"Famous Last Words"
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DISCLAIMER: This column is intended for general educational and entertainment
purposes and is not legal advice. Every situation is unique. Anyone entering
into a contract should have a lawyer who can provide counsel.

by Jim Charne
Attorney at Law |
Time is of the Essence (December 2001)
Dear Jim,
We signed our deal last week, but I'm wondering what this means in
the contract:
"Time shall be of the essence of this Agreement."
Maybe we should have checked before we signed?
HOPE NOT IN TEXAS
Dear Hope Not:
Will you finish the project on time? Hope so.
The famous "Time is of the essence" clause means if you
are one day late, you are in material breach and the publisher can
terminate the agreement.
Many publishers use this as one more tool to gain leverage over a
developer.
Without this language, missing your delivery date would not necessarily
be a material breach. The publisher would have to prove he had been
damaged as a result of the late delivery.
By adding "time is of the essence," this burden is removed
and there is agreement between the parties that any late delivery,
even by one day, equals material breach.
Life is of the essence; love is of the essence; fine wine is of the
essence. But unless there is an especially compelling reason (like
maybe the Harry Potter movie opening this week with supporting games
that you are developing), time in a development contract, and from
a developer's perspective, should not be of the essence.
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Is there language in your contract that has you
scratching your head? Found something confusing or worse? Submit
a question to Jim for developer-oriented analysis in this Famous Last
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Jim's Bio
Jim Charne practices law in Santa Monica, CA (www.charnelaw.com) where he represents developers, designers, and other clients in the games industry. Jim was the proud recipient of an IGDA M.V.P. Award at GDC 2006, is chair of the annual GDC legal and business tutorial, and a member of the Advisory Board of G.A.N.G. From 1998 to 2001, Jim served as President of the Academy of Interactive Arts and Sciences.
© 2002 Jim Charne. All rights reserved.