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How To Sell a Video Game Idea?

fobsta writes "Do any Slashdotters have experience of selling video game ideas? I'm an artist who has programmed a rough-as-nails demo and animated a trailer to explain my concept. Obviously I think it's fun, it shows promise, and my friends think it's cool. Who should I pitch the idea to? Existing video games companies, venture capitalists, or what about those dentists who financed the Amiga? Are they still around? I've had a previous idea hijacked, and received no reward for it whatsoever; how can I prevent this happening again?"

351 comments

  1. To begin with... by Anonymous Coward · · Score: 1, Funny

    "Who should I pitch the idea to?"

    Everybody. Put the trailer online, put up a download link for your demo. Make sure it says somewhere on the page that you want to make money from it, though.

    "Having had a previous idea hijacked and received no reward for it whatsoever, how can I prevent this happening again?"

    Don't show your idea to anybody. Just tell them you've got it and make sure they know that you want to make money from it.

    1. Re:To begin with... by philspear · · Score: 0, Troll

      A worthwhile post, glad I read it.

      What a freaking waste of time my time, you contradicted yourself and it wasn't even funny.

    2. Re:To begin with... by OECD · · Score: 1

      A worthwhile post, glad I read it.

      What a freaking waste of time my time, you contradicted yourself and it wasn't even funny.

      Wow, the mods are humorless today.

      Thank god the mods are keeping the trolls at bay!

      --
      One man's -1 Flamebait is another man's +5 Funny.
  2. Ideas are cheap. by LWATCDR · · Score: 4, Informative

    Really ideas are a dime a dozen. Get a good bit demo code done. Shop it around to some venture capitalists and see what happens.
    As to protection. NDAs are about it but if you are not prepared to sue then they are just paper.
    The old saying is "Build a better mousetrap and the world will beat a path to your door"
    Have an idea about better mousetrap well that is nice.

    --
    See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    1. Re:Ideas are cheap. by dlaudel · · Score: 5, Informative

      Exactly. The group that made Portal started out with a little project called Narbacular Drop. It was a rough looking project (I think for school) but it nicely demonstrated the concept of portals. Valve apparently hired the team on the spot when they saw the demo, and that has worked out very well for the team. If you can, code a demo, or find someone to code for you while you provide art and direction.

    2. Re:Ideas are cheap. by JCSoRocks · · Score: 1

      Yeah... there are *loads* of video game ideas. Look into jobs for game design... every piece of game design job info you find will say something along the lines of, "If you're looking into being a game designer because you have some pet project that you want to see happen - don't hold your breath."

      Re: Idea theft - If your idea is truly unique and you're worried about it being stolen I'd definitely immediately put a copy of what you've got so far on a disc and mail into yourself. That can *roughly* provide evidence that you had the idea before someone took it from you.

      As for shopping it around... the others are right. If you want to convince people you've really got to build a compelling demo. People will understand that the graphics aren't amazing. There's a reason architects build models and programmers (should) provide UI mockups... A picture is worth a 1,000 words. Telling them the gameplay is unique and cool isn't nearly as effective as letting them find out for themselves.

      --
      You are using English. Please learn the difference between loose and lose; they're, there, and their; your and you're.
    3. Re:Ideas are cheap. by Anonymous Coward · · Score: 5, Insightful

      The Portal group were students at DigiPen, where you make a game as a project every semester. There's a big difference between being a college student and seeing your final thesis become a commercial product [as happens in many different industries and fields] and trying to support yourself while coding and creating assets for a garage game.

    4. Re:Ideas are cheap. by pthor1231 · · Score: 1

      I wouldn't go with the Poor Man's copyright idea. It doesn't have any case law AFAIK, and is easily fakeable.

    5. Re:Ideas are cheap. by AuMatar · · Score: 3, Informative

      Mailing something to yourself is worse than useless. You'd be laughed out of court. There's no legal requirement that letters be sealed. You could just as easily have mailed yourself an unsealed envelope, and put a cd in there at a later time. If you want copyright protection, register it with the copyright office. Really, this mail it to yourself meme needs to die.

      Of course, copyright doesn't protect ideas, merely an individual implementation. SO even if mailing it to yourself was worth a damn it wouldn't matter- there's no law against ripping off a game idea. If they use the same character names, plotline, and artwork you might have a case. But taking the idea and running with it is not copyright infringement. If you're afraid of that, get an NDA signed, and hire a lawyer.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    6. Re:Ideas are cheap. by p0tat03 · · Score: 5, Insightful

      Yes, really. The blog post you linked doesn't claim that good ideas are worth money, just that great execution can't fix a terrible idea. But that's really just common sense.

      Execution is IMHO worth more than a good idea, but only because fewer people can pull off great execution than people who can come up with great ideas. We've all had that "OMG GENIUS!" idea hit us at some point. Some of us get more of them than others, but in the end anyone who's reasonably observant and has good judgment can come up with good ideas.

      Being able to pull it off is another story altogether. People who can do it are few and far between. Goes doubly if the idea requires a team. Good *team leaders* who can pull together the right people and execute the idea are truly one in ten thousand.

    7. Re:Ideas are cheap. by mdwh2 · · Score: 2, Informative

      I entirely agree.

      The poster should not be thinking about selling a "video game idea", he should think about selling a "video game". Write the game, then think about selling it, either themselves independently, or to a publisher. Don't expect a publisher to give money to write the game though.

      Forums like http://gamedev.net/ will have far more specialised knowledge and experience than Slashdot. But there are also a million other people there going "Hey, I got a great idea for a game!"

    8. Re:Ideas are cheap. by LWATCDR · · Score: 4, Insightful

      Actually his post proves my point.
      "Imagine that products are mountains. To build a product, you will need to climb that mountain. Some mountains have a big pot of gold at the top, and some do not. In order to make money, you will need to pick the right mountain and then successfully climb to the top and gather up the gold."

      At best this person thinks they see a mountain. Now they need to do the hard work and start climbing it.

      So that blog supports what I have to say.
      I said ideas are cheap not worthless. But you need a lot more than just an idea.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    9. Re:Ideas are cheap. by Anonymous Coward · · Score: 5, Interesting

      I wouldn't go with the Poor Man's copyright idea. It doesn't have any case law AFAIK, and is easily fakeable.

      The "sending a letter to yourself" idea is demonstrably ridiculous.

      However, Wikipedia briefly mentions the correct "Poor Man's Copyright", which is a notary public. One of the notary public's duties is to certify documents as being the same as the original. Simply find one and have them execute a certificate of authenticity on your documents. It will cost very little and, while IANAL, should be pretty solid in court, at least in terms of proof that you definitely had the document on the given date.

      That having been said, IANAL, but I am a game programmer, and it's pretty unlikely that a game development company will take an idea from an unknown and run with it. They have their own game designers.

      (And on that same note, the game designers are going to be the ones who sign off on your idea... and it's unlikely that they're going to admit that it's a good idea since it would be an admission that the company is wasting its money on them.)

      If you really want to make your game, like others have said, you have to have a playable demo. If it's good enough, it will get noticed and will get published. I mean, Elf Bowling is now a Nintendo DS game. It's simply a matter of developing a popular game.

      (And I might take a moment here to suggest that everyone thinks their game ideas are good and nearly everyone is wrong.)

    10. Re:Ideas are cheap. by Zeussy · · Score: 5, Informative

      Agreed, Idea's are really dime a dozen, I infact use the same phrase to my students ( I work at The Academy of Interactive Entertainment ) fobsta has an uphill battle, pitching to developers is almost pointless as very few have the cash to make anything themselves and if they do its going to be someone at that companies baby. Developers are just guns for hire. So pitching to a publisher is the way to go, fobsta has stated he was a working demo/prototype (they are always rough) and a trailer. My question is, by trailer do you mean Visualisation of segment of gameplay or Selling the story. Having a smooth, polished concept video of how the final game make play, look and feel helps and it will smooth off the rough edges of the prototype. As the parent said NDA's are the way to go, I am a little less cynical on what they are worth. NDA's seem to be well respected and honoured within the industry so find a template NDA and adjust it for your needs.

      That said it is a large uphill battle, Publishers are the ones with the money but I would not know where to start to get a publishers interest, and getting yourself heard through the sea wannabe teenager game designers is going to be virtually impossible. You could try venture capitalists but I expect they would not fund someone who has very little/no professional game development experience. Remember only about 1/3rd of games actually make money, it is very high risk.

      There is no quick fix for your problem. From what I can see there are 2 ways to go are, strip your game to its very core fun, as simple as can be but is still your game, no feature creep at all. Make a demo, submit it to the Indepedant Games Festival, if it is really good it will be picked up (Look at Narbacular Drop/Portal and The Blob). If the game is small enough, maybe try and produce something for the Nokia Games Innovation Challenge or keep an eye out for other similar competitions. You could try and go solo, like Introversion with Uplink, Darwinia & Defcon again if the idea is small enough, but you might have to find yourself a couple of good friends who are willing to starve.

    11. Re:Ideas are cheap. by bsDaemon · · Score: 1

      No, get someone else to provide the art. After all, you really just want to be the guy with the notebook.

