Game development Distribution agreements Distribution agreements Traditionally, distribution agreements Distribution in the gaming industry were between developers or their publishers on Regardless of whether distribution the one hand, and the bricks-and- is intended to be physical, digital, mortar retailers on the other, perhaps or a mixture of both, the party via a manufacturer or an agent. providing the game to the distributor Physical copies would be sold to will need to ensure that a sufficient retail outlets or direct to consumers number of copies are provided to or to third parties for alternative meet anticipated demand. On the distribution models eg on the back physical side, this means ensuring of a cereal box. While these methods that enough physical copies arrive of distribution are still relevant, the with the distributor in time to meet direction of travel is very much the the planned release date. For digital, same as in the music industry a sufficient number of download where digital dominates. or access codes will need to be provided. An appropriate licence The main players now are the will need to be granted in order console/mobile and cloud platforms to balance the protection of the (such as the PS Store and the Apple developer’s IP rights in the game with Store) and the third party digital enabling the distributor to properly distribution providers (eg Steam). market and sell the game. Typically, publishers will broker the release rather than distributors Porting and localisation working directly with developers, An important issue when considering but there are options to self-release broad distribution is ensuring that via a third party host. This cuts out a game is both operable and the need for the publisher and a compliant wherever and however it’s distributor and relies on a EULA being distributed. Publishers will want between the developer and user. to ensure that, where porting a game 45