trilee wrote:As a contractor
How do you feel about contracts? Is it offensive or comforting?
In this artistic/online/visual novel environment do most people find a contract too formal?
Contracts are great (and even reassuring/comforting) if they're articulating an agreement that we've already made. For me, the way it usually goes is that we talk over what we think fair terms would be, and then the contracting party says, "Great, let me put all this together in a contract and we can both sign it."
However, I have had cases where I've been asked to sign something (usually an NDA) before we can even start discussions, and these generally don't sit too well with me.
It's not that I object to NDA's on principal. In fact, in the more technical work that I've done (both as an IT contractor and someone employed as an engineer), NDA's are standard. But when someone on a game development forum says, "I've got a really cool idea for a visual novel, and I need you to sign this to make sure you don't leak or steal my idea," I kind of roll my eyes a bit, because every single time I've gotten this kind of request, the person has turned out to be an "idea guy" who doesn't bring any particular kind of skill to the table (their title is simply something like "director, but not the kind of director that does coding"). While I don't particularly care about how much someone "contributes" to the project if they're paying me to work on it, it does require a bit of competence to actually assemble everything together (coordinating a team of contractors is a skill that some lack), and if they're not able to see the project through to release, I question whether they'll have the ability to pay me. And if I have a payment deal that includes anything on the back end (revenue share, for example), then I have to evaluate how successful I think the project will be, and projects run by "idea guys" (especially the kind of "idea guys" who expect you to sign an NDA before you start talking to them) don't tend to do too well.
As someone who grew up adjacent to Silicon Valley and spent my college years surrounded by software engineers, the mantra that was constantly drilled into me (both by example and people explicitly telling me) is that the most successful businesses tend to be the ones where people are obsessed with making a good product, and then figure out the business stuff later (because filing for LLC and opening a company bank account is easy in comparison), whereas people who are "business guys" who are trying to figure out what product to make tend to be much less successful. In one case, I encountered a person who hired a lawyer and incorporated a company before they even started the recruitment process for their project, and though a lot of people considered this person very "impressive" for having all of their stuff figured out in advance, to me, it spoke volumes about where their priorities were. Their project ended up languishing in pre-production for close to a year without anything to publicly show for it. In a lot of cases, it seems like visual novel "success stories" often start with someone who likes a certain part of the development process (maybe they're already a writer or an artist, and perhaps they already have a non-commercial project like a game jam under their belt), and then they decide, "Hey, maybe I should take this thing that I'm doing for fun and try to commercialize it," so when they start recruiting for a project, they're not a business person trying to create a project, but instead they are a project person who is trying to create a business.
The other reason that I dislike "idea guys" besides the fact that they don't contribute anything is that I actually get a bit worried whenever I do business with someone who places such a high value on ideas for the simple fact that I might be accused of "stealing" their ideas in the future. Incidentally, this is why a lot of people who are constantly pitched ideas tend to immediately chuck those ideas into the mail. For example, if oral tradition serves me correctly, Weird Al Yankovic gets a lot of letters from fans giving suggestions for song parodies, and he has an assistant chuck all of these into the trash, because if he reads them, he runs the risk of releasing an album and then having someone say, "Hey, I told Weird Al that he should do a parody of Lady Gaga's 'Born this Way,' and his newest album contains a song that's a parody of that exact song! He used my idea, so he owes me royalties!" Now, these people aren't really a legal concern (they have no legal ground to stand on in most cases), but they can be a massive pain to deal with, and that pain is made much more manifest when they've had me sign an NDA. So when I talk to an "idea guy," I not only waste time by talking to him in the present, but I run the risk that years from now he may come to me and say, "Hey, years ago I shared my idea to create a fantasy game with dwarves and goblins and dragons, and now you're creating a fantasy game with dwarves and goblins and dragons! You stole my idea!" Normal and sane people don't generally do this sort of thing. But it is something I might conceivably get from the paranoid kind of person who opens with "I need you to sign an NDA before we talk about the project I want to hire you for."
Just in terms of general tenor, the "good" kinds of contracts are the kind that come across with an understanding, "Look, we both trust each other to a reasonable degree, and this contract is just here to formalize our mutual trust." In a lot of cases, it also helps to articulate things in clear terms that can't be misunderstood by either party: a contract gets away from vague stuff like "Yeah, I should have this done in a few months" and gets toward "I will have the first deliverable done by May 31 and the second deliverable done by June 30, and if it becomes apparent that I can't meet these deadlines then we'll meet and discuss and make a good faith effort to find new terms that we can both agree on," this helps prevent situations where "a few months" casually stretches out and becomes 5-6 months when the employer thought that it would be done in 2-3 months.
If a "good" contract is the kind of agreement that's based on (and a formalization of) mutual trust, then NDA's often tend to be the opposite. It's basically saying, "I don't trust you not to steal my idea," or an agreement that is based on distrust. And why would I want to enter an arrangement based on distrust?
This post on Quora articulates some of the reasons that people dislike NDAs from a different angle.
In this artistic/online/visual novel environment do most people find a contract too formal?
Do contracts need to be kept short? (more like the work expected and payment terms as mentioned above)
Short contracts are generally best. Contracts are doing their job when they're articulating things that everybody involved at least sort of already understands. The places where people get upset (which is where lawsuits happen in extreme cases) is when people thought they had agreed to one thing, but the agreement was actually another thing. Like "whoa, I didn't realize I was giving
those rights away!" And that's the kind of thing that can happen when someone signs a 15-page contract. Short contracts are good. Short contracts are how you avoid situations where someone signs something without completely reading or fully understanding it.