    12. Re:Ideas are cheap. by Anonymous Coward · · Score: 2, Insightful

      Interesting article, but I think when people say "ideas are a dime a dozen" they really just mean those initial one-liner-ideas. In this case maybe something like: My idea is a third person RPG set in fictional colonial times with steampunk-technology like in the movie Wild Wild West with Mass-Effect-like gameplay.
      As you see, it's completly worthless, or does someone want to buy it? It's yours for a 1/12 dime ;)
      Then again, if this were a well tought-out concept with a storyline, characters, weapons, sidequests and a production cost and manhour schedule you might have something but I still doubt you could sell it. You would at least need a (licensed or selfmade) game engine and a working demo of the main game mechanics. Even better would be lots of concept art, the completely modeled, skinned, rigged and animated main character, some finished leveldesign and a team that already gets paid.
      And if you have that, you don't go to a VC but to a publisher unless you want to publish it yourself.

    13. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      > IANAL
      yes, you anal, you.

    14. Re:Ideas are cheap. by ikono · · Score: 1

      =O That would be loving awesome... Heh - The next bioware game ~needs~ to be steampunk... I demand it! (Inb4offtopic) There are some good ideas out there that are independent -- see Infinity for one example. They gameplay itself may not be thought out yet, but it is an indie project that looks like it could be good. However, right now it just seems to be a game built around the "procedural" aspects... Gimmicks have never been good.

      --
      Karma is for whores
    15. Re:Ideas are cheap. by grumbel · · Score: 1

      Really ideas are a dime a dozen.

      Ideas may be a dime in a dozen, but good ideas are very rare, especially in the video game industry where every title tries to copy whatever was successful in the last year. And that of course makes even the best ideas worthless in terms of money, since publishers are only interested in ideas that are already out there and have been tried and succeeded, they don't want new and risky stuff. They often don't even want games that have already been proven to be successful in another market.

      That doesn't mean that good ideas are worthless, but they simply have the problem that there is no market for them and likely won't be anytime soon. If you want to see an idea get turned into reality, you simply has to do it yourself. And while doing so one has of course to avoid a ton of other pitfalls, since even the best idea is only as good as the game that makes use of it.

    16. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      Registered Mail however, does have to be sealed.

    17. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      It's a bit like the movie industry - everyone's got a script they're working on

    18. Re:Ideas are cheap. by Panaflex · · Score: 1

      And still provides no proof whatsoever.

      The current copyright law is:
      *Everything you create is owned by you. Publishing it on paper, online, or some public place largely grants you the rights to it. If you don't publish it - you'd better be very careful and gather NDA's as you go.
      *If someone else has a registered copyright - that trumps your ownership.

      --
      I said no... but I missed and it came out yes.
    19. Re:Ideas are cheap. by blahplusplus · · Score: 2, Insightful

      "Execution is IMHO worth more than a good idea"

      The idea that one is worth more then the other is a bit nonsensical, it's not an either-or proposition since whenever you're doing something you're executing ideas! This whole false dichotomy between execution and ideas is nonsensical. Take for instance all the ideas that go into making a modern CPU, or GPU for that matter. IDEA's MATTER, bigtime. Someone had the ideas public education was a good idea!

      What is mathematics if not one big mass of ideas? Don't think ideas matter? Someone somewhere along the line had the IDEA of inventing money as a medium of exchange. Someone along the line had the IDEA of markets (Adam smith). Idea's matter, and anyone who says they don't isn'y really be aware of history. The whole of human history is driven by ideas usually tempered by pragmatism.

      Idea's are equally as important as being able to implement then, since if you get right down to it since everything within a business usually encompasses information in some form (i.e. ideas).

    20. Re:Ideas are cheap. by PC+and+Sony+Fanboy · · Score: 1

      Good ideas are also almost indistinguishable from bad ideas, unless you're a good salesman.

      But... if you're talking to a good salesman, even bad ideas look good.

    21. Re:Ideas are cheap. by Entropy98 · · Score: 1

      I think producing a garage game would cost more than producing a movie on the cheap (eg clerks)
      --
      Project Powder Wiki

    22. Re:Ideas are cheap. by Entropy98 · · Score: 1

      As someone whos tried to hire website designers (native, and non native english speakers) I can say providing direction is harder than I thought. Or maybe the people I've hired just aren't very good. It makes fulfilling my ideas very difficult.
      --
      Blackshot Wiki

    23. Re:Ideas are cheap. by cerberusss · · Score: 1

      Providing direction isn't hard, it just requires supervision. I've had the same experience as you do and now I work more in iterations.

      --
      8 of 13 people found this answer helpful. Did you?
    24. Re:Ideas are cheap. by hclewk · · Score: 4, Insightful

      All of the ideas you mentioned changed the course of history. However, the reason those ideas changed the course of history, is that they were executed very well. There are thousands of other ideas out there that could have changed history just as much or more. However, they didn't because of poor/non-execution.

      You are right... ideas are very important. But the worst idea executed brilliantly will beat the greatest idea executed poorly any day. You have to have an idea, but the quality of the execution is way more important than the quality of the idea, and that's what the GP was talking about.

    25. Re:Ideas are cheap. by silentcoder · · Score: 1

      How about going the ID route ?
      Write the engine with one level and make it FOSS.
      Then license the engine for commercial use if you want, but more importantly - sell the game data for the other levels.

      If the game is good, everybody at the end of level one will want the rest - and if the price is right, you'll get it sold.

      More-over, your overheads are WAY lower.

      --
      Unicode killed the ASCII-art *
    26. Re:Ideas are cheap. by An+Ominous+Cow+Erred · · Score: 1

      It's not EXACTLY what you had in mind, but the Sakura Taisen social-sim/tactical RPG series is 1920's late-era steampunk. The internal combustion engine is featured but there's still lots of steam-boiler-powered goodness in it. And since it's the 1920's there's giant airships and such too. =3

    27. Re:Ideas are cheap. by Eivind · · Score: 1

      There are many ways really. Publish "I'm in the posession of a zip-file with the following sha1sum ....." in any location whatsoever where you're unlikely to be able to tamper with it afterwards, like in an Ad in the NYT, or wherever. For example.

    28. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      You know what else matters? Correct use of apostrophes.

    29. Re:Ideas are cheap. by Anonymous Coward · · Score: 0
    30. Re:Ideas are cheap. by dintech · · Score: 1

      Indeed. Game engines are ten a penny and fairly logic to implement. Arguable the art and other assets are the hardest to do well. I would say that beacuse I'm a programmer.

    31. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      Some of us get more of them than others, but in the end anyone who's reasonably observant and has good judgment can come up with good ideas.
      Exactly! Thats why good ideas are precious. Not everyone can come up with one. Because people who are reasonably observant and have good judgment are not common.

      Being able to pull it off is another story altogether.
      That does not make the idea cheap. An implementation of the idea helps sell the idea. But a person with a good vision can steal someone's idea, implement it and sells it to others. And he does that because he sees the value of the idea. He does not want others to think that he had no significant role to play in the new product, so starts saying that its the implementation that makes the difference. AFAIK some company stole the idea of GUI from some other company who in turn had stolen the idea from someone else. Maybe ideas are cheap because its so easy to steal them.

      If you want to measure the value of an idea in terms of money, then yes, ideas are cheap.

    32. Re:Ideas are cheap. by TheRaven64 · · Score: 2, Interesting
      The DoD has a scale from 1 to ten for system development status where, for example, 1 would be 'hey, wouldn't it be cool to carry all my music in my pocket?' and ten is a second or third generation iPod. Roughly speaking, the cost of going from each level to the next costs an order of magnitude more than the previous one. The good news is that by around step 7 you can often start selling the not-quite-polished product to people. The bad news is, getting to step 7 is really expensive.

      The original poster has programmed a demo, so it sounds like he's at around step 3 or 4. Getting from 4 to 7 is very expensive, but if the original idea is good then it can be worth doing, and he now needs to know who to try to persuade to finance this.

      --
      I am TheRaven on Soylent News
    33. Re:Ideas are cheap. by SQLGuru · · Score: 1

      He's already an artist who dabbled in programming. What he needs to do is write it for one of the platforms that will do most of the work of distributing for you and take a cut. You get the rest. XBox360 would be a good one if it's console-friendly. Or the iPhone might be the way to go. With either of those, they provide you the service of getting the app to everyone and then send you (some) of the money people pay for it. That model will make it much easier for an individual or small group compete with the large publishers.

      To do it the "long" way, you have to have a working demo and get in front of the right people......but they probably get so many idea submissions that they'll have to be overwhelmed to give it much more than 20 minutes of their time.

      Layne

    34. Re:Ideas are cheap. by zaphle · · Score: 1

      I wouldn't go with the Poor Man's copyright idea. It doesn't have any case law AFAIK, and is easily fakeable.

      The "sending a letter to yourself" idea is demonstrably ridiculous.

