In the game business, as in life, you
don’t get what you deserve, you get what you
negotiate. The purpose of this paper is to offer
guidelines that will help you negotiate a deal with the
publisher of your game. By following these guidelines
you will get the publisher committed to your game, and
protect your team in the event that something goes
seriously wrong.
This paper will help you achieve the
above by detailing how careful planning and negotiation
will ensure you maximize your revenue and provide you
with protection in the event the project is canceled.
It is very important to have an
attorney at your disposal for the entire negotiation
process. Even if you do not wish them to handle the
negotiations themselves, you should not enter any
agreement without having the contract reviewed by a
lawyer, preferably one experienced in the interactive
industry.
Let’s Make A Deal!
Prior to submitting your game to
potential publishing partners, you must understand what
type of deal you want and/or need. The type of deal you
are looking for will often determine the underlying deal
terms that you can negotiate.
For most developers, publishing deals
fall into four categories:
- Work for Hire Development Deals
-- Publisher brings the developer a concept,
property or franchise and the developer creates the
game based on the publishers guidelines
- Early Stage Development Deal
– Developer pitches a publisher on a game that
they want to make and gets funding from the
publisher to create the game
- Completion Funding –
Developer creates a game on its own dime and then at
some stage in the development process brings the
concept to a publisher that finances the rest of the
game
- Pick Up Deal – Developer
completes the game with its own money and then sells
the essentially complete game to a publisher
Work For Hire Development Deals
These deals will yield the least
amount of negotiating power from the four examples
listed. In these scenarios publishers are seeking
development talent to create games based on the
publisher’s licenses or franchises. It is very
difficult to get a strong royalty in these deals. They
are a reliable form of revenue and generally require a
smaller staff. This allows the developer to take more
than one contract at a time and balance their risk out.
These deals are an excellent way to make a name for
yourself in the industry and have a steady revenue flow
while planning your original game and creating the
initial demo.
Early Stage Deals
Offering more negotiating position
than Work For Hire deals, these deals are generally
reserved for teams with a solid track record.
Requirements for this type of deal include a solid
design document along with a technology demo running on
the desired platform. When pitching Early Stage deals,
you will find the sale to be much easier if you are
pitching a game in a genre where your team has proven
itself previously. The number of prospective publishers
is limited due to the budget requirements of these sorts
of deals. Publishers will potentially be paying millions
of dollars for these games to be completed so they will
require a certain amount of control in order to protect
their investment. Since early stage deals are quite
risky for publishers, they will generally require more
demanding terms that limit the developers upside.
Completion Funding
These deals offer a good balance of
creative freedom and negotiating power. A great demo
that shows full playability and demonstrates the unique
selling points of the game is a must for this deal.
Publishers realize that their risk is less here due to
the fact that the developer has funded a percentage of
the game from their own money. This will give you a
better negotiating position when it comes down to the
royalty rates and ancillary rights of the game. The more
a publisher can see in the initial pitch, the better
chance a developer will have in securing a contract.
Many of the Early Stage pitches do not see contracts
until they reach this stage.
Pick Up Deal
These deals offer developers the
strongest negotiating position of all the deals. Under
these circumstances, a developer has funded the majority
of the title and a Gold Master date is near. Publishers
have very little risk as they are able to evaluate the
final version of the game they will be buying. With this
model you will also have the ability to choose between a
country-by-country or worldwide model. The differences
in these two approaches can give you the negotiating
power necessary to land a truly lucrative deal.
Royalty Rates
Once you have decided on the type of
deal for which you are looking, you need to
concentrate on the basics of the contract you are
negotiating. Royalty rates are one of the key
determinants of the financial success of your game.
However, you may negotiate a nice royalty, but if the
publisher never re-coups their money it will be
irrelevant.
We Need How Many Logos On The Box?
Obviously, a high royalty rate is
better than a low one. However, it is important to
understand how the royalty rate is determined and how
your publisher will get your game into the hands of
buyers all over the world.
If you select a publisher to handle
your title that sublicenses the game to other publishers
in the major markets, your "high" royalty rate
may end up being quite low. This is because you will
receive a percentage of percentage. For example, if you
give worldwide rights to a publisher that is
headquartered in the United States but does not have a
distribution network outside of North America, that
publisher will receive a royalty rate as well from their
international publishing partners. Your North American
publisher may be granting a 45% royalty rate to you, but
that rate is a percentage of the rate that they
negotiated with each of their distribution partners.
