In a recent thread on DRM issues I suggested that piracy hurt the developers the most. Someone asked me to "prove it" which made me, well, want to prove it. My understanding of Publisher/Developer contracts is actually based on the music industry, from a course on entertainment law in my college days. Thanks to Gamasutura, I got to see a developer/publisher contract and the deals bare great similarities.
In a general contract between a publisher and a developer (where the publisher issues an advance) the developer's royalties are 100% dedicated to paying the advance before they ever see a penny. So using a modest $3,000,000 advance for a game and what is admittedly a guess at what the per/unit profit would be, $40 (not exactly easy to find) and a fairly standard 20% royalty for the developer . . .
Advance: $3,000,000
Net Unit Profit: $40
Publisher Cut: $32
Developer Cut: $8
With these values the Publisher gets a return on their investment after 93,750 units where the developer doesn't see a single penny until after the game has sold 375,000 units.
In a model like this the publisher has actually made $11,999,968.00 before ever owing the developer royalties.
But if this game only sells 374,999 units, it will be considered that the developer has never paid off the advance and will receive no royalties. These numbers are all for the sake of example but the values are relative and still represent the scale.
Pirated copies don't count. If a game is pirated before the developer's royalties have paid off the advance, it actually reduces the possibility that a developer will ever be paid for a game. Insult to injury, often the publisher owns the IP as well. Meaning you didn't make a cent and never will from that IP.
This is of course all based on the advance system. I am sure that larger developers can negotiate better deals and there are of course tons of exceptions. This is just the most basic of relationships.
In a general contract between a publisher and a developer (where the publisher issues an advance) the developer's royalties are 100% dedicated to paying the advance before they ever see a penny. So using a modest $3,000,000 advance for a game and what is admittedly a guess at what the per/unit profit would be, $40 (not exactly easy to find) and a fairly standard 20% royalty for the developer . . .
Advance: $3,000,000
Net Unit Profit: $40
Publisher Cut: $32
Developer Cut: $8
With these values the Publisher gets a return on their investment after 93,750 units where the developer doesn't see a single penny until after the game has sold 375,000 units.
In a model like this the publisher has actually made $11,999,968.00 before ever owing the developer royalties.
But if this game only sells 374,999 units, it will be considered that the developer has never paid off the advance and will receive no royalties. These numbers are all for the sake of example but the values are relative and still represent the scale.
Pirated copies don't count. If a game is pirated before the developer's royalties have paid off the advance, it actually reduces the possibility that a developer will ever be paid for a game. Insult to injury, often the publisher owns the IP as well. Meaning you didn't make a cent and never will from that IP.
This is of course all based on the advance system. I am sure that larger developers can negotiate better deals and there are of course tons of exceptions. This is just the most basic of relationships.