      I should disagree; it depends on how you send the letter. I don't know about other countries, but where I live it's possible to send a letter that has to be signed for on receipt. Since this is being tracked by the postal service, it can be officially verified that you have actually sent a certain letter on a certain date. On receipt, you sign for it and leave it closed. When in court, you can hand over the closed letter to the judge who can open it and legally determine that the content was in your possession prior to the date the letter was sent. Now if someone else heard of your idea (which must be on a later day since you kept your idea to yourself before you registered it) and decides to register the idea as his, that registration date will be later than yours, so his registration expires. This is waterproof, so explain me how this would be "demonstrably ridiculous"?

      --
      And what if there's nothing behind the door until it is being opened?
    35. Re:Ideas are cheap. by tehcyder · · Score: 1

      My idea is a third person RPG set in fictional colonial times with steampunk-technology like in the movie Wild Wild West with Mass-Effect-like gameplay.

      Dropping that name is going to have a similar effect to wearing an "I fuck sheep" t-shirt on your pitch. You'll see jaws dropping in disbelief, some disgusted staring and a few childish giggles.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    36. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      Actually his post proves my point.
      "Imagine that products are mountains. To build a product, you will need to climb that mountain. Some mountains have a big pot of gold at the top, and some do not. In order to make money, you will need to pick the right mountain and then successfully climb to the top and gather up the gold."

      That sounds like a good idea for a video game. Where's that ??? profit meme when you need it?

    37. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      IANAL

      apple product?

    38. Re:Ideas are cheap. by KDR_11k · · Score: 1

      Even if they steal your idea, can you really get them for it? As has been said, ideas are a dime a dozen and it's very likely that at least 10 other people had the exact same idea independently. Also copyright works on details, if 1-2 things were not done as in your design then would you still have a claim? Wouldn't you have to patent the idea in order to get protection from other people implementing it?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    39. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      In eighteen-hundred-one the Revolution had been won

      And Uncle Sams favorite son had a job he needed done

      Which brought Jack to a lady, both beautiful and smart

      Who found his mix intriguing; a scoundrel with a heart!

      From the Halls of Montezuma to the Shores of Tripoli

      There was never a leatherneck braver, a Daring Dragoon is he

      Hell halt the bold advance of Napoleons attack

      There aint a French or pirate rogue who dont... know Jack!

      From the halls of Montezuma to the shores of Tripoli

      Sailin round the bloody world to defend democracy

      And when ya need a fightin man yad trust to watch yer back

      Just ask the bloke right next ta ya - (parrot: "Damn right!") - its Jack!

    40. Re:Ideas are cheap. by operagost · · Score: 1

      Steam engines were still cutting-edge, inefficient, and expensive in colonial America. You're looking for something more like water-mill punk, or horsepunk.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    41. Re:Ideas are cheap. by omfglearntoplay · · Score: 1

      Another semi-example would be some StarCraft fans that had coding knowledge and got together to make their own game, Strifeshadow. I remember talking to the lead designer, and he said it was very much a work of passion. It took tons of hours to complete. It turned out to be a really good game, but I don't think they got massive sales just due to low publicity.

      One of the guys got a job with Blizzard's team shortly after if I recall.

      Anyway, I guess my point is that they spent probably 2 years making this game with a team of 5 or 6 people. You probably don't need to waste your life with a vain hope, but if you can get something working and visible it will help your case.

      Anything thing to consider is working for gaming companies has a reputation for sucking unless you have no personal life and don't care about work hours per week.

      Link to the game in question:

      http://www.ethermoon.com/main/index.phtml

    42. Re:Ideas are cheap. by Molt · · Score: 2, Insightful

      You can post an empty unsealed envelope to yourself and have it tracked too and then put a letter in whenever you choose and seal it.

      --
      404 Not Found: No such file or resource as '.sig'
    43. Re:Ideas are cheap. by elrous0 · · Score: 1

      Yes, those Portal guys really hit the jackpot. I even hear that after they asked for a raise recently, Valve threw them a party with cake. Since then, they've been working so hard on the sequel that no one has seen or heard from any of them. I guess the cake really motivated them.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    44. Re:Ideas are cheap. by elrous0 · · Score: 1

      And some mountains have really cool ski lodges, like that one in Colorado that my ex and I went to right after we got married. Man, those were great times. Do you know that they had heated ski lifts? I mean, how cool is THAT, huh?

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    45. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      Prime example of this is the Difference Engine. It was a great idea, but couldn't be executed at the time. If it had, the computer revolution would likely have happened earlier and computers would have a much different architecture.

    46. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      That does not make the idea of a difference engine cheap!

    47. Re:Ideas are cheap. by Creepy · · Score: 1

      Some places a notary public is even free - my bank and credit union both offer it as a free service.

          Having a working demo can get your feet in the door, though it's almost impossible to get a job as a designer without prior work (I know a game designer, and he had a crapload of prior work in an indie studio before a major hired him). My own experience was a bit different - I briefly worked as a programmer for an indie game company that was commissioned by a larger company (during the Deer Hunter-is-a-hit cheap game heydays) but the indie house decided the game wasn't fun shortly after I was hired and asked for a 6 month extension which was not only denied, the publisher also pulled the title and handed it to another dev house that promised to finish it on time (and thus I was laid off 1 month in - I had just learned the GLIDE API and had started contributing code). The other house polished and finished what we had (incidentally missing the schedule by 6 months) and it was released to terrible reviews - in fact, we couldn't figure out what they did at all in that 6 months - no gameplay fixes, none of the 6 release critical bugs were fixed - even the major memory leak where textures weren't being released properly was still there. Of course, the sequel, using essentially the same engine got a 10/10 on one site... it made me just want to hit the publisher in the head with a bat. Anyhow, the moral is, don't just be careful with IP, but also be careful with who you work for.

    48. Re:Ideas are cheap. by object88 · · Score: 1

      I even hear that after they asked for a raise recently, Valve threw them a party with cake.

      Really? I heard the cake was a lie.

    49. Re:Ideas are cheap. by tandelaf · · Score: 1

      "If you want to measure the value of an idea in terms of money, then yes, ideas are cheap." True... from the market's point of view they are. Sad thing is that actually they shouldn't be. It's right when we start accepting that stealing ideas is OK that our society starts to deteriorate (well it is already). True, it happens... people will steal your ideas and money usually shows the worst in us... but it's when we start seeing this as "OK" that things are really going wrong.

    50. Re:Ideas are cheap. by greedyturtle · · Score: 1

      There are examples of this everywhere. The first I can think of is AOL.

    51. Re:Ideas are cheap. by ConstableBrew · · Score: 1

      I think this is like the old Chicken and the Egg debate. Good ideas are wasted if the effort to bring it to fruition gets lost or forgotten about along the way. Many good open source projects fizzle out in this way. Good craftsmanship and effort is wasted if it goes toward an idea that generally does not appeal to others. I think gem sweaters would be a good example of this.

    52. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      Please put your spam in your signature where I don't have to see it. Thanks.

    53. Re:Ideas are cheap. by An+ominous+Cow+art · · Score: 1

      They really weren't in it for the money, though. They wrote the game for the good of all of us - except the ones who are dead.

    54. Re:Ideas are cheap. by Mister+Whirly · · Score: 1

      I thought they did it for the cake.

      --
      "But this one goes to 11!"
    55. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      aww, does it hurt your eyes?

    56. Re:Ideas are cheap. by Anonymous Coward · · Score: 0
      Re: Idea theft - If your idea is truly unique and you're worried about it being stolen I'd definitely immediately put a copy of what you've got so far on a disc and mail into yourself. That can *roughly* provide evidence that you had the idea before someone took it from you.

      Wow. It is really fucking pathetic that people are still spouting that nonsense.

    57. Re:Ideas are cheap. by p0tat03 · · Score: 1

      If you want to measure the value of an idea in terms of money, then yes, ideas are cheap.

      True, though in the case of the OP he wants to sell his idea, not an implementation of it. The value of that is rather low.

      Another problem is that those who can execute are generally also blessed with being idea-men. Why would they spend oodles of money buying your idea, when they have plenty of their own? Hell, they have so many they'll never have time to get to them all!

      You're right about the idea stealing. An idea is valuable and ought to be protected, especially in an environment of skilled implementers. That being said, it still doesn't increase its monetary value. What you're afraid of here isn't the stealing of the idea per se, but rather someone beating you to the implementation - which, again, demonstrates that the the majority of the value in such things is in the execution.

      AFAIK some company stole the idea of GUI from some other company who in turn had stolen the idea from someone else.

      Absolutely, but that goes to further my point. The university professor who allegedly invented the "Windows" paradigm didn't go anywhere with it. If his idea wasn't stolen, it's doubtful it would have ever been anything more than an intriguing research project. His idea was great, but his execution obviously failed to inspire the world... until a better implementation came along (i.e. Apple and/or Microsoft).

    58. Re:Ideas are cheap. by 91degrees · · Score: 1

      It's not proof, but still evidence. evidence is not rejected because it could be faked. It would be up to the company to show that it's actually reasonable to assume that you sent yourself an unsealed envelope on spec, hoping that someone else would come up with an idea that you could claim was ripped off from you.

