游戏开发合同的谈判
文章来源: 文章作者: 发布时间:2007-04-06 03:16 字体: [ ]  进入论坛
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[本文主要介绍了开发商在与发行商签订发行协议时需要注意的事项。本文的原作者为艾伦。伯赫和凯瑟琳M.华莱士。艾伦.伯赫是Alston & Bird公司纽约办事处法律顾问,专注于知识产权法和娱乐相关法律,他曾任GT互动软件公司(现Atari公司)首席法律官。凯瑟琳M.华莱士是Alston & Bird公司亚特兰大办事处合作人,专注于知识产权法。]

  尽管主机生产商和大型游戏发行商均拥有自己的内部开发团队,独立开发工作室仍是娱乐软件业的主要创作力量。在与游戏发行商达成授权关系之前,开发工作室及其法律顾问必须面对一些财务、市场和法律方面的独特问题。

  本文主要介绍此种类型的授权关系:开发工作室保留游戏的知识产权,而把特定地区和特定时间内的发行及相关权力授予发行商,由发行商负责在PC平台或单个/多个主机平台上发行游戏。文中还将提及开发商从主机生产商手中获取游戏开发工具以从事开发,而发行商则成为该主机的授权第三方合作伙伴,为该主机提供游戏的情况。

  财务方面的考虑

  在开发过程中,开发商通常希望尽早签下发行协议,一旦确定了发行商,从策划初期到最终压盘这段时间内的费用,按惯例就将由发行商以版税预付金的形式承担。此时开发商将遇到第一个需要考虑的问题:发行商可能会要求开发商将所有预付款用于支付游戏的实际开发费用,而不能用于支付工作室的经常性支出。如果开发商同意这一条件,那么它只有在游戏的版税金超过预付款后才可能获得利润,而且它会发现自己在获得第一笔版税金之前将无力承担日常运营的支出(房租、电费、电话费)。在这种情况下,一家依靠单一产品为生且没有成功作品的工作室很快就会遇到资金上的困扰。(开发商也可以自主投资以获取更大的开发控制权和更高的版税收入,但由此而增加的风险是大部分较小的独立开发商所无法承受的。)

  更糟糕的是,对于开发商来说,由于很少有游戏能够真正赚回其预付款并获得额外的版税金,这笔预付款很可能就是开发商所能获得的所有收入。因此,开发商必须争取将工作室的经常性支出以及每个项目的利润计入预付款。

  为了减少风险,开发商还可以在发行协议中进一步明确:当项目被终止时,发行商必须支付一笔“解除费”(kill fee)给开发商,解除费通常是游戏的当前开发阶段以及下一阶段根据协议发行商所应支付的款项。开发商还可以争取在发行协议中加入“转变”(turnaround)条款,以允许开发商将被终止的项目“出售”给其它发行商。对于开发商来说,第二次交易往往比第一次交易更有利可图。

  开发商最关心的问题通常是版税率,但这种关心是没有必要的。开发商依据净营业额的一定比例获得版税金,电脑游戏的版税率一般为净营业额的20%至25%,高水准的电脑游戏开发商可以要求30%到35%甚至更高的版税率。与之相比,游戏机游戏的版税率通常较低,因为利益分配方包括开发商、发行商和主机生产商三方,并且主机生产商为了以软件销售收入弥补主机销售的亏损,会要求较高的分成。

  问题在于,人们对“净营业额”的不同理解导致了最终结果的巨大差异。与好莱坞相比,游戏业的情况还不算糟糕。在好莱坞,工作室从影片的毛利中扣去多如牛毛的各种费用,最后,即便是一部成功的影片也无法显示出任何“利润”。合理的扣除应包括产品成本、运输费和保险费,而发行商则会要求把合作广告费、不限量的供宣传和赠送之用的游戏光盘的成本也一并扣除,发行商还会要求赊销的权利,这些都需要在签订协议时多加注意,否则开发商很可能会发现自己根本无法从销售收入中获得任何好处。(为了避免被发行商所提出的各种克扣项目弄得不知所措,最好在授权协议后面附上一份空白的、格式经双方同意的版税声明。)

  还有一个相关问题是退货预留金(reserve for returns),尽管游戏被送到了商店,但可能乏人问津,因此发行商会坚持预留一部分版税金,以应付游戏被销往零售商但最终未能售出而是被退回的情况。授权协议如果只是提到对预期退货给予“合理的预留金”,则显然没有多大意义。10%的预留金是否足够?发行商可能会认为某类特定游戏的真实退货比例在40%以上。对此,开发商及其法律顾问应该问问自己:是否有了较高的退货预留金,发行商就愿意承担风险为这款游戏进行包装,或者发行商在需要提升底线或发布新闻稿时把游戏一脚踢出门外,又或者发行商的律师希望无人提及此事?无论预留多少,开发商必须要求在一段规定的时间内对预留进行清算,按惯例为每年清算。

