Article View: rec.games.programmer
Article #1884Re: Game Publishing Questionaire (LONG)
From: Bits of Magic
Date: Wed, 27 Jan 1993 19:21
Date: Wed, 27 Jan 1993 19:21
188 lines
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10768 bytes
Standard Disclaimer: I am not a lawyer. These are opinions only and should not be taken as facts. Your mileage may vary. Don't sue me, I'm only trying to help. I can think of exceptions to just about every statement or opinion I've offered here. > 1) Currently the game is still in its earlier stages of development. We > have not yet decided how we will distribute the game but let's assume > that we will publish it commercially. What is the best way to get > our game into a market? Should we find a distributor, sell the > rights to a company, what? Generally speaking, in order to get into major retailers, you MUST sign a deal with a distributor or publisher. What's the difference, you ask? A publisher will usually assume responsibility for writing, laying-out, and printing manuals, designing packaging, printing of game materials, assembly of game materials, warehousing of game materials and assembled product, marketing and sales (a short phrase that encompasses a multitude of sins), distribution of finished product, and at least some level of end-user support. A distributor will usually assume responsibility for limited warehousing of assembled product and distribution of finished product. Quite a difference, isn't it? What it comes down to is that a publisher is going to buy (or lease) the RIGHTS to produce and sell a game. They will generally assume all responsibilities for creating that game EXCEPT for design, coding, and testing of the software itself. They will generally consult with authors as to the CONTENT of manuals and other game materials. They will sometimes consult with authors as to the design of packaging and other marketing materials. They will occasionally (that's less often than sometimes) consult with authors as to the design and content of of sales materials. A distributor, on the other hand, generally buys finished product from you and resells it. Perhaps the term reseller would be better than distributor. The line between publisher and distributor/reseller is not sharp. There's fuzziness that can be sharpened up when you negotiate a contract, like requiring a publisher to let you write the first two drafts of the manual, or requiring you to design the package and get art for it. Almost anything is negotiable to a point. Before you demand complete control over your work, remember: 1) Assuming a decent contract, what's good for sales is good for both you and the publisher or distributor. If they don't think a package is going to attract buyers, they'll probably want it changed. 2) The cost of actually manufacturing product can be very high. The risk of monetary loss is correspondingly high to the party that has to do the manufacturing. > 2) Assuming that we have decided work out a contract with a distributor > to sell our game. What sort of contract should we negotiate? > Should we ask for royalties, a flat sum, a combination of both, or > what? If you are serious about doing this, the first thing you will do once you've talked to a publisher or distributor and decided between yourselves that you want to talk seriously about a contract, is to GET A LAWYER! Unless you are a lawyer. A lawyer will do several things for you: 1) A lawyer will take your money. Anywhere from $100 - $500 per HOUR. 2) A lawyer will make the publisher or distributor take you very much more seriously. 3) A lawyer will keep you from making simple, easily made mistakes that can cost you a great deal of money. 4) A lawyer will generally shorten the negotiation cycle enormously, and the contract that comes out the other end will be much more to your advantage. To effectively use a lawyer, you must understand the role of lawyer in the process. A lawyer doesn't MAKE deals. A lawyer makes CONTRACTS. You will be responsible for most of the negotiating (although you may use your lawyer as a go-between). Once you and the publisher/distributor have agreed on general terms, your lawyer and their lawyer will settle the details of a contract. Your lawyer will inform you of the many things in the publisher's/distributor's "standard" contract that are not to your benefit, and you will between you decide which ones to insist on having changed. Sometimes these things are in contracts for no good reason, or a small modification to the language will make them very much better. That's what a lawyer is for... Deals. Deals vary widely. What target machine? What type of game? You said computer RPG, but nothing about the target machine. Distribution or publishing deal? Are you interested in up-front money or long-term cash flow? Straight Distribution/Reselling Deal You do everything until you have shrink-wrapped boxes in your hands with your game, manuals, etc. in them. You sell them to a distributor for $14, they sell them to retailers for $20, retailers list them at $50 and sell to end-users at $40. Your profit is in however little you can make the shrink-wrapped boxes for. Your costs include marketing, sales, and end-user support -- all of which you can ignore, but ignoring them will lower you sales. You assume inventory risk (by which I mean you must PAY for the boxes before someone else pays you for them, and you will be required by contract (almost certainly) to accept returns and not get paid for those). Various Publishing Deals You create software. They do just about everything else. 1) A straight royalty deal (no advances -- no money to sign or fund development) might get you 20% or more for an IBM game, 10% for a cartidge game. But if they have no up-front investment, they have little incentive to push your game into the market quickly or hard. The vast majority of their risk is in their inventory, which they can control easily, so they can go slowly. 