    59. Re:Ideas are cheap. by AuMatar · · Score: 1

      There's money involved, its reasonable. THe self mailing thing has no legal basis, is not valid, and has never been valid. It has been tried in court and thrown out. You do people harm by claiming it can work.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    60. Re:Ideas are cheap. by 91degrees · · Score: 1

      The self mailing thing has no basis because you need to register a copyright before suing someone for infringing it. Claiming premeditated fraud by the plaintiff is no more reasonable than an allegation that you may have bribed a clerk at the copyright office. You could have done but the defence would need to back up the allegation.

      I don't know of any times it's been tried in court in the US. I imagine this is more because without a copyright registration it would be useless and with one it would be redundant. I do have vague memories of someone using this successfully in another country.

    61. Re:Ideas are cheap. by AuMatar · · Score: 1

      No, you don't. That used to be the case, but the Treaty of Bern changed that well over a decade ago- everything you create has an automatic copyright now. Registration provides easy proof of date and allows increased damages, but is not necessary to sue.

      And mailing something to yourself is still absolutely useless. It has no legal value. Its a complete myth, and has been thrown out of courts. Do some research, and stop spreading this lie.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    62. Re:Ideas are cheap. by 91degrees · · Score: 1

      and has been thrown out of courts. Do some research, and stop spreading this lie.

      I've done plenty of Googling. Lots of people say that Poor Man's copyright would not be valid. Absolutely none of them cite a court case. Several people state that it has never been tested in court. The UK IP office has even suggested this method. I think you may well be unintentionally spreading a lie here.

      Registration provides easy proof of date and allows increased damages, but is not necessary to sue.

      It is for all practical purposes. You can only claim damages if you can prove lost profits. You can't claim legal fees or statutory damages.

      All of the arguments against this have assumed that the courts would immediately assume that the plaintiff was trying to commit fraud, even though nobody has even attempted to commit a fraud in this manner, and typically the courts tend not to assume that plaintiffs have committed a federal offence when presenting evidence. Maybe it wouldn't work. I'd certainly advise against it on the grounds that it has never been tested, and registering for copyright is much more effective. The courts will take all the evidence into account, and generally assume that people are more likely to be telling the truth than lying.

    63. Re:Ideas are cheap. by Anonymous Coward · · Score: 0

      If the concern about mailing oneself is the possibility of falsification, put the address and the stamp on the back, ensuring the cancellation spans the envelope's seal.

    64. Re:Ideas are cheap. by AuMatar · · Score: 1

      Or how about you just don't listen to urban legends, and register the copyright. That way you have real proof that will actually be listened to in a court of law.

      --
      I still have more fans than freaks. WTF is wrong with you people?
  3. Indie game by Anonymous Coward · · Score: 0

    You could make your own free open source software (FOSS) indie game.

    http://en.wikipedia.org/wiki/Independent_video_game_development

    1. Re:Indie game by Vectronic · · Score: 0, Flamebait

      That would probably only work if the game was demo, or had a lot of the features disabled (removed entirely). F-Free is fine, its the OSS that becomes a problem, licensing, etc and like a previous poster said, its basically just paper unless you can back it up in court (ie: money + time)

      Otherwise you end up with the problem he/it/them apparently already had with people taking the idea and running with it (some EA snoop or something)

      FOSS wouldnt make him a profit unless it was a MMORPG or similar where you can make the money from selling items and such, or just an account to access the items, or servers. MMORPGs are hugely profitable, but pretty hard to start without a decent backing to begin-with (and an addictive game) which he doesn't have.

      But I think a lot of it depends on just how much he depends on the game to live, how soon he needs to depend on it.

    2. Re:Indie game by Darkness404 · · Score: 1

      Yes F/OSS software *can* make money. Think of it this way, if you wrote an application and licensed it like under the BSD license, stuck the source code on a website, but made people pay $3 to download it for your iPhone, you just made money on an OSS idea. And really, no one is going to compile the source other than people who jailbreaked the iPhone, and that is few people. Then port the application to the Wii, Cell Phones, etc. All the while having source on your website but offering binary downloads for platforms that your can't "sudo apt-get install" or double click an .EXE to install programs. I can see this possibly being a problem if you use the GPL V3 though.

      --
      Taxation is legalized theft, no more, no less.
    3. Re:Indie game by topham · · Score: 1

      You release it to the iPhone and on a BSD license then I can download it, compile it and release it on iTunes for $2 instead of $3...

      Not really a good way to go.

    4. Re:Indie game by Darkness404 · · Score: 1

      Ah, true, however, in most cases if it is a good game, clones don't sell as well as the original one does. And as you can easily trademark your game, the other game will seem as a clone, especially when you have to say that this isn't your code to start with. And Apple might forbid what you are saying, not sure though.

      --
      Taxation is legalized theft, no more, no less.
  4. Existing process? by zugmeister · · Score: 2, Interesting

    Isn't there some sort of process where the people you show your idea to Agree to Non-Disclosure of it?

    1. Re:Existing process? by HateBreeder · · Score: 2, Informative

      Bullshit.

      I had several ideas which i pitched to Venture Capitalists. They all had no problems signing an NDA and even offered to sign one as soon as I approached them.

      This is a very common and accepted practice. VCs are looking for good ideas all the time.

      --
      Sigs are for the weak.
    2. Re:Existing process? by Anonymous Coward · · Score: 5, Informative

      No, the GP is correct, most VC won't sign a non-disclosure. Angels might be more willing, but I doubt it. Ideas are (as has been repeated many times) a dime a dozen.

      The fund manager I know says they won't sign because they may also be looking at the very same idea coming from someone else (who may be more fundable), and they don't want to create potential conflicts.

    3. Re:Existing process? by thetoadwarrior · · Score: 1

      Yeah because any VC that's good at what they would do would completely ignore a potential money making idea over an NDA.

      They'll just tell you that NDA are for faggots and boot your simple ass out the door.

    4. Re:Existing process? by Anonymous Coward · · Score: 0

      I've heard the same from my professors - i.e. that an NDA is not a problem. The problem is getting the opportunity to present an idea - their time is precious. May I ask how you managed to approach some?

    5. Re:Existing process? by Joce640k · · Score: 3, Informative

      Even worse, they might already be doing something similar and signing your NDA could mean a lot of hassle for them if you later accuse them of ripping you off.

      We always used to show people the door if they started with a load of NDA/secrecy crap. Game ideas to us were dime a dozen and we just couldn't be bothered with it.

      --
      No sig today...
    6. Re:Existing process? by Anonymous+Brave+Guy · · Score: 1

      Yes, give or take your colourful wording, that is exactly what most of them will do. Given the moderation of my GP post, it seems the truth hurts around here, but the bottom line is that most VCs will get plenty of offers worth considering. They're not going to risk compromising their ability to exploit one of those offers because of some conflict of interest before they even know what they're getting in return.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    7. Re:Existing process? by v(*_*)vvvv · · Score: 4, Informative

      What are you suppose to do when posts like these get modded +5 informative?

      Most VCs do not sign NDAs.

      They have no reason to, and signing them is just asking for the unnecessary responsibility of non-disclosure, and be real now, most of the ideas are going to have a lot in common.

      Most importantly, if you think VCs are just looking for ideas, then the VC is probably not interested in yours. In all seriousness, VCs invest in companies, not ideas. Yes, you'll need an idea, but without a team, a vision, a market, and a whole lot of other things you probably don't even want to think of, a company will never get off the ground. And a good VC is well aware of that.

    8. Re:Existing process? by v(*_*)vvvv · · Score: 1

      Just to drive this point a little further, not only are ideas a dime a doze, potential money making ideas are a dime a dozen. VCs know of plently of ways of potentially making money ALREADY. Building a company and executing a business plan requires people and resources and is very risky regardless of the idea.

      VCs are not looking for ideas.

      Now, if a VC really does like your idea and wants to help, why would they ask someone else to work on your idea if you are the best man for the job?

      VCs look for teams and people with ideas.

      If you don't have an idea, you won't be talking to a VC in the first place. From the opposite viewpoint, this also means everyone has an idea. And would you drop your idea for someone else's? Exactly.

    9. Re:Existing process? by Repossessed · · Score: 1

      I would imagine that and NDA would if anything improve the VCs view of you, most of these people have been burned by bright people with no business sense, you want to seem like you can actually handle dealing with the scum that tend to rise to the top of the business world.

      --
      Liberte, Egalite, Fraternite (TM)
    10. Re:Existing process? by Killjoy_NL · · Score: 1

      Ok instead of signing an NDA, how about letting them sign something that says
      "On this date I saw this bla bla idea about more bla bla"

      That way, they can talk about it, but if they steal your idea, you have evidence that they saw it :)

      --
      This is the sig that says NI (again)
    11. Re:Existing process? by lyml · · Score: 1

      Except there is no law against stealing ideas.

    12. Re:Existing process? by Killjoy_NL · · Score: 1

      But it would work as proof in a lawsuit.

      --
      This is the sig that says NI (again)
    13. Re:Existing process? by guttergod · · Score: 1

      Most VCs do not sign NDAs.

      Obvious answer: Then find the few who does...

      --

      Apple built a platform for their ideas, Google built one for everyone's.

