Quick summary for those in a hurry: this
was about the practice of auditing your publisher to ensure that the total
amount of royalties paid to you as a developer is correct. Tim hails
from Media Forensics Ltd, a UK-based company which performs these audits – so
they were, of course, looking to sell themselves a bit, but what they said made
a fair amount of sense anyway.
Royalty accounting within the games industry
has become a major undertaking. On the surface, it sounds simple – pay the
developer a percentage of every sale made – but in practice, it’s seriously
complicated. The growth of high street retail (and other mediums, such as
mobile or downloadable games) makes all the numbers that much larger. These
numbers have to be put through calculations that differ every time because
deals between publishers and developers are rarely the same twice (yet the
formats used for these calculations are standardised to a one-size-fits-all
layout that is rarely sufficient); and they have to be tracked by a tangled
mess of different accounting systems that have been precariously merged as
publishers have bought each other out. Jon stressed that almost all publishers try
to get it right – they’re not out to screw over the developer – but they
usually don’t invest enough in their accounting systems to ensure things run
smoothly. Sure, there are exceptions – some publishers are worse for it than
others, and some care less than others – but historically, developers get
underpaid because they don’t push the publisher hard enough to get what’s
rightfully theirs.
As a developer, you’re informed about the
royalties you’re receiving in two ways: one, a chunk of cash rolls into your
company bank account, and two, you receive a royalty report every quarter. A
royalty report is a review of your title’s performance in the marketplace – a
breakdown of sales and income per month. It’s quarterly, so it covers three
months (and remember, ‘quarter 1’ is not necessary January, Febrary and March –
it’ll usually be the three months at the start of your publisher’s tax year).
There are two types of royalty report: the first is used when your contract
gives you a percentage of net receipts, however that’s contractually defined –
the gross income minus things like marketing, distribution, and so on. These
deductions can be different for different groups of sales; for example, the
deductions for distribution (getting the game to stores) are probably higher
for that game store in the middle of the amazon jungle than the store a couple
of blocks over from the manufacturing plant; for some games, however, they’re
the same for all sales, so it comes out as a fixed amount per unit sold (downloadable
games are like this). The second type of report is a distribution report, which
is when your contract with the publisher specifies that you get a share of the
net income/profit of the game instead of a share per unit; this type of report
requires more complex analysis. Don’t forget that the cash flow effect – the
way that the money must cascade from entity to entity on its way to you – means
that royalties on sales made in December won’t get paid to you until mid-May.
Every publisher has a different reporting
style, and more than one of the publishers out there give reports in numerous
different styles. Because publishers seek to avoid having to create custom
reporting styles for each project, they take the lowest-common-denominator
approach: the result is you lose most of the details. Fewer details mean fewer
things to ask questions about. So what you really need, first and foremost, is
to include in the contract the details that you require the publisher give you
(i.e. as many as possible – sales units, gross revenues, returned units, return
costs, price protection, net sales units, manufacturing costs, marketing
expenses, and any other deductions – by country or territory). Ideally,
you should include a template for royalty reports as part of your contract, and
once it’s all in place, be stubborn about it – if they’re not giving you all
the details you’ve asked for, reject their report until they give you one that’s
satisfactory. If you let them get away with it once, it becomes harder to
reject it the second time.
Once you’ve got the information coming in,
the second thing you need is somebody on your staff who can read and understand
these reports, and knows how to check them for figures that don’t add up. There’s
two stages to checking a royalty report. The first, Tim referred to as “Do the
math:” check that their column totals add up, that the brought forward numbers
match the previous report, that the percentages used are correct, that it’s not
lacking sub-license or bundle activity (retail sometimes forgets to tell the
publisher that they bundled your title with something – do your own scouting to
see if this is happening, particularly on the web), and that things have simply
been typed in correctly. Publisher staff are only human, and simple typos are perfectly
plausible.
The second, Tim referred to as “Do even
more math.” This is about checking your numbers to see that they are ‘normal’
for a title in your situation. Divide the gross revenues by gross units sold to
get the gross revenues per unit (a newly released, full price title should be
at least $30); work out your net unit sales and revenues as a percentage of the
gross (for top titles this is usually at least 85%); check your manufacturing
costs per unit (a PC CD should be no more than $1.50 per unit, while a console
game should be no more than $9 per unit); and check the royalty amount you’re
receiving per unit (is it falling as a percentage or dollar amount, and if so,
why?) If you can’t do the checks, hire someone who can.
What are the most common problems
MediaForensics have seen on royalty reports?
- Understated sales revenues – revenues are
usually accurate for regular, high-street retail, but when it comes to
non-routine things (rental, sub-license, OEM and bundling, online, mobile,
etc) the figures may not have captured everything that’s been going on.
- Overstated manufacturing, distribution or
marketing costs – often this happens because someone put in “conservative
estimate” figures at the beginning, and forgot to replace them with the
actual figures at a later point in time. You need to beware of publishers
trying to include a percentage for their own staff costs – your contract
probably didn’t allow them to do that. When it comes to marketing and “MDF”
costs, always seek outside help in figuring out whether the figure is
accurate – it’s very hard to judge how much marketing does, did, and
should cost. You may have been charged for a quarter of a booth at E3,
even though your game was one amongst 20 on display there; or you may have
paid for a full page in a gaming mag that ended up advertising three other
games alongside yours. Don’t undertake this one yourself.
