"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 |
Getting Paid on Time (October
2002)
Dear Jim,
Our game is a big hit, I know we get royalties, but
when do they arrive? My team is expecting bonuses!
Poor Paul
Dear Paul,
Your development contract probably says you get royalties four times
a year. The industry standard these days seems to be that royalties
are accounted quarterly, usually 45 or 60 days after the end of each
calendar quarter.
That means royalties on sales that were made between July 1 and September
30 will be accounted and paid on November 15 or November 30.
But here’s an issue to consider. When is a sale actually made?
Many publishers do not consider a sale as being made until the publisher
collects payment from its customer. That means if a game is shipped
from “BigPub” on August 1, with payment terms of “net
60” (the bill is due 60 days after the invoice is issued), and
“SloPay” retailer doesn’t get around to paying until
October 15, the sale will not be accounted and royalty paid until
at least February 15. That’s over seven months from the day
the game shipped to the store!
No one has ever been able to explain to me why developers should
be paid based on collections rather than sales invoices. This puts
the developer at risk for a portion of the bad debt of the publisher.
Developers have no say in credit decisions - who is shipped and who
is not. Since developers do not participate in the credit decisions
of publishers (nor should they because they are developers!), it might
be viewed as unfair to be penalized when payments are not made.
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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.