, you shouldn’t have to foot the bill.
  11. You need money to make your game. But just as important is making sure you have ENOUGH money to make your game. This means planning ahead for as many eventualities as you can imagine. The publisher wants you to make this game too– if you’re realistic about costs and set out financial responsibilities ahead of time, you are less likely to find yourself in financial straits mid-development.
  12. Copyrights, trademarks, and patents are your company’s primary assets. You are leveraging these assets when you get a publishing deal. If the game is already in alpha when the deal rolls in, most of the development is already done– unless publisher is recouping development costs you’ve invested, you shouldn’t give away your IP. Alternatively, if the game’s still in early concept and the publisher is funding development, they’ll expect to own rights in the game.
  13. No matter what state of ownership the final games ends up in, you need to hold onto your underlying tech rights.
  14. You want to hold onto your assets wherever you can, and you don’t want them to hamstring your ability to use those assets in future works through an unreasonable non-compete.
  15. No one wants to think that things will go wrong. There’s a general assumption that if you go in with a negative outlook, the deal is doomed. This isn’t really true. Hope for the best, expect a compromise, and plan for the worst. Knowing that you have a solid game plan if things go sour will make you and the publisher more comfortable during development.
  16. Termination for convenience is an annoying but sometimes necessary evil. The idea that they can cut you off at any time is scary. Make sure that if it does happen you also have a backup plan and the funding to keep you afloat for however long it takes to move on to the next project.
  17. Disposition of IP is just as important if the deal goes south as it is if it goes well. Disposition of IP post termination may determine the outcome of whether the game ever gets made. “If I can’t have it no one can” isn’t really a viable solution to termination.
  18. Even if a deal ends, it may not mean the end for the game itself. If you own the IP and can take the game to another publisher, you want to negotiate a transition that will make that possible. This includes looking at your non-compete. If they own the IP, you may still be entitled to a certain amount of income for ongoing support, even if it’s for a limited time.
  19. The publishers aren’t going into this with rose-tinted glasses, and neither should you. You need to be able to keep your company going even if the deal falls apart. A termination will be far more amicable if each party is prepared for it and knows what to expect.
  20. Always look forward, even if it means looking at the possibility of things not working out. The end of a deal doesn’t necessarily mean the end of your relationship with the publisher, and having a solid plan of action should the current agreement terminate will help both parties move forward with fewer risks or complications.