  开发进度表:开发阶段

  发行协议列有一份开发计划,整个开发周期通常被划分为8至15个阶段,开发商必须按照这份进度表开展工作,每到达一个新的阶段都要由发行商对上一阶段进行评估,通过后再行付款。

  尽管很少有两份开发进度表完全一致,大部分进度表都会包含一些特定的标准内容,例如最初的设计文档,列出游戏的故事情节、玩法、目标、谜题、关卡设计、技术能力、配置,以及初期的一些美术。在接下去的一个阶段里还会提供游戏原型,游戏初期的一小段试玩内容。在基于游戏原型的交易中,开发进度表很难在原型本身获得认可前被通过。无论进度表的结构如何变化,最后三个阶段是固定不变的:alpha测试版、beta测试版和压盘版。alpha版的完成度通常达到95%,部分关卡和细节可能尚未完工,并且该版本可能藏有不少bug.beta版是用于接受全面质保测试的版本,该版本中的任何重大bug必须在交付压盘前解决。当然,要清除游戏中的所有bug几乎不可能,因此开发商必须在合同中注明什么样的bug才是质保测试中不允许出现的。

  在制作开发进度表时,开发商应该为自己确立一个现实的目标,因为发行商有权认为,任何没有正当理由的延迟都是对合同的违犯。发行合同中有时会加入搁置否决权,在这种情况下,即便发行商没有明确否定开发商某阶段的工作成果,也可以通过搁置而达到同样的目的。

  如果发行商否定了开发商某阶段的工作成果,开发商唯有返工,这将令项目的实际进度落后于最初制定的时间表,从而影响开发商预付款的到位情况。因此,在由于某阶段工作未被发行商通过而不得不返工的情况下,开发商必须争取把进度表上的所有截止日期向后推延。与此同时,合同中必须有一项专门的条款,要求发行商以客观的技术指标或合理的商业指标作为衡量某阶段工作合格与否的标准。

  续作的权利以及未来的项目

  游戏业内可以出现《最终幻想11》这样的名字而不令人觉得滑稽,这说明续作在这块市场上有着相当的地位。开发商会坚持保留续集的权利,发行商则认为自己花费了时间和金钱用于支持原作的成功发售,无论最终能否成为续作的发行商,都应该享有分成权。

  双方最终可能会达成一项约定,即双方都有权要求开发续作,另一方可以以投资的形式参与,双方的具体关系如下:开发商制作续集并由原发行商发行;开发商制作续集并由另一发行商发行;另一开发商制作续集并由原发行商发行。此外还有一个替代方案,即在续作问题上赋予原发行商以有限的权利,例如在原作发售后的一段特定时限内有效。此外合同还必须考虑另一种可能性:发行商不仅索取续作的权利,还要求获得围绕原作产生的所有授权产品的经营权。

  开发商未来的其它项目所涉及的问题更为宽泛,如同音乐业和图书业,娱乐软件的发行商常常持有这种观点:他们投资的是人才,而不仅仅是一个特定的项目。这一观点暗示,用户不再是根据发行商的品牌选择游戏,正如他们不会根据唱片公司的品牌选择唱片或根据出版公司的品牌选择图书。(EA Sports是一个例外,对于玩家来说,该品牌的知名度远比游戏开发者的品牌高得多。)因此,开发商在与发行商签订其第一份合同时,可能会吃惊地发现其中竟然列有赋予发行商从自己的一个或多个未来项目中获利的条款,即便这些项目与目前的项目毫无关系。开发商至少可以要求这些未来的项目应根据其实际工作量获得一笔合理的预付金。

  交叉担保

  如果发行协议涉及多款游戏、游戏的多个版本,或是续集以及未来的作品,发行商可能会要求所有这些项目的权利金必须“交叉担保”。这个古怪的名词听起来似乎更适合于出现在一份债务合同中,它给开发商的感觉是自己成了发行商的债务人。交叉担保是指某产品的版税金在抵消完预付款后必须用于弥补另一款版税金未能达到预付款的产品的不足部分。理论上,在这一条款下,始终为某一固定发行商制作游戏的开发商可能最终会发现自己一无所获,因为本应支付给自己的一款已上市一段时间的游戏的版税金,将被用于抵扣一款刚刚上市的游戏的预付款。