- Transposition errors onto statements –
aka typos. Suddenly a 13% deduction becomes a 31% deduction. You’d think
this doesn’t happen, but as noted previously, a publisher’s accounting
systems are often fairly disjointed and require someone to sit there and
type pages and pages of figures from one system into another. Don’t
forget, however, that these errors can go both ways – you may find your
cut suddenly shrinking from 71% back down to the expected 17%.
- Overstated “bad debt” provisions – Most
publishers state a standard 2.5% deduction for “bad debt.” This is usually
far too large – most publishers have a bad debt of 1.0% to 1.5%. You can’t
really find out what the true percentage should be without auditing the
publisher.
- Incorrectly calculated and held
retentions – this refers to provisions in your contract for returned units
and price protection; such a provision is usually a “standard” percentage
of net revenues. Beware of the publisher retaining units at a different
rate to that specified in the contract; beware retentions not being released;
and beware of retentions being carried forward incorrectly (usually typos
again).
- Inappropriate low price selling activity
– when the revenue per unit is lower than it should be, particularly if it’s
soon after release (so prices shouldn’t have dropped yet). The publisher
may be trying to get rid of some other poor-quality title by attaching it
to yours with a lower price point, or the retailers may be dropping prices
to try and meet their quotas. Sales made to the rental chains may show up
here too.
- Weak consolidation by the HQ – it’s down
to the HQ to bring all the figures from all their territories together and
run them through the machine. Exchange rates are something to watch out
for here (Tim mentioned one instance where a publisher had added US
dollars and Euros directly, forgetting to perform the currency
conversion), as are a complete failure to account for a territory (usually
only the new ones). And even if they’ve got all the figures flowing in
correctly, the calculations they’re performing may simply fail to reflect
the terms agreed in your contract. This is usually only a problem with the
smaller publishers, because they’ve got less automation in place.
Auditing the publisher can uncover mistakes
like these, which may be causing you to lose a significant chunk of cash. It’s
also good corporate governance, and looks good in front of your shareholders
and other investors. There’s some feeling that auditing a publisher isn’t going
to sit well with that publisher and may harm future relations, and while that’s
true in some cases, it’s becoming increasingly the case that auditing is seen
as a standard business exercise just as in the music and movie industries. EA
even has a team of people dedicated to working with auditors. If you suspect
that something’s not quite right, or if the publisher is being uncooperative
(do they have something to hide?), then you’ll want to audit them, but even if
all seems well, Tim would still like you to (pay him to) audit them. If you’re
telling your publisher right back when you sign the contract, “We’re going to
audit you when the project is done,” then people will be a lot less put out by
it when it actually happens.
If you’re going to want to audit, you need
to be prepared. Firstly, you need to make sure that your publishing contract
actually allows you to audit them – some publishers are cooperative and
let you do it anyway, but it’s not a good idea to rely on that, so get it into
your contract. Even if it’s in your contract, the right to audit may have
expired, or may only be permitted to access data from a limited period of time.
There’s also likely to be restrictions on when you can perform an audit – it’s
disruptive to a publisher’s accounts department to be audited, so they likely
won’t want you doing it while they’re handling the Christmas sales, and so on.
Secondly, before you call in the auditors, make sure you’ve got all your
documentation and ‘evidence’ organised – all your contracts (the signed
originals), all your royalty reports, and any amendments to anything
(contractual, email, verbal – you name it, they’ll need it). Be ready to answer
any questions the auditor has quickly; the longer they take, the more it
all costs you, so don’t keep them waiting. Don’t call them in and then go on
holiday.
So what do the results tend to be like?
MediaForensics have always found inaccuracies in accounting when they’ve
been called in for an audit (and granted, if there was nothing wrong then they
probably wouldn’t have been called in). These inaccuracies have almost
always resulted in the developer being underpaid. The publisher will usually
react in one of three ways: one, “You’re absolutely right, we’ll tighten up our
systems and send you a cheque immediately.” (This is not a common occurrence).
Two, “Hum. Well, can we fix up a meeting in a couple of months time?” (They’re
stalling for time, probably to try and push the cost they’re about to incur
into the next quarter). Three, “So sue me.” While in Tim’s experience nobody’s
actually had to go that far yet, you should be ready to. It’ll happen
eventually.
In summary: It’s complex. There’s little
standardisation, lots of opportunities for errors, and some very poor-quality
systems behind the royalties mechanism. Subject your reports to careful
scrutiny, and ask questions about them. Audit your publisher as a matter of
routine – people are getting used to the idea, it’s not personal. And as an
absolute last resort, be prepared to sue to get what you’re owed.
There were a couple of questions from the
audience at the end of the session. Firstly, someone asked who gets the
interest earned on the errant amount: usually, Tim said, the publishing
contract will state that the developer will receive the interest, but that
clause disappears during negotiations (giving up on the small amount to get the
large amount). Someone else asked how long it takes: usually about a week,
though once the audit is complete it can be weeks or months before your cheque
arrives (the longest in Tim’s experience was six or seven months).
In closing, I found this quite an
interesting session, though I’m conscious that it was in part a sales pitch. It’s
good to hear that some publishers are beginning to act professionally and
accept audits as a matter of course; perhaps if we all do it, they’ll stop
making the mistakes in the first place. |