To offset these losses you can state
in your contract that you will have one rate for the
territories where the publisher has direct distribution,
and a separate rate for any territories where the game
is sublicensed. Keep in mind that more companies in the
mix means less margins. Look at this factor when you are
selecting your initial partner in a worldwide deal. Do
they have the depth of distribution that you require? Is
the US company you are dealing with going to sell the
title to a Pan-European company who will in turn
sublicense it to country-by-country publishers?
What Am I Receiving A Percentage Of?
Just as important as understanding
your publisher’s business model is to understand on
what your royalty is based. The definition of "Net
Receipts" can vary from publisher to publisher.
This definition of "Net Receipts" will
determine how much you actually make per game sold so be
certain you pay careful attention to this section of the
contract. You may have a high royalty rate, but if the
deductions prior to that rate are aggressive you will
end up with less money in the long run. As a general
rule, net receipts should only cover the following:
- Amount billed by Publisher from
the sale, lease, or license of each Product
- Deduction for any credits or
returns on refunds
Net receipts should not include items
such as:
- Cost of goods from manufacturing
- Insurance
- Shipping
- Withholding taxes from foreign
countries
Having your royalty report include the
number of units manufactured, sold, and the wholesale
price can make your accounting job much easier.
Going Up?
Escalating royalties are an option as
well. These royalty rates start at a lower level but
increase as the game sells through. The changes in rates
come as defined milestones in the contract. Pay close
attention to what these milestones are, they should be
goals that you and your team feel are achievable.
You should also limit the number of
free copies that a publisher can distribute. Publishers
and distributors use these copies for reviews and
marketing as well as sales into the retail channel. The
publisher will be incurring losses for every free copy
that they give away as well, but it is a good idea to
put a max on these. In extreme examples these free
copies could lead to piracy. It is recommended that the
publisher have a code on these versions of the game that
can be traced. This will not prevent the initial piracy,
but it will be used to trace the problem to the source.
My Money Went Where?
Most business relationships start in
good faith. Few companies enter an agreement knowing
full well that the deal is going to blow up in thirty
days. Bad things can happen though. Make sure your
contract allows you to audit the publisher’s books if
you have reason to believe that the reports are not
accurate. These audits are usually held at the publisher’s
office for a set amount of days. Be careful in
exercising this clause, all business is based on a large
amount of trust and storming into the accounting
department with a troop of auditors is not a good way to
further this cause. You can track the estimated sales of
your project by monitoring PC Data and keeping in touch
with any sub-licensors that your publisher’s uses.
Do I Want A Want A Higher Advance Or
Royalty?
This depends on the needs of your team
and/or company. Do you need the upfront cash in order to
complete the game or can you finish the project with the
cash you have on hand? Advances and royalties are
directly connected, the more you get of one, the less
you will see of the other. There are exceptions to this
rule, but they are few and far between. The more risk a
publisher has to incur on the advance of the game, the
less chance there is of you seeing backend royalties. If
a publisher can take less risk on a product, they will
be more willing to share the rewards with you.
Payment Schedules
The payment schedule you can negotiate
is directly related to the type of deal you are seeking.
If you are receiving advance payments from the
publisher, review the milestones for these payments
before you sign the contract. For a Pick Up deal these
milestones are usually very basic. As a general rule
they are:
- Signature of Letter of Intent
- Signature of Contract
- Receipt of Gold Master
- Receipt of Localization Kit
- Release of Product
If the publisher is financing your
game in one of the other three models that we outlined
earlier this can be much more complex. Make certain you
have at least one payable milestone due per month. This
will ensure you have the revenue coming in to pay your
overhead. It also keeps the team motivated as they
always have a goal in sight. Use a meeting or a
conference call with the publisher to establish a
timeline of milestones that you each feel is acceptable.
Once these milestones are defined in
the contract, set a time limit for the approval of each
milestone. If the publisher does not approve a milestone
they should send you a written bug report and give you a
set amount of days to correct these problems. All
contracts should have a clause that states the publisher
cannot unreasonably withhold the acceptance of a
milestone. Once the milestone is approved there should
be a clearly defined number of days before the payment
is due with penalties for late payment.
If You Build It, Will They Come?