  解决的方法是要求发行商至少在部分产品上不要实行这种交叉担保制度,一旦游戏的版税金收入超过了该项目的预付款,则此收入不应再用于偿还其它游戏的预付款。这样,即使只有一款游戏开始赚取版税金,而其它两款游戏尚未补足预付款,开发商仍然能够从中获利。由此可以看出,开发商只有仔细审核并思考合同内容所可能产生的财务后果,才能最大程度地避免未来的损失。

  版权、商标、广告和包装

  在本文讨论的此类授权协议中,开发商拥有游戏的版权。不过发行商可能会要求开发商将游戏的商标所有权转让给发行商。如果开发商拥有游戏的版权而发行商拥有游戏的商标(如游戏标志和游戏角色),情况可能会变得复杂;如果协议上并未清楚地列明双方的权利,一旦出现创意或商业上的不和谐,情况甚至会变得非常恶劣。

  包装、广告和公关等事宜的决定权通常掌握在发行商而非开发商的手中,发行合同可能会禁止开发商未经发行商同意而发布任何与产品相关的新闻稿,可能会要求核心开发成员必须在发行商组织的促销活动中到场。这些细微而略显苛刻的要求比其它条款更为个人化,它们看上去可能并不像其它直接影响收入的条款那样重要,但开发商仍应对此给予充分的考虑。

  结论

  对于希望收获与自己的辛勤劳动相等值的回报的开发工作室来说,一份可操作的开发合同非常重要。在签订合同前仔细审核并思考所有问题,将有助于规避不必要的风险,令自己能够将全部精力投入游戏开发这一最重要的任务上。

  Negotiating Development Contracts

  by Alan Behr and Katherine M. Wallace

  Although console manufacturers and the major game publishers have in-house game development talent, independent development studios remain the core creative force of the entertainment software business. When entering into a licensing2 relationship with a game publisher, the development studio, together with its attorney, must address unique financial, marketing3 and legal challenges. This article addresses the situation in which a development studio retains the copyright in its game but licenses5 the publishing and related rights to a game publisher for a specified6 territory and a specified duration. The publisher, in turn, either publishes the game for play for the PC or for one or more game consoles. In the latter instance, the developer will have received an software development kit7 from the console manufacturer and the publisher will have been accepted as an authorized8 third-party provider of software for the console.

  Financial Considerations

  Developers generally seek to enter into a publishing contract as early in the development process as possible because, once a publisher is on board, the fare for the ride from concept to gold master is customarily borne by the publisher in the form of an advance—really a loan repayable solely9 from future acquired royalties10. The first financial challenge for the developer will come if the publisher should demand that the developer use all advance payments directly for the actual costs of the game being developed and not for the general overhead of the development studio. If the developer agrees to those financial conditions, not only will the developer show no profit until the game recoups the amount of the advance (and the publisher at last begins making royalty11 payments), the developer also may find itself unable to meet general operating expenses (rent, electricity, telephones) while waiting for the first royalty check. As a result, a development studio without multiple (and successful) projects, and with only a lean advance, can quickly find itself in financial difficulty. (The alternative—self-financing in exchange for greater creative control and potentially higher royalties—increases risk to a level that most smaller, independent developers hope to avoid.)

  To add insult to injury, because few games actually earn back their advances and harvest additional royalty payments for the developer, the initial advance provided by the publisher may be all the money the developer will ever receive for its troubles. The developer should therefore attempt to build not only coverage12 for overhead, but also a measure of profit into its advance for each project.

  A developer can further limit its financial exposure by having the publishing contract provide for payment to the developer in the event that the project is canceled during development. Payment would be in the form of a kill fee, meaning a specific sum paid on cancellation13. A typical kill fee is the amount due under the contract on completion of the milestone14 currently in production, as well as the subsequent milestone. (Milestone schedules are discussed in more detail below.) A developer also can seek to include a turnaround clause, allowing the developer to “shop” a canceled project to other publishers. In fact, the subsequent deal—made when the development of the game is further along—is often richer for the developer than the original one.

  It is to the royalty percentage that developers usually devote their greatest financial attention, but that can be a mistake. The developer typically will be compensated15 with a royalty based on a percentage of net receipts. While the developer of a computer game usually can expect royalties of about 20 percent to 25 percent of net receipts, top developers can command 30 percent to 35 percent, and sometimes more. Console-game royalties generally are lower because three parties—developer, publisher and console manufacturer—are involved and because console manufacturers, who need to make up on software the losses they suffer in selling consoles at below manufacturing cost, end up with a healthy piece of game-unit revenues.

