"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 |
Take it or Leave it Dev Contract (October 2004)Dear Jim, Our studio is pretty well known and we have developed many games over the last decade. In recent years, the business has gotten rougher as publishers consolidate into fewer and fewer entities, meaning less and less competition; and fewer and fewer projects seem to be getting assigned to outside independent studios. Recently we made a deal to do a small five month handheld game for a mid-level publisher. When the contract came, it was unbelievably one sided – giving all rights to the publisher and leaving us totally exposed. After reviewing it with our lawyer, we sent back comments. The response from the publisher lawyer: “take it or leave it – we won't negotiate.” Is this standard? Is This What It's Coming To?Dear Coming To: One-sided contracts are nothing new in the entertainment industry. Recording contracts are notoriously unfair to musical recording artists, screenwriters are the dogs of Hollywood, and development deals have passed enormous risk to developers for many years. That being said, game development contracts have typically been negotiated item-by-item as developer lawyers have worked to remove the most outrageous provisions and to balance the risks. The issue-by-issue discussion in the IGDA “Contract Walk-Through” can help illustrate the points most likely to be subject to developer negotiation in these deals. This is the first I've heard of a “take it or leave it” negotiating position, but here's some perspective on how to handle it:
AAA publishers recognize and respect the value their developers bring to software. They understand deals are negotiated between two parties who each bring unique skills and assets to the mix. No game can be a hit without a capable, motivated developer. One-sided contracts do not contribute to that positive workplace necessary to produce a top quality game. Publishers should take a second look at contract practices that are unfair to developers. No developer should willingly enter into an agreement that is unfair to the extreme. In the end, these are destructive both to the developer and the reputation of the publisher. All that being said, in the end, each developer must decide how important the development opportunity is for his or her studio, and how far he or she is willing to go to make the deal. Developers frequently have to swallow extreme contract terms in order to find work. Each such compromise adds risk to the deal – risk that can leave the developer exposed down the road.
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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 Words column (IGDA members only).
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.
© 2004 Jim Charne. All rights reserved.

