Setting the Bar for Milestone Approval (July 2009)
Dear Jim:
The publisher producer for our game recently left his company. The
new producer won't approve our newest milestone submission, even though
it follows on what we have been delivering up to now. He also wants
us to revise milestones that had previously been "conditionally"
approved. But when those earlier milestones were approved, there were
no comments received for revisions we had to make.
This will seriously make it more difficult for our already overworked
team to hit the deadlines. We're working crazy hours already and it
is not even crunch time. Moral in the studio is not so good.
Is there anything we can do here?
Milestone Mel
Dear Mel,
Some publishers use "conditional approval" as a way to
keep the door open in the event they want future changes to work that
was delivered earlier.
As a developer, if you get a conditional approval, it is important
to aggressively pursue your publisher to commit on paper to exactly
the reason for the conditional approval; then remedy it as fast as
possible.
We understand that a publisher may later want to change something
that was delivered earlier and approved. But the way to do that is
to negotiate a change order with the developer, revise the milestone
schedule, increase payments to provide for the additional work, and
go from there.
When I have raised this with game publishers at the contract negotiation
stage, or later if the issue was not covered in the deal, the response
may range from acceptance to outrage and refusal to be paying anything
more for, or pushing back delivery of, the project.
Taking the low road approach, expecting the developer to swallow
hard, do the extra work, and not get paid for it, is moving publisher
indecision or re-decision or mismanagement onto the backs of the developer
- it's wrong and unfair.
A collateral issue to consider when negotiating your deal, that could
help avoid the problem, is the criteria that must be applied in review
and acceptance (or rejection) of milestones.
Developers should always push for objective criteria. There must
be a measurable component, fully understood by both sides, for developer
to achieve, that will result in publisher approval. The most common
criteria is meeting the requirements set forth in the TDD, GDD, and
milestone schedule.
Publishers may resist this. But without an objective criteria, a
dev agreement is nothing but a fixed price agreement requiring unlimited
work, with no standard for acceptance.
An agreement I reviewed recently did an excellent job of covering
this issue:
"If the Milestone materially conforms to the Specifications
then, before the end of the Approval Period, Publisher shall issue
a Notice of Approval (signed by an officer of Publisher in writing),
unless the Work Product falls short of the quality standards to
be expected of a professional developer of video games for the relevant
Platform (recognizing the context of the Work Product as work-in-progress),
in which case Publisher may issue a Conditional Notice of Approval.
Receipt of a Conditional Notice of Approval shall not be treated
as a material breach of this Agreement by Developer."
More common, however, is a variation on the following from a recent
publisher contract draft:
"The parties also agree that acceptance or rejection will
be entirely at Publisher's sole discretion and that there are no
pre-existing criteria for acceptance."
Such language shifts absolute unfettered power to the publisher.
It is also factually incorrect. If there were no pre-existing criteria
for acceptance, then the milestone descriptions have no meaning.
While the publisher, obviously, must evaluate the deliverables provided
by developer, reasonable standards, mutually agreed by the parties,
should apply. For example, the above language could be modified to
provide:
"The parties agree that acceptance or rejection will be entirely
at Publisher's sole discretion; provided that Publisher's discretion
will always be consistently and reasonably applied."
A further revision may focus the standard for acceptance back to
the contract and related documents:
"Material factors for determining whether any Milestone is
accepted, conditionally accepted, or rejected will be whether it
conforms in all material respects to the applicable Milestone description
set forth in the Milestone Schedule, and is consistent with the
requirements of the TDD and GDD. The parties agree that acceptance
or rejection will be entirely at Publisher's sole discretion; provided
that Publisher's discretion will always be consistently and reasonably
applied."
The game publisher may never give up its right to approve milestones.
And there will always be subjective determinations in that approval
process ("is it fun," "is it good enough," etc.).
But by injecting some objective criteria into the agreement, the Developer
may be able to shield itself from unfettered, inconsistent, and unpredictable
publisher oversight in the milestone approval process.
And by tracking and following through with "conditional"
approvals, developers may be able to protect themselves from publisher
backtracking that can be harmful to the team and the development process.
©2009 Jim Charne. All rights reserved.
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