  The problem is that just about everyone defines net differently, often with vastly different financial consequences. The game business, however, is not as bad as Hollywood, where studios have deducted16 so much from gross profits to cover expenses that even successful films have failed to show a “profit” for contract purposes. Fair and reasonable deductions18 from gross receipts include the cost of goods, shipping19 and insurance. Red flags in a publisher's form development contract include the deduction17 of cooperative advertising20 expenses from net receipts and deductions for the value of an unlimited21 number of promotional or giveaway copies. Developers also should beware of rights asserted by publishers to give credits to their customers rather than to take payment; the net effect could well be that the developer gets nothing for those sales. (A good way to keep from being surprised by what a publisher may consider deductible is to have an agreed-to form of royalty statement attached in blank to the license4 agreement.)

  A related issue is a reserve for returns. Though many copies may be shipped to stores, few may be bought by gamers. The publisher therefore will rightly insist that it withhold22 a portion of royalties to cover for the likelihood that much of what it “sells in” at retail23 may not “sell through” to consumers and may instead be returned. The question is, what does a license agreement mean if it provides only for a “reasonable reserve” for those expected returns? Is 10 percent enough? A publisher may insist that even 40 percent doesn't represent its true returns figure for certain types of games. The developer and its counsel should ask themselves whether a high returns reserve proves that the publisher is willing to take risks to build hits, that the publisher simply kicks product out the door whenever it needs to puff24 up the bottom line or issue a press release, or that the publisher's lawyer was just hoping no one would ask. Whatever the reserve, the developer should counter that it be liquidated25 within a prescribed period. An annual liquidation26 is customary.

  Development Schedule: Milestones27

  Delivery of the game is typically made in accordance with a multiphase development plan articulated in the publishing agreement, most commonly structured in the form of a milestone schedule. There are customarily between eight and 15 milestones. While the first milestone is often the execution of the agreement itself, each subsequent milestone will likely be for delivery of game work product, each to be presented to the publisher by the developer for comment, approval and payment.

  Although well-written milestone schedules are rarely identical, there are certain standard deliverables that most milestone schedules contain. One is for the original design document, which outlines the story, method of play, objectives, puzzles, level design, technical capabilities28 and specifications29, and which contains preliminary artwork. There also may be a subsequent milestone for delivery of a prototype, which consists of a small segment of the game in its earliest, minimally30 playable form, filled with placeholders. Indeed, in a prototype-based deal, the balance of the milestone schedule may not even be agreed on (and the project given the green light) until after approval of the prototype. Whatever the structure of the milestone schedule, the last three milestones will almost invariably be carefully defined: the alpha, beta and gold master versions. The alpha version will likely be the game in a form that is more than 95 percent complete; some levels and details will be incomplete, however, and the version likely will contain bugs31. The beta version must have the game in a form ready for full quality assurance testing. Any major bugs in the beta version must be closed prior to the delivery of the gold master for distribution and sale. Given that the elimination32 of all bugs is almost impossible, it is important for the developer to ask for the contract to state clearly what constitutes an unacceptable bug1 for the purposes of quality assurance testing.

  When agreeing to the milestone schedule, a developer should set realistic goals for itself. That is because the publisher will almost certainly have the right to consider any unexcused delay in delivery to be a breach33 of the publishing contract. Publishing contracts sometimes provide for a pocket veto, whereby the publisher's failure to approve a deliverable item (even if delivered on time by the developer) has the same effect as an explicit34 rejection35 by the publisher.

  If the publisher rejects a delivery, the developer must resubmit the deliverable for that milestone, potentially placing the project behind schedule and further delaying the developer's receipt of crucial advance payments. It is therefore in the developer's interest to press for a milestone schedule that pushes back the deadline for all deliverables in the event of reasonable delay caused by the need to rework and resubmit any deliverable due to its rejection. Just as important is a provision in the contract requiring the publisher to accept a particular deliverable (where appropriate) based on an objective technical standard, or at least a standard based on reasonably acceptable commercial standards.

  Sequel Rights and Later Projects

  The fact that this is an industry that can announce a major title called “Final Fantasy XI” without a trace of irony36 indicates how important sequels are to the market. The developer may take the position that it should retain sequel rights. The publisher will likely counter that having spent the time and money to launch a title good enough to warrant a sequel, the publisher deserves the right to participate in the revenue, regardless of whether it is ultimately the publisher of the sequel.

  The parties may agree to a provision whereby either of them would have the right to call for the creation of a sequel and give the other an opportunity to participate financially under each of the following contingencies37: The developer makes the sequel and it is published by the original publisher; the developer makes the sequel but another publisher picks it up; or another developer makes the sequel but it is published by the original publisher. An alternative arrangement would be to grant a limited sequel option to the initial publisher, one that would expire within a certain period of time following the release of the initial game. The contract also should consider the potential that the publisher will seek the rights not only to a sequel or two, but to an entire franchise38 arising from a hit game.