Even the best game in the world will
not see its full potential without a well-organized
marketing campaign. If possible, you may want to
negotiate a set marketing budget into your contract.
This number can be part of the advance in the contract
or can be an addendum to the contract. Once a set number
has been agreed upon you should receive a package
outlining the publisher’s strategy and the channels
they will use in order to market the game effectively to
the public. You should have this package submitted to
you prior to the completion of the contract. Always
verify exactly what the publisher will need from you in
order to do their job effectively. They will most likely
need art assets, demos, and the unique selling points of
your game. Once the marketing campaign has begun, check
in with the marketing department to verify they have
everything they need and ask for the costs and samples
of the material.
Be certain your company’s logo is
printed on the box as well as included as an .avi at the
beginning of the game. This brand building is as
important to your company as it is to the publisher.
When it comes time to negotiate your next game, you’ll
be able to point to the store shelves and have people
recognize your work. With time some developers build the
same brand recognition that publishers have. Id Software
and Blizzard are prime examples of this.
What Is The Market, and Is It Covered
Properly?
Make sure the market that the
publisher will be covering is clearly defined in the
contract. If a publisher is not going to support a title
in a given market and you can secure a separate deal for
that area, be certain that those rights are excluded
from the contract. Simplify your job by having qualified
publishers handle some additional territories for you.
Your Spanish partner can take care of the majority of
South America and Mexico while your Portuguese partner
can cover Brazil. Also, many of the Australian offices
have distribution set up through out Southeast Asia now.
Having support like this prevents you from spending too
much time searching out deals that could have been
easily handled through existing relationships your
publisher already has.
If you have signed a worldwide deal
with a publisher or a contract that spans multiple
territories, make sure that the territory is being
supported through marketing and sales. Having a clause
in your contract that sets a time limit on the release
of products in these secondary territories gives you the
option of taking the rights and selling them on your own
if the publisher has not located a suitable partner.
Your title should also be properly
localized into all appropriate territories. Keep this in
mind from the very beginning of the development cycle.
By submitting a localization summary to the publishers
with your proposal you can help them know if the game
will be a viable choice for them. For example, your game
should be able to support the double-byte characters
used in Asia and other parts of the world. By not
supporting this, you will alienate a large market and
potentially hurt your chances of getting a deal. As a
general rule the publisher should handle the translation
and the development team should integrate the translated
text and voices.
It is very important that you make
certain your title is properly handled in all of the
major territories. If your game is not being actively
marketing, the rights should revert back to your
company.
Cross Collateralization
If you are selling more than one title
to a publisher at a time, you need to aware of the
implications of cross collateralization. By allowing the
publisher to cross collateralize your titles you are
allowing them to apply the sales of one game across to
the next. In other words, if your break-even point is
400,000 units sold and one sells 300,000 units while the
other sells only 50,000, you will not see a royalty
check. However, if the break-even point were set at
200,000 units per title, you would already be seeing a
royalty check for one of your titles. Make sure that
each title you sell to a publisher has it’s own
contract and terms. This will make sure you do not lose
revenue on one title due to poor sales of another.
Intellectual Property Rights
Unless you have been contracted by a
publisher to develop a game based on one of their
existing licenses, the work you’ve put into creating
the characters and world in your game should be yours.
Unless the publisher is willing to pay an additional fee
to purchase the rights to this IP you should retain
these rights. Important rights to cover in your contract
are:
- The name of the game
- Characters
- Story
- Trademarks
- Logos
- Source Code
- Art
- Illustrations
- Music
Many publishers will be adamant about
acquiring these rights. If you do grant these to them,
make sure that your team will be the ones responsible
for developing games based on this IP. Publishers have
more incentive to promote a franchise that they have a
long term stake in. Simply state in the contract that
your team will be the only ones to do these games or at
a bare minimum have the first option to work on them.
The same rule applies here as it does with the general
sales of your game. If the IP is not being used it
should revert back to your company.
Term Of The Contract
You should be certain that you keep
the term of the contract realistic. Too much time can
result in confining situations where you have revenue
opportunities down the road that you cannot act on. Too
little time does not give the publisher a sufficient
amount of time to run through the life cycle of a game.
