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jakefriend_dev's profile
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jakefriend

@jakefriend_dev

Hi, I'm Jake! I'm an indie gamedev from Toronto working on Scrabdackle. (he/him) 185% funded on Kickstarter by 551 amazing humans! jakefriend.dev@gmail.com

Toronto, ON
store.steampowered.com/app/1578720/Sc…
Joined July 2020

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    jakefriend‏ @jakefriend_dev Aug 13

    Hey #indiedev #gamedev, I turned down a pretty big publishing contract today for about half a million in total investment (I'm a solo dev). They genuinely wanted to work with me, but couldn't see what was exploitative about the terms. I'm not under an NDA, wanna talk about it? 👀pic.twitter.com/h4mvP8Avbt

    10:02 AM - 13 Aug 2021
    • 4,462 Retweets
    • 11,456 Likes
    • mewfour Вячеслав Тульц Ninked yellow lime Connie 'Console-' Modugno NHEU.Editortoise/Composerpent Silver маєш десь..три псят? zhora
    182 replies 4,462 retweets 11,456 likes
      1. New conversation
      2. jakefriend‏ @jakefriend_dev Aug 13

        Note that though nothing legally stops me, I'm not going to be naming the publisher - just imagine any indie PC/console publisher. It's the industry that's failing devs, not any one company.

        10 replies 39 retweets 1,992 likes
        Show this thread
      3. jakefriend‏ @jakefriend_dev Aug 13

        So, everyone knows a business will protect its own interests, that's fine. I wouldn't expect someone to invest 6 figures in me without heavily mitigating risk. But the degree of control extended far past that, with insane breach penalizations for me - and zero for them.

        3 replies 34 retweets 1,793 likes
        Show this thread
      4. jakefriend‏ @jakefriend_dev Aug 13

        Let's start with the heaviest stuff: If the business invokes the breach of contract clause, here's what happens: - They keep the right to sell the game, and I lose my royalty (so, they keep 100% of revenue) - I pay them back all money ever given to me, and...

        10 replies 75 retweets 2,074 likes
        Show this thread
      5. jakefriend‏ @jakefriend_dev Aug 13

        - I also pay them *all development costs yet to come* for them to finish the game without me, with no limit to what that budget or cost is. So, here's me, a 30-year-old solo dev, facing a consequence where if my game is be taken away from me I'm also *in debt*.

        18 replies 83 retweets 2,423 likes
        Show this thread
      6. jakefriend‏ @jakefriend_dev Aug 13

        The debt would be anywhere from 1/4 to 1/2 a million dollars, and with no option for further income. Likely any funds I'd already received would be spent on cost of living, and I... don't *have* money like that, you know? So if this happens I'm in debt, *forever*.

        4 replies 48 retweets 1,967 likes
        Show this thread
      7. jakefriend‏ @jakefriend_dev Aug 13

        This breach is *really easy* to trigger. I would never expect a producer to call for it - but if the business has a choice between paying for a game and getting >50% of revenue plus its money (eventually) back, or *not* paying for a game and getting 100% of revenue...

        3 replies 41 retweets 1,931 likes
        Show this thread
      8. jakefriend‏ @jakefriend_dev Aug 13

        Obviously one is more blatantly self-benefitting, and even if unlikely, I can't accept that massive risk without protection against someone at the top deciding to cut me loose one day. All it takes is one misstep to have cause to invoke.

        1 reply 23 retweets 1,826 likes
        Show this thread
      9. jakefriend‏ @jakefriend_dev Aug 13

        (Notably, milestone builds could take 30-60 or more days to approve - but you can technically be read as in breach if it's not approved 30 days past the due date, so there's comfortable room for a breach to be claimed on a technicality.)

        1 reply 20 retweets 1,588 likes
        Show this thread
      10. jakefriend‏ @jakefriend_dev Aug 13

        Oh, what happens if *they* breach contract you ask? I get to keep my game :-) Isn't that nice? :-) Good luck proving it anyway: All publisher responsibilities total maybe 5 vague sentences that they must only try their "reasonable best" to do... any part of their entire job.

        3 replies 46 retweets 1,838 likes
        Show this thread
      11. jakefriend‏ @jakefriend_dev Aug 13

        How about rev share? 50%/50% was on the high side for the funding I was seeking (5 figures, not 6), but still would've been very profitable for me. Except, pre-recoupment (ie. until they've been repaid about a quarter-mil), the terms are *100%/0%*.

        3 replies 24 retweets 1,566 likes
        Show this thread
      12. jakefriend‏ @jakefriend_dev Aug 13

        Again: You will be due literally zero residual income from the moment the final build is approved until after around *24,000 copies* are sold. And when I say "due" income by then, I don't mean that you'll be *receiving* it any time soon.