  Related to the franchise question is the broader issue of later projects. As in the music business and the book-publishing business, entertainment software publishers often take the position that they are investing in talent, not merely a particular project. There is logic39 behind this: Consumers generally don't choose games based on the publisher's brand any more than they choose music recordings40 based on the record label or select books based on the publisher's imprint41. (One notable exception is the EA Sports brand, which generally means more to consumers than the names of the development studios that create the titles.) For that reason, a developer receiving its first contract from a publisher may be surprised to find a clause that gives the publisher first dibs on one or more future projects, even if they are not part of the instant product's franchise. At the least, the developer should insist that future projects will have advances appropriate for the specific work required to develop them.

  Cross-Collateralization

  If the publisher expects multiple releases, either through different versions of a game or through sequels or later projects, it may ask that royalties from most or all of them be “cross-collateralized.” That odd term of art, sounding as if it more properly belongs in a contract of indebtedness, could, at its worst, make the developer's employees feel that they have become debtors42 of the publisher. Cross-collateralization means that royalties for one project that has earned back its advance may be used to recoup advances on another project that has not yet earned back its advance. The strongest kind of cross-collateralization clause makes every game in every version “fully crossed.” In theory, a developer that is steadily43 delivering games for a publisher could find itself being paid nothing under such an arrangement, because royalties that would have been paid to it for games that have been on the market for some time will instead be applied44 toward the recoupment of advances for games that have just been released.

  The solution for the developer is to gain at least a partial uncrossing. For instance, the developer could take the position that once sales of a game have allowed the publisher to recoup the advance for it, royalties from that game should no longer be applied toward any other advance. In that way, a developer with one game that is earning royalties and two that are not may continue to obtain royalties from the one game that is in the black. There are other possible compromises, but the main lesson to be learned from cross-collateralization is that careful drafting and knowledge of the financial implications of what has been drafted are the best protections against later disappointment.

  Copyright, Trademark45, Advertising and Packaging

  In a license agreement of the kind discussed here, the developer will retain copyright ownership, but it may be asked to cede46 to the publisher the trademarks47 in the game. If the developer owns the copyright in the game itself and the publisher owns the trademarks (for the title, logotypes and characters, among other elements), things can get murky—and, if there is a creative or business disagreement, things can get ugly—if the agreement does not clearly delineate the rights of the parties.

  When it comes to packaging, advertising and public-relations issues, it is nearly always the publisher, rather than the developer, who has the final word. The publishing contract also may restrict the developer from issuing press releases about the product without prior approval by the publisher. The contract may further provide that key development personnel must be available for promotional activities arranged by the publisher. These small but potentially sticky issues—being more personal in nature than others—should be given due consideration by the developer and its counsel, even if, at first blush, they don't appear as important as issues directly affecting revenue.

  Conclusion

  Negotiating a workable development contract is critical to a development studio that hopes to reap financial rewards commensurate with its hard work. Careful drafting and consideration of all the issues prior to signing an agreement can help a studio avoid unnecessary risks and allow it to concentrate on the important task of developing games.

  Authors' Bio

  Alan Behr, counsel in the New York office of Alston & Bird, focuses his practice on intellectual property and entertainment law. He is a member of the firm's IP-Transactional and IP-Trademarks Groups and is former chief legal officer at GT Interactive48 Software Corp. Katherine M. Wallace is an associate in the Atlanta office of Alston & Bird and focuses her practice on intellectual property law.