    14. Re:Existing process? by mapsjanhere · · Score: 1

      I agree, VCs want to see a working business plan before they invest. And that usually means that your "idea" is out there for them to see beforehand, so NDA doesn't help.
      If you're really convinced of your idea, get a business license, set up a business plan, put up a website - polished enough to show you're a professional - and use copyright to protect your idea, what means you publish it, and hope that either you get the funding fast enough to implement the idea before someone steals it, or that is bright enough for someone to buy the concept off you (what's probably cheaper for them then deal with a law suit and negative publicity). Oh, and don't forget to think big. Most VCs aren't interested in $50,000 investments to fund your first year of writing. They want to see something that takes $ 5,000,0000 to make a $50,000,000 profit in 5 years.

      --
      I'm aging rapidly, I bought a new game and had no idea if my machine was good for it.
  5. Ideas ? Where we're going, we don't need ideas. by shihonage · · Score: 0

    Videogames are an interactive medium. A trailer is not a convincing means of portraying working gameplay mechanics. I'm sorry to say, but ideas are a dime a dozen, even if you can make a video out of them. Unless you can make a convincing video of a continuous chunk of mock-up gameplay, that proves without the shadow of a doubt that your "original" gameplay mechanics actually work, it's kind of a crapshoot.

    1. Re:Ideas ? Where we're going, we don't need ideas. by PC+and+Sony+Fanboy · · Score: 1

      You should talk to the industry. Convince big companies to stop showing pre-rendered footage as a promotion for their game. It looks pretty, but it isn't representative for the gameplay ... and yet, it still happens. A lot.

  6. I don't know, but... by RingDev · · Score: 4, Funny

    I've got this great idea for a movie. It's called "Vampirates 2: Vampirates in Space!" With the tag line "In space, everything sucks!" and it would be a continuation of the Vampirates vs Ninja Mutants saga that started in Vampirates 1. So if ya find anyone with resources to throw around, point them over my way when you're done with 'em, I want to see some hot Vampirate vs cat-man ninja action on the big screen!

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    1. Re:I don't know, but... by ArmyOfAardvarks · · Score: 1, Insightful

      You joke, but that sounds like fun. :)

    2. Re:I don't know, but... by Anonymous Coward · · Score: 0

      Sounds shit, can't wait to see it. Can't be worse that the never ending cycle of regurgitated comic characters the jews in Hollywood throw at us.

      One request though, please have gratuitous booby shots all the way through. And don't blur out the nipples. Not everyone is like Americans and suffers from nipple-phobia!

    3. Re:I don't know, but... by Onetus · · Score: 1

      Sorry, but Uwe Boll's already taken the funding to do a movie with that "plot".

    4. Re:I don't know, but... by Winckle · · Score: 1

      Will the expansion pack have Zombie Pirates?

    5. Re:I don't know, but... by Anonymous Coward · · Score: 2, Funny

      It's called "Vampirates 2: Vampirates in Space!" With the tag line "In space, everything sucks!"

      Well a quick google search has turned up that "Vampirates" has already been done. So change it to "Vampirettes" and turn it into a porno... you can keep the tagline though.

    6. Re:I don't know, but... by Zwicky · · Score: 1

      Only guaranteed to be a hit if the vampirates are surfboarding killer bikini vampirate girls.

      Otherwise fuhgeddaboutit!

      --
      "Three eyes are better than one" -- Lieutenant Columbo
  7. You could Ask by CaptScarlet22 · · Score: 1

    Armin Heinrich

    --
    It's left blank because I have nothing to say to you punks!
  8. Go Independent until you find a publisher by Dex5791 · · Score: 1

    Make something playable then try to sell it to a publisher. If they don't bite, make it better until they do.

  9. I don't have an answer, but here is another idea by sjonke · · Score: 2, Funny

    Put a talking point in it for McCaine, and at the very least you might win a toaster

    --
    --- What?
  10. You could try... by AbsoluteXyro · · Score: 1

    You could try to get reincarnated as one of Shigeru Miyamoto's kids... otherwise I think you are pretty much SOL.

  11. give up now by OrangeTide · · Score: 4, Insightful

    You have no chance of making it big. Bring the idea as far as you can on your own and just use it for resume fodder.

    You need something innovative on the business side to catch anyone's attention. Yet another "innovative" game concept is not going to attract any investment. You're about 10 years too late for that.

    --
    “Common sense is not so common.” — Voltaire
    1. Re:give up now by Anonymous Coward · · Score: 0

      Yet another "innovative" game concept is not going to attract any investment. You're about 10 years too late for that.

      That post + Alien Hominid + Portal = You're a moron

    2. Re:give up now by OrangeTide · · Score: 0, Flamebait

      Alien Hominid? you've got to be joking. It's a minor cult hit. By no means was it a major success.

      And Portal works because 1. it's from an established studio 2. the studio uses an innovative business model.

      Either you're a moron or a troll, likely both.

      --
      “Common sense is not so common.” — Voltaire
    3. Re:give up now by Anonymous Coward · · Score: 0

      Actually I think this post is what makes you an idiot not the last one. You shouldn't talk about things you know little about as if you know something about them. Do look at the history of Portal or one of the multiple posts about it in this thread, I'm too busy to explain well known things to you.

    4. Re:give up now by Anonymous Coward · · Score: 0

      You said "your innovative game concept is not going to attract any investment". Both Alien Hominid and Portal damn well did. They were independent games picked up by major publishers. That Alien Hominid's success was modest by console standards in no way alters this fact. You've already lost the argument, so quit moving the goalposts.

    5. Re:give up now by The-Bus · · Score: 1

      I'm really glad your advice wasn't heeded by Jenova Chen & Nicholas Clark, Jonathan Blow, Jonathan Mak, Bostjan Cadez, Paul Preece, Jetro Lauha, or Stephen Cakebread (among others). They (in many or most cases, single-handedly) made some of the coolest games I've played in the last five years.

      I'm sorry things didn't work out for your game.

      --

      Small potatoes make the steak look bigger.

    6. Re:give up now by Gnashly · · Score: 1

      this is not true. I know outsiders that worked their way up from game testers to product managers and got to choose what ideas to produce. Of course, they were expert ass-kissers but... isn't everyone in business these days lol?

    7. Re:give up now by PopeGumby · · Score: 1

      2. the studio uses an innovative business model.

      And what business model would that be? And please dont say Steam, because being on Steam doesnt guarantee success, and also doesnt account for the thousands of Xbox users who played and loved the game.

      If you think Portal's success had nothing to do with it's gameplay, then you're crazy.

    8. Re:give up now by Anonymous Coward · · Score: 0

      This is so bullshit.. There will be innovative indie games even in the future.

      There's never to late to release anything.

      It might not be a likely to hit big, as for 10, 20 or 30 years ago. But it's not impossible, and never will be.

      Keep doing your thing, and if it's good enough people will play.

    9. Re:give up now by rugatero · · Score: 1

      Keep doing your thing, and if it's good enough people will play.

      Is that you, Shoeless Joe?

      --
      This comment is for entertainment purposes only. Any similarity to real insight or information is purely coincidental.
    10. Re:give up now by Anonymous Coward · · Score: 0

      Did you give John Carmack and John Romero the same advice?

    11. Re:give up now by OrangeTide · · Score: 1

      Valve is an established game company. They don't need business investment as desperately as an indie gamer does. Value actually has their own money to spend on these sorts of projects.

      basically people don't pay attention on Slashdot and/or are not critical thinkers. Perhaps you don't really care about what you're saying (then why respond in a seemingly impassioned way). I don't think I need to accuse you of being crazy or a moron to make a point in this case.

      --
      “Common sense is not so common.” — Voltaire
    12. Re:give up now by Anonymous Coward · · Score: 0

      Valve is an established game company. They don't need business investment as desperately as an indie gamer does. Value actually has their own money to spend on these sorts of projects.

      Not even slightly relevant. The FACT is, you claimed that nobody will invest in an independent game, and you were proven- beyond all possible doubt- to be completely wrong. You're trying to cover up your utter failure by lying about what the subject really is. You're not fooling anyone with that childish tactic, not even yourself.

      basically people don't pay attention on Slashdot and/or are not critical thinkers.

      You're the only such person in this thread.

    13. Re:give up now by PopeGumby · · Score: 1

      Valve is an established game company. They don't need business investment as desperately as an indie gamer does. Value actually has their own money to spend on these sorts of projects.

      Correct. Now please explain, as I asked, how Valve has an "innovative business model"

  12. Ideas are a dime a dozen. by RomSteady · · Score: 4, Informative

    In this industry, you will NOT be able to sell an idea with what you have.

    Time, money, resources, staff, all of these are in short supply...but ideas are in abundance in the industry. Everyone in the industry has an idea, but only a rare few will get the opportunities to make their ideas into products.

    If you want your idea to come to life, make a prototype and a proof of concept like you've already done, and then polish it to a shine. Make what is called a "vertical slice."

    Once you have the vertical slice, create NDA's to cover your idea and work from there.