        3 replies 38 retweets 1,645 likes
        Show this thread
      13. jakefriend‏ @jakefriend_dev Aug 13

        They don't have to start paying you your share until *30 days after the end of the QUARTER*, ie. up to 4 months past when it's *due*, and can withold "expected returns" up to 3 months more. Keep in mind, there's also no legal obligation to show you any financial records.

        1 reply 31 retweets 1,701 likes
        Show this thread
      14. jakefriend‏ @jakefriend_dev Aug 13

        Oh yeah - and your (eventual) share is also expected to cover all global sales tax. Why would *that* be a burden the party responsible for handling sales covers?

        3 replies 26 retweets 1,606 likes
        Show this thread
      15. jakefriend‏ @jakefriend_dev Aug 13

        I'm an individual and they're a corporation - letting me earn literally any money pre-recoup doesn't affect the eventual full recoupment or hurt them in any way, at all, either as a business or as individuals.

        1 reply 19 retweets 1,507 likes
        Show this thread
      16. jakefriend‏ @jakefriend_dev Aug 13

        Catch them underpaying you? There's no penalty clause (you're repaid only what was withheld), and you're going to pay for that auditor even if you DO prove fraud. For the Nth time, the exploitation is not just penalty-free but also PROFITABLE if I don't opt to gamble that cost.

        1 reply 45 retweets 1,761 likes
        Show this thread
      17. jakefriend‏ @jakefriend_dev Aug 13

        Have a disagreement over being told to add advertising systems to your game, or over changing/adding content you don't agree with? Guess what - they can have a 3rd-party dev it anyway, and you're paying for it. (Also no defined budget/cost limit on this, as before)

        2 replies 32 retweets 1,556 likes
        Show this thread
      18. jakefriend‏ @jakefriend_dev Aug 13

        When I voiced heavy concerns with the contract, they were surprised. Like, very honestly surprised. Again, I don't think they *meant* harm or to exploit. But predatory behaviour has been normalized in the industry. I guess it just doesn't stand out anymore.pic.twitter.com/UpOzeKfzCf

        10 replies 102 retweets 2,506 likes
        Show this thread
      19. jakefriend‏ @jakefriend_dev Aug 13

        They responded by asserting the contract *couldn't* be exploitative b/c top lawyers in the industry wrote it 🙄 and b/c other devs have signed it. The fact that they still easily sign devs on this is a poor reflection on the industry, not a vote in favour of the practice.

        18 replies 127 retweets 2,661 likes
        Show this thread
      20. jakefriend‏ @jakefriend_dev Aug 13

        Important context: They approached *me*. I wasn't looking for a publisher, and already had enough (barely, but enough) Kickstarter funds to go without them. These were the terms offered with literally as much leverage as someone in my in my position can have.

        5 replies 51 retweets 1,881 likes
        Show this thread
      21. jakefriend‏ @jakefriend_dev Aug 13

        If you're reading this hoping to find a publisher to take your small project to the next level: Get the contract. READ the contract. Skip to the terms of termination and check what happens if something goes wrong.

        8 replies 214 retweets 2,609 likes
        Show this thread
      22. jakefriend‏ @jakefriend_dev Aug 13

        Check how often and how quickly you get paid, and what visibility you have into the accounting process. Check how disagreements are resolved, and what triggers penalization. Check that they actually have to launch your game. CHECK.

        2 replies 108 retweets 2,212 likes
        Show this thread
      23. jakefriend‏ @jakefriend_dev Aug 13

        No matter what you're told conversationally, and regardless of if the people you're speaking with mean well (which they probably do), the legal terms are the ONLY guarantees you have as to how the business has to treat you - and a business will never put you first in a pinch.

        4 replies 116 retweets 2,026 likes
        Show this thread
      24. jakefriend‏ @jakefriend_dev Aug 13

        You are a person. They are a business. Don't capitulate and don't indebt yourself. Me, I'm going to make the damn game anyways, you know? Be good to each other. Thanks for reading.

        68 replies 122 retweets 3,555 likes
        Show this thread
      25. jakefriend‏ @jakefriend_dev Aug 14

        jakefriend Retweeted jakefriend

        Some follow-up - can't reply to all comments anymore.https://twitter.com/jakefriend_dev/status/1426596765353062408?s=20 …

        jakefriend added,

        jakefriend @jakefriend_dev
        No idea how to respond to all the positive support. Thank you #indiedev. I'm really glad this has sparked more conversation, and to to see a lot of comments from devs saying they'll approach publisher contracts a lot more cautiously now. Some questions/answers/thoughts ITT: pic.twitter.com/oMmxtsHeUy
        Show this thread
        13 replies 17 retweets 649 likes
        Show this thread
      26. End of conversation

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