Today’s games can stay on store
shelves for many years with the proper support from a
publisher. Typically life cycles are as follows:
- Initial release
- Add-on release
- Price reduction
- Bundle with Original and Add-on
- Special edition with more content
or a strategy guide
- Value release or
"Classics" release
There is little need to take the next
step in the process until sales from the last version
have begun to taper off. For this reason, the time
period in these life cycles will vary from title to
title. Generally a three to five year term is
acceptable.
Engine Rights
If your team has spent the last two
years making the next great engine, there is no reason
to sign those rights away with the first title based on
that technology. Superior technology is one of the
greatest keys to securing a publishing contract so
publishers will attempt to take an exclusive on a
particular engine to prevent competition.
This engine has the potential to
create extra revenue for you in the future. Epic, Id,
and Monolith all generate revenue from the license of
their engines that were initially created for their own
projects. In preparation for this, make sure that your
engine has the proper documentation that you will need
in the event it is ever licensed to other developers.
If the publisher does demand some form
of exclusive on the game’s engine, make sure the terms
are realistic. If you are developing an RPG, don’t let
the exclusivity cover all games in a certain time span,
especially if that engine can be used to create
shooters, or RTS style games.
Movies, Toys, Backpacks, and Pencil
Sharpeners
Ancillary rights are an important part
of the industry today. Go in any toy store in your local
mall and you will see a nice collection of toys based on
the franchises in the industry. The Tomb Raider movie is
in development and there is even talk of a Perfect Dark
television series. The game industry has been acquiring
licenses for years based on books, television shows, and
movies, but what happens when the opposite is true?
Some rights are just not worth the
trouble. The margins you will see in the end compared to
the time spent licensing out these rights do not work
out. As a general rule on a successful franchise you
should look to books, toys, television shows, and
movies. Concentrate in these areas first. Starcraft
licensing in the Korean market and Pokemon around the
world are great examples of stellar licenses, but these
are only two of the thousands of games released since
1998. You should seek an equal split for the advance and
royalties on these rights.
It’s Done!! Now What?
It’s time to start looking at
sequels and add-ons. Building a good relationship with
your publisher is the key to a long-term franchise that
is beneficial to both parties. Publishers will want the
rights to add-ons and sequels. Make sure your company
will be developing these products or at least have the
first opportunity to do so. Secondary platforms are
another case. It is becoming more and more common for
one publisher to handle PC rights, while another handles
the consoles. A general rule is to offer your primary
publisher an exclusive period of time to decide if they
would like to do the secondary platform. If they do not
want to pursue this you are open to shop the game to
others in the industry.
What if your next title has nothing to
do with the first? Unfortunately at the time you are
signing your contract you will know very little about
how it is to work with the publisher. If at all
possible, keep titles irrelevant to the contract out of
the contract. If you have a great relationship with the
publisher the opportunity will be there later for you to
pitch this title and pursue a deeper relationship.
Worldwide Versus Country By Country?
Which Is Right For Your Team?
If your team has funded the majority
of the game and you are in a strong negotiating position
you should investigate the two primary business models
available to you and choose the one that fits your goals
the best. Should you choose one of the major worldwide
publishers or take your title country by country and
spread your risk? Each model has its own advantages and
disadvantages.
Advantages of A Worldwide Model
A worldwide publisher carries strong
brand recognition with consumers. Many gamers make
purchasing decisions based on the publisher behind the
game. The sports franchises of EA and 989 Sports are
classic examples of this trend. Many consumers will buy
the newest version of these games every year with little
or no regard for previews or reviews. Simply the
notoriety of some of the big publishers is an advantage
in its own.
Another advantage of the large
publishers is the amount of money they can invest in
marketing and shelf space. Any company will make certain
the public is aware of their products, big companies
will invest in television advertising and larger booths
at trade shows in order to make sure their games are the
topic of conversation.
The acquisition of shelf space is also
a major factor with publishers. Most worldwide
publishers have large amounts of shelf space reserved
for their lines. This prime shelf space in retailers
will guarantee that your product is seen by the
consumer.
Worldwide publishers also have the
financing to support games at much earlier stages.
Established teams can approach publishers with a design
document and a technology demo and have a good chance
the project will be acquired. This provides you with the
security of revenue as long as the publisher is happy
with the milestones that are presented.
Finally, publishers offer you a
simplistic contact base. You have the entire world
covered as far as distribution, but you only have to
manage one contact. This makes life much simpler for
companies as you spend much less time handling royalties
and bug reports, marketing and press inquiries and more
time doing what developers do best: Making great games.