    --
    RomSteady - I came, I saw, I tested. GamerTag: RomSteady / http://www.romsteady.net
    1. Re:Ideas are a dime a dozen. by aztektum · · Score: 2, Interesting

      Indeed. I'd even say this applies to ANY creative realm. You could write Marvel or DC every day saying "OO I have a cool idea!" and their response will be something along the lines of "So do the other 1,000 people we received letters from today." (I may or may not have received such a letter as a kid :))

      Hell even the pros have to come up with a fleshed out concept, characters, storylines, etc.. I remember reading in Wizard Mark Waid's outline for the new Ka-Zar comic a decade ago. At that point he had plenty of success under his belt, but he still had to give Marvel something to get them to consider it and approve it.

      --
      :: aztek ::
      No sig for you!!
  13. IP Attorney by Anonymous Coward · · Score: 0

    I was in a similar situation so if I were you I would hire an intellectual property rights attorney. This person would also probably have helpful advice.

    1. Re:IP Attorney by Zordak · · Score: 1

      I was in a similar situation so if I were you I would hire an intellectual property rights attorney. This person would also probably have helpful advice.

      Ooh! Pick me! Pick me! That would be great to be able to tell the firm "I have to post on Slashdot. It's where my clients come from."

      --

      Today's Sesame Street was brought to you by the number e.
  14. Four ways to turn your concept into a video game: by MiceHead · · Score: 5, Informative

    Four ways to turn your concept into a video game:

    4. Create a polished game and approach (or be approached by) an established studio. Also known as the Portal approach. Also the flOw approach. "Sony Computer Entertainment approached some future members of thatgamecompany after seeing Cloud and asked them to form a company and signed them on to make three downloadable games for the PlayStation 3. Cloud ended up being a game that wouldn't be possible for a company as small as thatgamecompany to make, so they made flOw instead. thatgamecompany was created on May 15th, 2006."

    3. Work your way up in one or more established studios towards the role of game designer. The American McGee approach. "McGee began his career at id Software. He worked on such games as DOOM, Doom II, Quake, and Quake II in the areas of level design, music production, sound effects development, and program coding. In 1998, he moved to Electronic Arts, where he worked as a consultant on many projects and also created his own game, American McGee's Alice." Mind you, that can be the long route, assuming you're even successful.

    2. Work with an independent group of hobbyists and promise to split the profits once you make money. This is difficult to pull off, because contributors lose interest when things become difficult. This is enough of a problem that I'd rather have one paid contractor with modest abilities than a dozen unpaid contributors with spectacular abilities. Blech.

    1. Establish your own company and finance development as a third party. Many small developers bootstrap with smaller projects in niche or new markets, eventually working their way up towards larger ones. The iPhone is potentially an awesome way to get your title out there. Start by developing a finished game that's small in scope, and demonstrates the very core concepts of your idea. Rinse. Repeat.

    My favorite is, of course, to take #1 and run with it. Tighten your belt, and pay a contractor with good references to help you bring your idea to light on the platform where the competition is still pretty weak, and the barrier to entry is low. That was the Palm Pilot during late '90s, and is probably something like WiiWare or the iPhone now.

    Good luck!

  15. Nintendo stole one of my ideas once... by scourfish · · Score: 5, Funny

    It was back in the 80's. And I was pitching a "mat," that you use to "Jump" to "conclusions." Nintendo blew me off. A few months later, they released the power pad, and I still haven't seen a dime.

    1. Re:Nintendo stole one of my ideas once... by cashman73 · · Score: 0, Redundant

      "That's a horrible idea, Tom."

    2. Re:Nintendo stole one of my ideas once... by i_liek_turtles · · Score: 1

      Well, you know, if you worked for their accounting division and had all the fractions of pennies sent to your bank account, I'm pretty sure you could see some amount of money...

    3. Re:Nintendo stole one of my ideas once... by gnuman99 · · Score: 1

      As long as they don't take your red stapler then they should not be in any danger.

    4. Re:Nintendo stole one of my ideas once... by Alzheimers · · Score: 1

      Just be a little less careful when backing out of your driveway, and you should be set.

  16. tell me about your idea by Anonymous Coward · · Score: 0

    and maybe i'll finance it.

  17. Ideas are crap... by topham · · Score: 3, Insightful

    Ideas are crap, everybody has ideas.

    In this case, it sounds like you've gone beyond an idea and prototyped the game. Now what?

    Non-Disclosure Agreements are your friend.

    Got some money? Hire a programmer (or two) to write it.
    Write it yourself.

    Promote the demo to everybody and get the game re-written as open source. Everybody gets to play to game, you get some street cred, and you have a better chance of finding someone to listen for the next game idea.

    1. Re:Ideas are crap... by Strange+Ranger · · Score: 1

      Most ideas are crap.
      But some ideas are worth a million dollars, and could be implemented by a lone kid using a computer at a public library for an hour or 2.
      The execution can be butt ugly and take basically no time, as shown.

      The only trick is being first.

      If you can be first, and you have a good idea, then sometimes the idea is all you need.

      --

      Operator, give me the number for 911!
    2. Re:Ideas are crap... by mdwh2 · · Score: 1

      But some ideas [wikipedia.org] are worth a million dollars

      Ah that one. Everyone talks about the idea but I'm still not convinced the idea alone was what was important. I mean, how did it go from some kid trying to sell advertising space at a stupidly high price, to a popular site that everyone was talking about? The real questions are to do with how the word was spread in the early stages.

      Think about it - if you had that idea ten years ago, would you be a millionaire now? I don't think I would be. We've all had those money making schemes where the ideas are no less good, but only a tiny minority of them, through other factors (either blind luck, or working hard at implementing the ideas) amount to anything.

    3. Re:Ideas are crap... by Anonymous Coward · · Score: 0

      This is very sound advise from topham.

      Unfortunately your first great idea might be your best, but without proper support and a history of documented ideas and projects, you are fighting an uphill battle to sell the idea to a business of any type, publisher etc....

      Getting it out with your name on it is going to do you more good in the long run. Also, keep notes of extras that you want to implement and do not include them. When your project gains popularity in the open source arena, and has your name on it, then approach companies with your street cred and already popular game as evidence that you have something they want.

      Sell them on the improved/advanced version that will be available through them only. If it is truly a good and popular game, the players hooked on the open source version will pay a few dollars for the full blown commercial version. The ones that wont are the ones that would not have purchased it anyway.

      Keep in mind that timing is very important. If it is popular with your friends right now, then now is the time to get it out. Things change fast and interests vary with other forms of entertainment and world issues. PacMan was once very popular, if it came out today, probably not so popular. This is of course an extreme example, but you get the idea.

      Our imaginations are largely influenced by our experiences, so there is likely someone else with similar experience coming up with a similar idea right now. This is another reason to strike now and just get credit for it. Make it clear it is yours and that the world knows it. Next go out selling it for mass production.

  18. You don't by Plasmadog · · Score: 1

    This question often comes up on forums like Gamedev.net, and the answer is always the same. Nobody wants to buy game ideas, from you or anyone else. Ideas are a dime a dozen, and there is too much legal difficulty involved in even looking at someones idea. Developers would much rather work on their own ideas (of which they have many) than take on someone else's.

  19. Re:Don't post first by gregbot9000 · · Score: 3, Funny

    Thats terrible advice, I'd think you would want to be first when selling an idea, what with the whole copyright thing.

  20. rec.games.programmer? by Anonymous Coward · · Score: 0

    Isn't this the classic post on rec.games.programmer?

    I have this great Idea! All I need is a couple of slaves^H^H^H^H^H^Hprogrammers to come and write it all up. I'm willing to let you work for free and will give you 0% of the earnings. Don't even bother trying to share your thoughts, I'm the Idea. You're just grunt work. My two seconds of thinking are absolutely more important and valuable than your thousands of hours of software development.

  21. Finish the game first by neostorm · · Score: 4, Informative

    As a veteran of the game industry I can tell you - you need to complete the game first. Ideas are a dime a dozen. No one will give you money for development. You need to show them the finished product and ask for them to fund the publishing of it. That's the only way you will be able to acquire money from a publisher, unless you self-publish online or through various indie-channels (XBox Live, Wii Ware, Greenhouse, etc), but of course those still require a completed product as well.

    1. Re:Finish the game first by Anonymous Coward · · Score: 0

      I'm an vet of the industry as well and I can tell you with a certain amount of accuracy that this post is basically correct. Otherwise if you're hell bent on showing your work, head over to the next GDC and start trying to shop it around. But unless you have a working demo that's pretty damn fun, your up the creek.

    2. Re:Finish the game first by porcupine8 · · Score: 1

      What would you suggest for someone how has... well, no idea how to do that? I design learning environments; so far curricula, but my main interest is informal learning settings, including video games. I think the DS would be a perfect platform, and have a few ideas that I could develop - but I have no idea how to get further than outlines, mockups, maybe flash versions of parts. I can program a bit, but I have no idea how to make anything like a finished product. Do I need to add a second career as a programmer, or is there any hope of attracting someone's attention with mockups and outlines? If not to publish it from that form, at least to get funding to hire programmers?