艾伦·伯赫和凯瑟琳·M·华莱士


点击收听单词发音收听单词发音  

1 bug 5skzf     
n.虫子;故障;窃听器;vt.纠缠;装窃听器
参考例句:
  • There is a bug in the system.系统出了故障。
  • The bird caught a bug on the fly.那鸟在飞行中捉住了一只昆虫。
2 licensing 7352ce0b4e0665659ae6466c18decb2a     
v.批准,许可,颁发执照( license的现在分词 )
参考例句:
  • A large part of state regulation consists of occupational licensing. 大部分州的管理涉及行业的特许批准。 来自英汉非文学 - 行政法
  • That licensing procedures for projects would move faster. 这样的工程批准程序一定会加快。 来自辞典例句
3 marketing Boez7e     
n.行销,在市场的买卖,买东西
参考例句:
  • They are developing marketing network.他们正在发展销售网络。
  • He often goes marketing.他经常去市场做生意。
4 license B9TzU     
n.执照,许可证,特许;v.许可,特许
参考例句:
  • The foreign guest has a license on the person.这个外国客人随身携带执照。
  • The driver was arrested for having false license plates on his car.司机由于使用假车牌而被捕。
5 licenses 9d2fccd1fa9364fe38442db17bb0cb15     
n.执照( license的名词复数 )v.批准,许可,颁发执照( license的第三人称单数 )
参考例句:
  • Drivers have ten days' grace to renew their licenses. 驾驶员更换执照有10天的宽限期。 来自《现代汉英综合大词典》
  • Jewish firms couldn't get import or export licenses or raw materials. 犹太人的企业得不到进出口许可证或原料。 来自辞典例句
6 specified ZhezwZ     
adj.特定的
参考例句:
  • The architect specified oak for the wood trim. 那位建筑师指定用橡木做木饰条。
  • It is generated by some specified means. 这是由某些未加说明的方法产生的。
7 kit D2Rxp     
n.用具包,成套工具;随身携带物
参考例句:
  • The kit consisted of about twenty cosmetic items.整套工具包括大约20种化妆用品。
  • The captain wants to inspect your kit.船长想检查你的行装。
8 authorized jyLzgx     
a.委任的,许可的
参考例句:
  • An administrative order is valid if authorized by a statute.如果一个行政命令得到一个法规的认可那么这个命令就是有效的。
9 solely FwGwe     
adv.仅仅,唯一地
参考例句:
  • Success should not be measured solely by educational achievement.成功与否不应只用学业成绩来衡量。
  • The town depends almost solely on the tourist trade.这座城市几乎完全靠旅游业维持。
10 royalties 1837cbd573d353f75291a3827b55fe4e     
特许权使用费
参考例句:
  • I lived on about ?3,000 a year from the royalties on my book. 我靠着写书得来的每年约3,000英镑的版税生活。 来自辞典例句
  • Payments shall generally be made in the form of royalties. 一般应采取提成方式支付。 来自经济法规部分
11 royalty iX6xN     
n.皇家,皇族
参考例句:
  • She claims to be descended from royalty.她声称她是皇室后裔。
  • I waited on tables,and even catered to royalty at the Royal Albert Hall.我做过服务生, 甚至在皇家阿伯特大厅侍奉过皇室的人。
12 coverage nvwz7v     
n.报导,保险范围,保险额,范围,覆盖
参考例句:
  • There's little coverage of foreign news in the newspaper.报纸上几乎没有国外新闻报道。
  • This is an insurance policy with extensive coverage.这是一项承保范围广泛的保险。
13 cancellation BxNzQO     
n.删除,取消
参考例句:
  • Heavy seas can cause cancellation of ferry services.海上风浪太大,可能须要取消渡轮服务。
  • Her cancellation of her trip to Paris upset our plan.她取消了巴黎之行打乱了我们的计划。
14 milestone c78zM     
n.里程碑;划时代的事件
参考例句:
  • The film proved to be a milestone in the history of cinema.事实证明这部影片是电影史上的一个里程碑。
  • I think this is a very important milestone in the relations between our two countries.我认为这是我们两国关系中一个十分重要的里程碑。
15 compensated 0b0382816fac7dbf94df37906582be8f     
补偿,报酬( compensate的过去式和过去分词 ); 给(某人)赔偿(或赔款)
参考例句:
  • The marvelous acting compensated for the play's weak script. 本剧的精彩表演弥补了剧本的不足。
  • I compensated his loss with money. 我赔偿他经济损失。
16 deducted 0dc984071646e559dd56c3bd5451fd72     
v.扣除,减去( deduct的过去式和过去分词 )
参考例句:
  • The cost of your uniform will be deducted from your wages. 制服费将从你的工资中扣除。
  • The cost of the breakages will be deducted from your pay. 损坏东西的费用将从你的工资中扣除。 来自《简明英汉词典》
17 deduction 0xJx7     
n.减除,扣除,减除额;推论,推理,演绎
参考例句:
  • No deduction in pay is made for absence due to illness.因病请假不扣工资。