2) An advances against royalties deal (you get money to sign and/or develop the product, but that money comes out of your future royalties, if any). These vary all over the map, but royalty rates for IBM products run 12-15%, for cartridge products maybe 5-7%. Advances for an IBM product can run as high as $250,000, for a cartridge product as high as $350,000. Generally high advances go with lower royalties and vice-versa. Sometimes you can get varying royalty rates (X% until advances are paid off, Y% after that -- or X% for the first 50K copies, Y% for the next 100K copies, Z% after that). Sometimes some of the money paid for signing or development is NOT advances but straight cash. Sometimes the advances are returnable if the product is not published or doesn't sell well. Or they can be applied to any other products you do for the same company. 3) A straight cash deal. These are rare except for conversions, but I imagine they still exist. I would think you'd want all development costs funded plus some additional amount that could be negotiated. I would think an easier way to do this would be to go to work for the publisher. Random Contract/Negotiation Thoughts Whatever you do, MAKE SURE a lawyer looks at your contract before you sign it. Do not believe ANYONE who tells you "we have a standard contract and it's not negotiable". If they are serious, you almost certainly don't want to work with them. Don't do extensive work for someone without at least a letter of intent (if you're just doing your own stuff on your own product, it's ok, but don't implement their "suggestions"). Don't sweat a First Option clause, but be very concerned about a Right of First Refusal. Everything is Negotiable to a point, but everyone concerned here has to make a profit or everybody loses over the long run. > 3) Now lets assume that we have negotiated a contract that will benefit > both companies the most (ours and the distributor). How much money > can we hope for? How long will it take for the cash to really > start flowing (assuming the product is successful)? How long will > the cash continue to flow? All of this is variable according to your deal. In a reselling deal you will start getting paid on a regular basis (monthly or quarterly, probably) as soon as they get paid (which is often net 90), so you may be lagging as much as 6 months behind sales. In a royalty deal, first you have to pay off your advances (if any), which may take a year or more, then you have a similar lag which may be a couple of months longer because of the accounting practices of publishers (mostly involving returns). On the other hand, if you have a good contract with a nice place, you may be getting money in hand 45 days after sale. The life cycle of products varies a lot. Today most retailers dislike leaving product on the shelf if it doesn't sell fast, so if you're not hitting big in the first couple of months it could be all she wrote. On the other hand, some products sell slowly but consistently for several years. It's something of a crapshoot. RPGs tend to peak quickly and drop off quickly as the game is solved by the dedicated gamers. You often then release a sequel which does the same thing. Puzzle games (like Fool's Errand or Tetris) tend to have slower, longer sales curves that never peak as high. Simulators seem to sell well while they are close to the technological cutting edge, but often disappear quickly when new technology comes out. Your mileage may vary. Oh yeah. Check out the Computer Game Developers' Conference, a yearly meeting of developers and publishers in the field of computer entertainment. This year it's in April, and it's always somewhere in the San Francisco Bay Area. I'll post info in the next couple of days. Please don't email me requests for info or post them here unless I haven't posted by 3 February 1993. Thank You. **************************************************************************** * Evan Robinson * "I never get sick of zombies. I just get * * herosoftware@cup.portal.com * sick of producers." * * * George Romero * ****************************************************************************
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Path: arc1-ca.pugleaf.net!sparky!uunet!portal!cup.portal.com!HeroSoftware From: HeroSoftware@cup.portal.com (Bits of Magic) Newsgroups: rec.games.programmer,alt.msdos.programmer Subject: Re: Game Publishing Questionaire (LONG) Message-ID: <74451@cup.portal.com> Date: Wed, 27 Jan 93 11:21:08 PST Organization: The Portal System (TM) References: <Jan26.044919.11479@yuma.ACNS.ColoState.EDU> Lines: 188