      It's all based on the latest and greatest in learning research, I swear. :)

      --
      Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
    3. Re:Finish the game first by kesuki · · Score: 1

      "It's all based on the latest and greatest in learning research, I swear. :)"

      then most likely whomever you work for made you sign away the rights to it, even though they aren't a game developer, most likely it some way pertains to work you've done for your employer, and it's going to be untouchable.

      now, you could look into the DS homebrew scenehttp://www.ndshb.com/, maybe find a couple credible homebrewers who are willing to slave away on your idea to produce a totally free product that will turn heads, and get them serious 6 figure jobs... or whatever it is they slave over homebrew games for...

      that site might not be the best, it was just a top google site.

    4. Re:Finish the game first by AuMatar · · Score: 1

      Either learn to be a programmer, or find a programmer who's willing to do it for cash (or if you can sell him on it, a share of the profits). However, flash demos may be good enough- write the game in flash, use that as a demo, and then hire real coders to port it (or rewrite it, which is probably needed if you write it as a non-coder). But you need to be able to show some sort of finished product as proof of concept. Otherwise why should someone give you money rather than someone with a proven track record?

      --
      I still have more fans than freaks. WTF is wrong with you people?
    5. Re:Finish the game first by mdwh2 · · Score: 1

      It's a bit like me saying "I have this great idea for a car. But I have no idea how to make cars, but maybe I can persuade a car company to make my idea?"

      Basically, you either have to write it yourself (or as part of a team you put together - but this involves contributing something yourself, as few programmers like to work for free on someone else's "idea"), or pay a team to write it for you (as in upfront, not "I promise you X% of the money I make").

    6. Re:Finish the game first by porcupine8 · · Score: 1

      But see, I would say that a video game programmer saying "I want to make an educational video game, but I know nothing about designing educational products" would also be equivalent to that. We both want to make something, but we both have only half the expertise required - there must be some way for us to find each other.

      --
      Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
    7. Re:Finish the game first by porcupine8 · · Score: 1

      Well, I'm a grad student right now. So if I did anything directly related to my research, the university would want it. But they can't lay claim to things I do on my own time, with my own resources, just b/c I got the idea from an article I read in Science Education.

      The homebrew scene is a good idea, though. I wonder if anything actually ever makes it out of there to a publisher - I could care less about making big money off my ideas, but I have the feeling a homebrew DS game isn't going to make it into the hands of very many kids. But then, I have no clue how popular the homebrew scene is with 10-year-olds! :)

      --
      Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
    8. Re:Finish the game first by QuestionsNotAnswers · · Score: 1

      I think the ideal is to team up with someone who has the skills or drive to learn in the areas you don't. Choose wisely and you get validation, the opportunity to learn from other's experience, and hopefully more drive and pleasure.

      Trying to outsource critical parts (consultants, hired help) because you don't understand them usually leads to failure from what I have seen.

      Either way, in my opinion modern success (and certainly success in technology) is mostly a function of learning on the job, and not over-specialising. Good luck!

      --
      Happy moony
    9. Re:Finish the game first by Anonymous Coward · · Score: 0

      The homebrew scene definitely makes it if they knwo what they're doing. Braid, Linerider, Everyday Shooter, and so many others are games these people developed in their own time that were discovered and exploded onto a professional platform. It can definitely happen, BUT they were all completed projects beforehand.

      To the parent posts: It's a struggle to get a project completed at all. My advice is either learn to program yourself (it will take you a long time to complete a project alone though), or hire someone to create it to your specifications. The latter option is definitely the best, but that requires YOU to be the one who is putting up the capital.

      Check out the independent game field. There are thousands of people out there crafting their own work. Maybe talking to some of them will give you ideas on how you can get an idea of your own to completion.

    10. Re:Finish the game first by emilng · · Score: 1

      You could try to go to local user groups.
      I know the Independent Game Developer's Association (IGDA) has chapters all around the country.
      If you're doing Flash there are Flash user groups around the country too.

      You could check out the forums at gamedev.net I think there are usually more programmers looking for artist than artists looking for programmmers there. If you want to learn how to program games it wouldn't hurt starting there either.

      I'm actually working on my own game now, but I've always been interested in both art and programming sides so I'm doing both.

    11. Re:Finish the game first by mdwh2 · · Score: 1

      Well indeed, I think it's fine if you have something to contribute, either as the programmer or someone with knowledge of designing educational products. As I say, "write it yourself (or as part of a team you put together)". This shouldn't be confused with people who are just trying to sell ideas - there seems to be a lot of other people (on forums like http://gamedev.net/ at least) thinking that their contribution needs be nothing more than "ideas".

      Design can be a tricky one, because even if someone has written a fully fledged design document, it can be hard to know how well it will work until it's implemented, so I imagine it may be hard convincing people to work with you unless you pay them, they're your friends, you have a proven track record of past game design, or you are able to put together a working demo yourself to show people (you say "I can program a bit, but I have no idea how to make anything like a finished product." - that may be enough to attract programmers who can make a finished product, and will separate you from the "I have a great idea!" people).

    12. Re:Finish the game first by porcupine8 · · Score: 1

      Thanks, I will look into those!

      --
      Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
  22. flexibility? by BPPG · · Score: 2, Insightful

    I'm not speaking from any real experience or anything, but it might be a good idea to leave room in your pitch for flexibilities and possibilities. Or at least imply that you're willing to accept suggestions or criticisms. Producer-types like to feel like they've made some sort of impact on a project other than funding it. The main thing is getting them to actively think about the possibilities, which will force them to take it a little more seriously.

    The tricky part is to not let them get too involved, because then they might start to suggest some silly ideas.

    --
    What's the value of information that you don't know?
  23. Go Rogue ya panzy! by Anonymous Coward · · Score: 0

    Independent that is

  24. People will insist on NOT seeing it by Spectre · · Score: 4, Interesting

    If they see your demo, and anything they are already working on is similar or has similar elements, they're opening themselves up to a suit (from you) when they release their product.

    About the only way anybody I know in the industry will look at anyone else's concepts is if:

    A) The concept is being given away, for free, to be used in any way, without any limitations

    and

    B) The originator of said concept signs legal papers stating the material is theirs to give away and A) applies.

    Even then, most companies still won't touch it and will refuse to see it, as the person providing it may be wrong in stating the material isn't already encumbered (whether the originator knew it or not).

    Some examples of how material (like a trailer) can be encumbered without the originator really being aware:

    - trailer was made using originator's employer's software/hardware/time

    - trailer was made by somebody with a strict employer agreement on original works (anything I author that isn't "for the company" I need to register the material with my employer ... or my employer owns it)

    - trailer includes characters based on somebody else's trademarked images

    - trailer was made using pirated software (believe it or not - this can cause very weird legal problems)

    So, sorry, but you'll have a very tough time getting anybody to view it, even just to say "that's neat, but we aren't interested."

    Instead it'll be, "I'm sorry, but we can't look at it."

    --
    "Flame away, I wear asbestos underwear"
    1. Re:People will insist on NOT seeing it by Anonymous Coward · · Score: 0

      Welcome to the brave new world of opportunity, brought to you by intellectual property.

    2. Re:People will insist on NOT seeing it by flnca · · Score: 2, Interesting

      - trailer was made by somebody with a strict employer agreement on original works (anything I author that isn't "for the company" I need to register the material with my employer ... or my employer owns it)

      That's not possible. If you make something in your spare time at home with your own equipment, your employer can't not own it, no matter what is written in the employment contract.

      On the other hand, if you use office equipment to make something and the employer has the leniency to grant you your rights anyway if you register the work with them, then that's an extra generous employer. Normally, everything you make in office with office equipment belongs to your employer.

  25. Amateurs by Sockatume · · Score: 4, Informative

    Disclaimer: I am not a developer, but I've read a lot of horror stories. If you try to pitch it to an established publisher or developer, the legitimate ones will turn you away because it leaves them wide open to a messy lawsuit if they do anything remotely similar in the future, even by coincidence. The unscrupulous ones will just rip you off. You really need to turn it into a legally-protectable game, or a total conversion mod, or something, and then get it published small-scale to demonstrate popularity. If you don't have the know-how, try to get together a team of amateurs, friends, sufficiently motivated guys online, whatever. Give it away, shareware, however you distribute it make sure that it gets out there and people know it's yours. Enter it in indie game contests. Whatever you can.

    Then when you have an actual game to speak of, and some indication that it could sell, see about getting a publisher interested in buying the idea from you. What happens next will depend on the type of game we're talking about.

    What I've read about game development in the past suggests that your project may well vanish into development hell at this stage, or be pushed out as a diabolical mess which means nobody will ever want to touch your game ever again. And you'll be unable to make amends because you've sold away the "big version" rights. You may make some money back for your time and effort though. The alternative would be to keep it small-scale, on mobile phones or whatever. This would suit many kinds of games. Only if you can manage to turn that small game into your own personal development empire, could you crank out a large-scale game like Halo or whatever.

    Moral: the odds are against you ever being able to produce a Halo-style blockbuster, unless you want to get into career game design or are willing to give the idea to someone who is. And even if you're just trying to create one fun little puzzler, it's going to take a lot of time, effort, and cooperation.

    --
    No kidding!!! What do you say at this point?
    1. Re:Amateurs by rhizome · · Score: 1

      Moral: the odds are against you ever being able to produce a Halo-style blockbuster, unless you want to get into career game design or are willing to give the idea to someone who is.