  • His deduction led him to the correct conclusion.他的推断使他得出正确的结论。
18 deductions efdb24c54db0a56d702d92a7f902dd1f     
扣除( deduction的名词复数 ); 结论; 扣除的量; 推演
参考例句:
  • Many of the older officers trusted agents sightings more than cryptanalysts'deductions. 许多年纪比较大的军官往往相信特务的发现,而不怎么相信密码分析员的推断。
  • You know how you rush at things,jump to conclusions without proper deductions. 你知道你处理问题是多么仓促,毫无合适的演绎就仓促下结论。
19 shipping WESyg     
n.船运(发货,运输,乘船)
参考例句:
  • We struck a bargain with an American shipping firm.我们和一家美国船运公司谈成了一笔生意。
  • There's a shipping charge of £5 added to the price.价格之外另加五英镑运输费。
20 advertising 1zjzi3     
n.广告业;广告活动 a.广告的;广告业务的
参考例句:
  • Can you give me any advice on getting into advertising? 你能指点我如何涉足广告业吗?
  • The advertising campaign is aimed primarily at young people. 这个广告宣传运动主要是针对年轻人的。
21 unlimited MKbzB     
adj.无限的,不受控制的,无条件的
参考例句:
  • They flew over the unlimited reaches of the Arctic.他们飞过了茫茫无边的北极上空。
  • There is no safety in unlimited technological hubris.在技术方面自以为是会很危险。
22 withhold KMEz1     
v.拒绝,不给;使停止,阻挡
参考例句:
  • It was unscrupulous of their lawyer to withhold evidence.他们的律师隐瞒证据是不道德的。
  • I couldn't withhold giving some loose to my indignation.我忍不住要发泄一点我的愤怒。
23 retail VWoxC     
v./n.零售;adv.以零售价格
参考例句:
  • In this shop they retail tobacco and sweets.这家铺子零售香烟和糖果。
  • These shoes retail at 10 yuan a pair.这些鞋子零卖10元一双。
24 puff y0cz8     
n.一口(气);一阵(风);v.喷气,喘气
参考例句:
  • He took a puff at his cigarette.他吸了一口香烟。
  • They tried their best to puff the book they published.他们尽力吹捧他们出版的书。
25 liquidated a5fc0d9146373c3cde5ba474c9ba870b     
v.清算( liquidate的过去式和过去分词 );清除(某人);清偿;变卖
参考例句:
  • All his supporters were expelled, exiled, or liquidated. 他的支持者全都被驱逐、流放或消灭了。 来自《简明英汉词典》
  • That can be liquidated at market value any time. 那可按市价随时得到偿付。 来自辞典例句
26 liquidation E0bxf     
n.清算,停止营业
参考例句:
  • The bankrupt company went into liquidation.这家破产公司停业清盘。
  • He lost all he possessed when his company was put into liquidation.当公司被清算结业时他失去了拥有的一切。
27 milestones 9b680059d7f7ea92ea578a9ceeb0f0db     
n.重要事件( milestone的名词复数 );重要阶段;转折点;里程碑
参考例句:
  • Several important milestones in foreign policy have been passed by this Congress and they can be chalked up as major accomplishments. 这次代表大会通过了对外政策中几起划时代的事件,并且它们可作为主要成就记录下来。 来自《简明英汉词典》
  • Dale: I really envy your milestones over the last few years, Don. 我真的很羡慕你在过去几年中所建立的丰功伟绩。 来自互联网
28 capabilities f7b11037f2050959293aafb493b7653c     
n.能力( capability的名词复数 );可能;容量;[复数]潜在能力
参考例句:
  • He was somewhat pompous and had a high opinion of his own capabilities. 他有点自大,自视甚高。 来自辞典例句
  • Some programmers use tabs to break complex product capabilities into smaller chunks. 一些程序员认为,标签可以将复杂的功能分为每个窗格一组简单的功能。 来自About Face 3交互设计精髓
29 specifications f3453ce44685398a83b7fe3902d2b90c     
n.规格;载明;详述;(产品等的)说明书;说明书( specification的名词复数 );详细的计划书;载明;详述
参考例句:
  • Our work must answer the specifications laid down. 我们的工作应符合所定的规范。 来自《简明英汉词典》
  • This sketch does not conform with the specifications. 图文不符。 来自《现代汉英综合大词典》
30 minimally 0e3844f43172f471e75a897f7b3116da     
最低限度地,最低程度地
参考例句:
  • Food spoilage problems occur with minimally processed, concentrated frozen citrus products. 食品的变质也发生在轻微加工的、浓缩冷冻的柑橘制品中。
  • So, minimally, they are responsible for such actions and omissions. 所以,至少来说,他们要对这样的行为和忽略负责。
31 bugs e3255bae220613022d67e26d2e4fa689     
adj.疯狂的,发疯的n.窃听器( bug的名词复数 );病菌;虫子;[计算机](制作软件程序所产生的意料不到的)错误
参考例句:
  • All programs have bugs and need endless refinement. 所有的程序都有漏洞,都需要不断改进。 来自《简明英汉词典》
