GAME PLAN 289
The benefits of using middleware are great when it comes down to time and
efficient use of a product that you know has a proven track record. We often choose
to use middleware when development from scratch doesn’t make sense due to time
constraints and the potential risks that may be encountered during development.
Also, outsourcing some of the not so fun tasks makes your developers happy because
it allows them to focus on the fun side of development!
Both parties benefit equally—it’s usually more cost effective to utilize middle-
ware than it is to develop a system from the ground up. Proven, working systems
are always less risky than creating something new that needs to be developed and
debugged.
In my opinion, there really aren’t many disadvantages—only in worse case sce-
narios. Sometimes the cost is high and unfamiliarity with the product can cause
issues. Technical support can sometimes put the production schedule at risk, if the
vendor does not respond quickly to questions. However, this is usually not the case.
By conducting due diligence of the vendors you want to use and by soliciting recom-
mendations from your industry peers, you can mitigate many of these disadvantages
and risks. We’re a small industry so we are our best resources.
One of the main things to keep in mind when using middleware is that licensing
fees must be paid to the middleware provider. Most of the licenses are tied to actual
title and/or platform. For instance, if you were working on PS3 and Xbox 360 ver-
sions of the same game, you might need to secure a license for each platform, or you
might be able to purchase one license that covers the all the platforms for the game.
You may even need one for additional languages, depending on what the licensing
agreement covers. In some cases, you may also need to play royalties to the vendor
for each copy of the game sold, so be sure to thoroughly understand the licensing
costs when conducting due diligence. If you worked on a sequel to a game, it is likely
you would also need to secure a new license. However, some vendors will allow you
to use the license at no extra cost if you are releasing additional content for the main
SKU of the game. Some vendors do cut deals if you are doing multiple titles and
multiple platforms, but all platforms and SKUs still need to be licensed.
Typically the publisher pays for the licensing, but this ultimately depends on the
project. Who pays what depends on the contract between developer and publisher.
For example, if the developer is shopping for a publisher it’s likely they will need to
front any middleware licensing fees. In this case, it’s possible for the developer to
ask the publisher to reimburse these fees during contract negotiation, or the devel-
oper may include them in the completion budget they request from the publisher.
The negotiations for the vendors I’ve worked with usually take little time.
Usually, you get the licensing agreement from the vendor, have the legal department
review it, sign it, and return it with a check to the vendor. Once they get the check,
the vendor will release the SDK so your team can begin working with it. In some