Disadvantages of a Worldwide Model
One of the prime disadvantages of a
worldwide publishing model is the fact that the bigger
houses will overlook many territories. Countries like
Portugal, Brazil, and South Africa may not seem like
much, but added together the advances from these
territories can be quite significant. When you grant
worldwide publishing rights to a company, be certain
they will cover all the territories available to you. We
will discuss how to do this a little later.
The evaluation time for a large
publisher is another disadvantage. Small publishers can
make a decision in a matter of days. Large companies
with offices spanning the globe can sometimes take three
to six weeks. The titles must be shown to and approved
by each territory or a minimum of the primary US and
European offices. Within these offices, the game will be
shown to and approved by multiple producers, acquisition
agents, and project managers. Once approved, the game
usually goes to a board that makes the final decision.
In the time that it takes some worldwide publishers to
"green light" a game, individual contracts can
be signed for the majority of the territories of the
world with country by country model.
Worldwide publishers handle all of the
marketing, PR, shelf space, and manufacturing costs
across the globe. By spreading your risk across several
smaller companies you can offset some of these costs.
Keep in mind that all money spent to promote your title,
must be re-couped prior to you receiving a royalty
check. In addition to this, any territory that a
publisher sub-licenses to will show a significant drop
in your royalty rate. Another general rule of thumb is
that the higher an advance you ask for, the lower your
royalty will be. Keep all of this in mind as you are
researching the business model that will best help reach
your goals.
There is always a risk of having your
title canceled from a worldwide publisher as well. If
the publisher releases several titles that do not live
up to their expectations, you may find your project
canceled as a means of diminishing their own risk.
Acquisitions by other publishers are also common and can
have the same effects. Your title may not fit the image
of the new owners or they may have a competing
franchise. If you have a long-term contract with a
company, this is something you should be prepared for in
the unfortunate event that it happens.
Your advances are only as good as your
last milestone payment. No matter how secure your
contract is, publishers will almost always demand a
clause for termination with little or no cause. For this
reason it is recommended that the contract states if the
project is cancelled for any reason, the publisher must
pay the next two milestones. This will give you enough
time to locate a new publisher or diminish the chances
of cancellation in the first place. Chances are your
title is much further in development at this point and
securing a new partner will be much less difficult. Many
publishers will require that upon signature of a new
agreement you must re-pay all of the advances that they
have sent you.
You may also see much less mind share
from a worldwide publisher than you would from a
country-by-country publisher. These companies release
many titles in a year and your title may be only one of
these. Don’t let your project get lost in the shuffle.
Make sure you are in constant contact with your producer
or the contact at the publisher. This will keep you in
the front of their minds at all times.
Simply negotiating a contract with a
big publisher will take more time than with a smaller
company. Larger publishers have a legal division and a
much larger chain of command to work through than
country-by-country publishers. Many times these
companies will have template contracts with very little
room for negotiation at all. It is much easier to start
with a publisher’s contract when the negotiations
begin. Don’t waste your own time and money on a
contract that will just be discarded by publishers or
delay the process as they have their team review each
point. Ask for their contract and have your lawyer look
it over. This will save you a lot of time and stress in
the long run.
Advantages Of A Country By Country
Model
Country by country publishers will
offer much higher royalty rates than worldwide
publishers will. You will be dealing directly with the
publishers in these territories, many times the same
partners that the large publishers use!!! For these
reasons, the margins are higher and you can receive a
larger portion of the pie. You do not see your
percentages depleted as the checks filter through
multiple companies. When the retailers pay these
publishers, you receive a check immediately.
The marketing campaigns of these
companies are much more focused as well. They only
handle sales in their native country and they know how
to reach the gamers in their territory effectively. When
dealing with different publishers in each market, you
will see the variety of campaigns that they use. Many
worldwide publishers will use one blanket strategy and
you will not see the benefits of this localized
marketing.
You will also have a much larger pool
of partners to choose from with a country-by-country
model. If you can reach beta stage with your title, you
can have as many as five times the available partners to
choose from. There are roughly thirty to forty companies
in the world that can safely fund a title from concept
on a worldwide model. With a country-by-country model
you can have as many as twenty partners in a given
country to choose from. This increases your chances for
a bidding war and also allows you to select the
publisher that you are most comfortable with.