  • The sacks of rice were swarming with bugs. 一袋袋的米里长满了虫子。 来自《简明英汉词典》
32 elimination 3qexM     
n.排除,消除,消灭
参考例句:
  • Their elimination from the competition was a great surprise.他们在比赛中遭到淘汰是个很大的意外。
  • I was eliminated from the 400 metres in the semi-finals.我在400米半决赛中被淘汰。
33 breach 2sgzw     
n.违反,不履行;破裂;vt.冲破,攻破
参考例句:
  • We won't have any breach of discipline.我们不允许任何破坏纪律的现象。
  • He was sued for breach of contract.他因不履行合同而被起诉。
34 explicit IhFzc     
adj.详述的,明确的;坦率的;显然的
参考例句:
  • She was quite explicit about why she left.她对自己离去的原因直言不讳。
  • He avoids the explicit answer to us.他避免给我们明确的回答。
35 rejection FVpxp     
n.拒绝,被拒,抛弃,被弃
参考例句:
  • He decided not to approach her for fear of rejection.他因怕遭拒绝决定不再去找她。
  • The rejection plunged her into the dark depths of despair.遭到拒绝使她陷入了绝望的深渊。
36 irony P4WyZ     
n.反语,冷嘲;具有讽刺意味的事,嘲弄
参考例句:
  • She said to him with slight irony.她略带嘲讽地对他说。
  • In her voice we could sense a certain tinge of irony.从她的声音里我们可以感到某种讥讽的意味。
37 contingencies ae3107a781f5a432c8e43398516126af     
n.偶然发生的事故,意外事故( contingency的名词复数 );以备万一
参考例句:
  • We must consider all possible contingencies. 我们必须考虑一切可能发生的事。
  • We must be prepared for all contingencies. 我们要作好各种准备,以防意外。 来自辞典例句
38 franchise BQnzu     
n.特许,特权,专营权,特许权
参考例句:
  • Catering in the schools is run on a franchise basis.学校餐饮服务以特许权经营。
  • The United States granted the franchise to women in 1920.美国于1920年给妇女以参政权。
39 logic j0HxI     
n.逻辑(学);逻辑性
参考例句:
  • What sort of logic is that?这是什么逻辑?
  • I don't follow the logic of your argument.我不明白你的论点逻辑性何在。
40 recordings 22f9946cd05973582e73e4e3c0239bb7     
n.记录( recording的名词复数 );录音;录像;唱片
参考例句:
  • a boxed set of original recordings 一套盒装原声录音带
  • old jazz recordings reissued on CD 以激光唱片重新发行的老爵士乐
41 imprint Zc6zO     
n.印痕,痕迹;深刻的印象;vt.压印,牢记
参考例句:
  • That dictionary is published under the Longman imprint.那本词典以朗曼公司的名义出版。
  • Her speech left its imprint on me.她的演讲给我留下了深刻印象。
42 debtors 0fb9580949754038d35867f9c80e3c15     
n.债务人,借方( debtor的名词复数 )
参考例句:
  • Creditors could obtain a writ for the arrest of their debtors. 债权人可以获得逮捕债务人的令状。 来自《简明英汉词典》
  • Never in a debtors' prison? 从没有因债务坐过牢么? 来自英汉文学 - 双城记
43 steadily Qukw6     
adv.稳定地;不变地;持续地
参考例句:
  • The scope of man's use of natural resources will steadily grow.人类利用自然资源的广度将日益扩大。
  • Our educational reform was steadily led onto the correct path.我们的教学改革慢慢上轨道了。
44 applied Tz2zXA     
adj.应用的;v.应用,适用
参考例句:
  • She plans to take a course in applied linguistics.她打算学习应用语言学课程。
  • This cream is best applied to the face at night.这种乳霜最好晚上擦脸用。
45 trademark Xndw8     
n.商标;特征;vt.注册的…商标
参考例句:
  • The trademark is registered on the book of the Patent Office.该商标已在专利局登记注册。
  • The trademark of the pen was changed.这钢笔的商标改了。
46 cede iUVys     
v.割让,放弃
参考例句:
  • The debater refused to cede the point to her opponent.辩论者拒绝向她的对手放弃其主张。
  • Not because I'm proud.In fact,in front of you I cede all my pride.这不是因为骄傲,事实上我在你面前毫无骄傲可言。
47 trademarks 3d5cfd3d5e627e33b27fadb6b405a1dd     
n.(注册)商标( trademark的名词复数 );(人的行为或衣着的)特征,标记
参考例句:
  • Motrin and Nuprin are trademarks of brands of ibuprofen tablets. Nuprin和Motrin均是布洛芬的商标。 来自《简明英汉词典》
  • Many goods in China have the trademarks of a panda. 中国的许多商品都带有熊猫的商标。 来自《简明英汉词典》
48 interactive KqZzFY     
adj.相互作用的,互相影响的,(电脑)交互的
参考例句:
  • The psychotherapy is carried out in small interactive groups.这种心理治疗是在互动的小组之间进行的。
  • This will make videogames more interactive than ever.这将使电子游戏的互动性更胜以往。
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