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| Basic Negotiating for Fun and Profit |
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![]() Dustin_00 Member since: 1/23/2001 From: USA |
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| Informative and fun article. Thanks for the TIPs. :-) Just one other thing I was wondering/thinking about that wasn't in the article. I assume most people that want to make games, want to make a living at it. They don't want to make one, take the money and move on to, say, shoe repair. I suppose in your first publishing deals, you aren't really thinking much about "next". But when all is said and done, if you found a publisher you enjoyed, and felt you got a good deal with. Wouldn't you want to use them again? Or did you enjoy doing all that legwork and background checking the first time? I would think a growing relationship would make later negotiations easier and both sides would trust each other more. So I guess another thing to think about is not just "is this a win-win deal" but "is the publisher working to make this a win-win deal". If they are, and everybody enjoys working together, I would think you are on the road to more win-win deals. Dustin |
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![]() Khawk Staff Member since: The dawn of time
From: Port Orange, FL, United States |
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| I agree, great article. It's applicable in all aspects of business. Kevin |
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![]() Michael Tanczos Staff Member since: The dawn of time
From: Walnutport, PA, United States |
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| Very good! Another general strategy that you'll also want to take into consideration is what you focus on with contract negotiations. If you want more payment, you can expect to give up something on the terms end. If you want terms that side more in your favor, then you should expect to receive less compensation. So, in a nutshell, argue for better terms or better compensation.. only a pig goes for both. (as the figure of speech goes) If you see that they are being "pigs" themselves.. then walk away. You can't afford to waste your time on no-win deals. --- Michael Tanczos |
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![]() Anonymous Poster |
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| So what are the industry standards for royalties anyways? |
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