Deals happen quicker with
country-by-country publishers. This was addressed
earlier when it was detailed how much time it takes many
worldwide publishers to make a decision on a game. Many
country-by-country publishers only need to show the game
to their evaluation staff, and then have the heads of
the company quickly review it. Offers can arrive within
two days of some of these companies receiving packages.
The contracts are also much easier to negotiate. If you
are using an agency, chances are high that your agent
has seen this company’s contract before and they can
help you speed this process up. Even if you are handling
the sales of the game yourself you will find that
country-by-country publisher contracts are much more
forgiving and sometimes half the size of a worldwide
publisher contract.
Country by country publishers will
also provide you with much better mind share than most
worldwide publishers. They release only a fraction of
the games a year that the big companies release, so the
title means as much to them as it does to you. You will
be able to receive instant feedback on the marketing and
work with them to correct any problems or execute new
sales strategies. With their interests closely aligned
to your own you can be certain that your title is being
handled properly.
Disadvantages Of A Country-By-Country
Model
The primary downside of selling your
title country by country is that you must have your
title near completion. These companies incur much more
risk per title than the worldwide publishers. As a
result they want to be certain of what they are buying.
On occasion the game can be sold at demo stage, but the
demo must be quite complete and very good.
The advances you see from a
country-by-country model are smaller, but the shear
number of advances you will receive counters this fact.
The risk here for developers is making sure that a
significant number of publishers pick the title up. As
you are not requesting development funding, the chances
of a high seven-figure deal are slim. But they are not
unheard of. This situation is not the norm, but it
certainly helps when all your costs are covered from one
territory and you still have ten or fifteen more to sell
into.
There is a smaller chance of landing a
publisher with the name recognition you desire in this
model as well. The country-by-country publishers may be
well known in their own territory, but they may not
carry the weight you desire for your next negotiation in
the worldwide market. The ability to say "Our last
title was carried by X publisher" is a huge benefit
when negotiating contracts down the road. The
country-by-country model may provide you with a deal
with a division of one of the worldwide publishers, but
you will most likely end up with a company that few
outside of that market recognize.
Using this model also makes it
difficult to place titles in the US and the UK. Where
other countries around the world have as many as 20
companies who handle single territory deals, the US and
the UK have very few. Most of the worldwide publishers
are based in these countries and they prefer worldwide
rights or nothing. There are still several options in
the US and UK, but you will find the search much more
difficult here if Europe and Asia are already spoken for
by a variety of different publishers.
There is a significantly larger time
investment in this model as well. Much more time will be
devoted to selling the title country by country. It is
possible to send your title to as many as two hundred to
three hundred publishers on this model as opposed to the
thirty to forty worldwide publishers. Once you add the
follow up calls and negotiations into this, there is a
large amount of time that could be spent coding or
developing art resources. Your company may not have the
resources to handle this time investment. Moreover, you
may not have these contacts in the first place. This is
a significant factor to consider.
Once the deals are signed in each of
your target countries, you will have to manage that many
more PR requests, localization kits, royalty reports,
and payments. With a worldwide publisher you will have
one liaison to work with in this capacity, with a
country-by-country model you will have one from each
company. Either a full time employee in the office or an
agency can alleviate this concern as well as time
investment mentioned above.
Summary
Creating a great game and negotiating
a contract that ensures you make money are two keys to
success in game development. Know the kind of deal you
are looking for and in which areas you should negotiate
most aggressively. If you use the information in this
paper to create a plan for your negotiations, you will
have an excellent head start in structuring a contract
that will maximize your revenue and protect your company
and it’s property.
BIO
Jay Powell is an
agent at Octagon
Entertainment, a full service agency catering to the
needs of game developers, specializing in the creation
of domestic and international opportunities for game
financing and publishing and finding opportunities in
other medias. Jay has arranged and negotiated numerous
deals in Europe and North America for Octagon's clients.
He has also proven a key evaluator of projects, having
secured some of Octagon's most successful games. With
gaming experience in excess of fifteen years, Jay's
industry insight has been immensely beneficial to
Octagon's clients and publishing partners. Jay's
experience has allowed Octagon to create and maintain a
property evaluation and acceptance methodology that
exceeds the standards and expectations of the
interactive industry.