"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 |
Risk is the Hinge of Any Deal (February 2008)Dear Jim: If you were to analyze any deal and try to get to the single unifying principal, where would you end up? In a Philosophical Mood Dear Philo: Once we get beyond negotiation of milestone schedules, payment terms, approval conditions, ownership of IP elements, and all the other issues that make game development deals contentious, it becomes increasingly apparent that the courtship and mating dance we call contract negotiation is all about risk allocation. Development costs of a first-class game for two or more console systems regularly run into the $15-$20 million range. Development can take two years requiring a staff of over 100 people! When a publisher signs up a developer, it is putting cash on the line. If the game is completed, if it is wonderful, if it is accepted by the public, if Jupiter aligns with Mars, the opportunity is there for massive profit (witness the generally reported opening week for Halo 3 of $300 million!). But if any one of a long line of things fall apart, that game dev deal can be a financial sinkhole for the publisher. And potential loses are not limited to the investment in development. Claims of IP infringement in the patent, copyright, trademark, and trade secret areas, the specter of “hot coffee” claims, and lurking litigators who view our industry as a treasure trove of potential damages awards, all create the risk that development agreements parcel out among the parties. Negotiating who has that risk, and how it is balanced in the deal, is a critical part of any contract agreement. Let's look at a few examples for illustration:
As a general rule, developers should try to limit their liability to game assets produced and provided by developer. The standard for determining whether developer has defaulted in its reps (promises) should be U.S. law. Anything that is provided by a third party, or included in the game because it is specified and required by publisher, should be outside the area of risk for developer. If publisher decides to market its game outside the U.S., it should take the risk for compliance with local laws. Each agreement has an indemnification clause in which developer agrees to hold publisher and various affiliated publisher entities harmless if any reps (promises) of developer are challenged by a third party. Publisher should also indemnify developer for any similar type third party claims arising from licensor material, material provided by publisher, or other non-developer material that is required for use in the game. Publisher should also indemnify developer against claims arising from marketing, sale, and distribution of the game – functions that are totally beyond the control of developer. In negotiating game development deals, I've found a good starting point in analyzing each contract clause is to ask how this affects risk between the parties. If developers can limit their risk to areas firmly within their control, and hold their publisher to be responsibility for those areas controlled by publisher or its licensors, they will be off to a good start in managing this important element of every deal. |
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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.
© 2008 Jim Charne. All rights reserved.

