In a publisher fronting money to developer situation, without a fixed time limit (or money limit, which functionally translates to a time limit) is the publisher just infinitely on the hook to pay for dev time “until it’s done”?
I’m not trying to be cute. If a publishing company gives money to a developer who is a separate entity to make a game, they’ve got to have some kind of contract. If there is no timeline or total budget written into the initial contract, how could a publisher pull out of that agreement?
If the answer is going to be “publishers can just pull out when they feel like it” then that’s neither adhering to the “let devs develop ‘until it is done’.” philosophy that is the entire point of this hypothetical restructure, and it for practical terms it does impose a deadline based on the publisher’s patience, except now that deadline is not expressly clear and simply defined.
If publishers can’t simply pull out on a whim, then without some kind of limiting factor that denotes a failure to perform where by a specific time a publisher can point to that failure, it can’t really be functional contract. Saying “the game must have x, y, z features” but never putting a time or budget limit in place means the developers can never have failed at implementing the features because they just haven’t gotten around to it yet.
No, no. You’re right. It is absolutely necessary to put out incomplete, buggy, unplayable “games” and force us to pay $80 to wait for them to actually finish it…
How would you, in general terms construct an arrangement between a publisher that is funding development, and a developer? How would the agreement hold a developer to certain standards without any kind of time or budget limitations?
In a publisher fronting money to developer situation, without a fixed time limit (or money limit, which functionally translates to a time limit) is the publisher just infinitely on the hook to pay for dev time “until it’s done”?
Depends; do they want the game to sell or not?
I’m not trying to be cute. If a publishing company gives money to a developer who is a separate entity to make a game, they’ve got to have some kind of contract. If there is no timeline or total budget written into the initial contract, how could a publisher pull out of that agreement?
If the answer is going to be “publishers can just pull out when they feel like it” then that’s neither adhering to the “let devs develop ‘until it is done’.” philosophy that is the entire point of this hypothetical restructure, and it for practical terms it does impose a deadline based on the publisher’s patience, except now that deadline is not expressly clear and simply defined.
If publishers can’t simply pull out on a whim, then without some kind of limiting factor that denotes a failure to perform where by a specific time a publisher can point to that failure, it can’t really be functional contract. Saying “the game must have x, y, z features” but never putting a time or budget limit in place means the developers can never have failed at implementing the features because they just haven’t gotten around to it yet.
No, no. You’re right. It is absolutely necessary to put out incomplete, buggy, unplayable “games” and force us to pay $80 to wait for them to actually finish it…
How would you, in general terms construct an arrangement between a publisher that is funding development, and a developer? How would the agreement hold a developer to certain standards without any kind of time or budget limitations?