      To my knowledge, the option of becoming a career game designer in order to make this idea happen is only realistic if the story's designer is still in high school.

      --
      When I was a kid, we only had one Darth.
    2. Re:Amateurs by Sockatume · · Score: 2, Insightful

      From his homepage, he seems to be a professional 3D artist for Sony's games division, so at least he has some relevant industry experience.

      --
      No kidding!!! What do you say at this point?
    3. Re:Amateurs by Alsee · · Score: 1

      From my homepage, I appear to be Paris Hilton.

      Oh wait... hold on... I need to go edit my profile.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  26. ENCOM by devotedlhasa · · Score: 1

    Although, you might have fight some gladiator style games and destroy the MCP before you get credit for you work.

  27. depends... by Anonymous Coward · · Score: 0

    It depends a lot.

    If your idea is very very good and original, and you've explored fully (having written quality content for it), then you *may* pitch it to a gaming studio and hopping you are special enough for them to hire you as a writer or artistic consultant or something like that.

    If it's just another idea for a shooter, then just forget about it. Everybody got ideas. They are mostly worthless, and a developer won't invest in you because you happened to have one and you coded a prototype around it.

  28. Tell the pros. by y86 · · Score: 1

    I hear Bill Gates and Steve Jobs value ideas. I bet if you let them in on your design idea they would pay you lots later.

  29. The reality is... by TobyWong · · Score: 1

    There are no shortage of good ideas in this world. The same goes for good video game ideas. It's all about who has the means and the skill to execute on an idea.

    Also, NDA's don't mean shit when it comes to protecting yourself. You take a calculated risk every time you show someone your idea no matter what you make them sign before hand. The best thing you can do to protect yourself is to have enough development work in that they would be better off buying you out than stealing. Make it worth their while to go the legit route.

    --
    - Toby
    1. Re:The reality is... by PietjeJantje · · Score: 1

      Parent is underrated. No matter how much sympathy you got for the guy, it's more or less like those people selling new cartoon ideas in the classic Unfinanced Entrepreneurs. You will be on the huge pile described there. There's no shortage of good ideas, on the opposite, it's a mountain range of "good" ideas that will smother your good idea. In the meantime, economics will probably render them all impossible and targeted companies will make another 3d shooter. Again, this is not how I like it to be, this is the reality.

  30. easy procces by gregbot9000 · · Score: 1

    Print out all material for your idea, organize it neatly, stick it in a box, tape the box up and put postage on it, now light the box on fire. Don't know if this works for Ideas but it sure works on my bills.

  31. Buy my idea!! by Anonymous Coward · · Score: 0

    For $50... comes with a free blowjob

  32. Abandon all hope... by MythoBeast · · Score: 4, Insightful

    Unfortunately, video game ideas are about as rare as fiction plotlines. Every major series on TV is deluged by hundreds of story ideas that they are not allowed to read because they fear that if they read them, they'll be sued for using an idea that they already had on their own.

    Writers of all types suffer from this on a continual basis. The writers themselves usually have far more ideas than they have writing time. The desire to turn those ideas into reality is usually what pushed them to learn the skill in the first place. As a result, recommendations by other people that the writer should develop THEIR idea usually just winds up being annoying.

    Video game ideas are the same. People with the resources to develop video games are perpetually surrounded by people who say "wouldn't it be cool if...". Unless you have the development skill (or can find a friend with such) to actually create the game yourself and put it out on the internet, it'll never happen.

    Sorry, but that's the harsh reality of things.

    --
    Wake up - the future is arriving faster than you think.
    1. Re:Abandon all hope... by Bensam123 · · Score: 1

      I've seen video games compared to writing a lot. I don't believe it's nearly the samething though.

      Last I recall, it didn't take you tens if not hundreds of thousands of dollars just to make a piece of work. Of course you have to get it published, but if you put enough energy in you can write it yourself and maybe get some of your friends to look over the work. Video games are not the same way.

      If they were you'd be able to write your idea down, major gameplay mechanics, feel, and atmosphere... like a very descriptive book and let the publishers (the game developers) go with it.

      Unfortunately it's not that way and you have to publish your work yourself in order for anyone to bat a eye at you, which is being said here... and if that's all done before you get any cash flow it sorta negates the point of getting people to go with your idea.

      I believe this doesn't even matter at all. A modeller doesn't need in depth knowledge of the game and it's inner workings, a skinner, coder, Q&A all don't need to actually know what they're working on to a certain extent to accomplish their taks. In affect good video games can be mass produced as long as experienced game developers can cherry pick good ideas (which are out there and aren't dime a dozen, hence why all the big titles right now are iteration 2, 4, and 3) and work with the core mechanics of the game, which someone is able to think up.

      IMHO I think game developers or publishers, should have divisions for R&D of ideas. Since they seem to fail at making actual NEW games now and have resorted to blaming their lack of creativity and sales on... other issues. R&D is part of any major industry, why doesn't the gaming industry have it (besides utilizing technical improvements)?

      It all starts out with "wouldn't it be cool if...". Busy work for producing a game is nothing like writing filler in a book between the major portions.

    2. Re:Abandon all hope... by MythoBeast · · Score: 1

      With all due respect, Bensam, I think that you are finding flaws in the analogy where it wasn't meant to be stretched. If you want a more perfect analogy, you can take big-budget movie production.

      In movie production, creating a finished work takes tens to hundreds of millions of dollars, thousands of people's contributions, and a decent idea at the outset. The success of a film is based on a large number of contributions. The initial story line is just a seed. If the acting sucks or the cinematography is flat, it can kill a movie regardless of how good the initial idea was. Video games are similar. Blocky models, amateurish skins, unrealistic kinetics or body motions, or flat lighting could each individually make a good game just plain unpleasant to play.

      The reason they make sequels is because they're capitalizing on people's desire to get more of something that they really liked in the first place. Even if it's schlock, it can be counted on to sell better than an equivalent unknown.

      You're definitely wrong in thinking that good ideas are uncommon. Spectacular ideas are uncommon, but are actually usually just something that catches the zeitgeist of the players, and that isn't determinable in advance.

      --
      Wake up - the future is arriving faster than you think.
  33. You don't want your idea ripped off? by billlava · · Score: 1

    Just email me all your materials and I'll show them to my contacts at EA, Microsoft, and Blizzard... really.

  34. Steam? by Sta7ic · · Score: 2, Interesting

    I'd hunt down a programmer, or hit the books, put something playable together, TEST IT, and try to pitch it to be published on Steam, XBLA, or the like. There are a couple of un-boxed distribution channels these days, and it couldn't hurt to look into them.

    In the meantime ... ideas are a dime a dozen, we keep hearing, and it's when everything gets put together and runs that you have a sellable product with value.

    1. Re:Steam? by TheRaven64 · · Score: 1

      At the moment, the big money in gaming is in flash games and games that run on mobile phones (yes, it surprised me too). These games cost very little to develop, sell cheaply (in some cases are ad-supported), but the return on investment is very large. If the concept can work in this kind of setting then your best bet is to get together a small team (2-3 people) and develop it yourself. Release a free playable demo and try to create some buzz.

      --
      I am TheRaven on Soylent News
  35. The Art of Theft by Anonymous Coward · · Score: 0

    Tell me what your idea is and I'll tell you how to keep people from stealing it.

  36. Ideas? by YourExperiment · · Score: 1

    No-one in this industry is interested in ideas. Ideas are anathema to the people in control. A project that is based on "an idea" is a project that could fail. Better to base a project on a film tie-in, or a mechanic from a previous game, or preferably both. That way you can be sure it will sell.

  37. I've got an idea that you all can have . by TheLazySci-FiAuthor · · Score: 3, Funny

    Sadly, Ideas are cheap - although ironically they are truly the most precious things we can posses.

    I have zero experience in the game industry and I have no success in getting any idea of mine going big-time. Still, I have had ideas which later have been implemented by someone else (often because they were obvious due to some recent event).

    I have come to the conclusion that the best ideas are the ones which you don't actually mind if someone else creates, because it means you get to use the creation.

    My idea is for a video game called "Freeway Crash" or "Freeway Pileup" or something.

    The game starts up with you getting on a freeway in random traffic. There is a countdown timer and at some random time in the countdown there will be an accident and you have to avoid it somehow - or avoid being caught-up in it.

    The game would hinge on two things - one, it would need to be freely downloadable. two, it would need to have very good car models and crash physics.

    The freeness would allow for mass download and play and the great graphics and physics would push for the pay (cheap 10$) version which would have the ability to playback the crash in slow motion and to create youtube-like vids a'la spore style and perhaps some other features like different cars and freeways or even an online component.

    There. Free idea for the world.

    Anybody want me as a game designer? I have 10 more concepts.

    1. Re:I've got an idea that you all can have . by CorSci81 · · Score: 2, Funny

      I play this game every day I drive to and from work, it's called Commuting in Los Angeles.

    2. Re:I've got an idea that you all can have . by Anonymous Coward · · Score: 0

      Very similar to existing game where you have to create crash. Possible mod to it I guess.

      It's lot harder to reward not crashing than making spectacular crash visually.

    3. Re:I've got an idea that you all can have . by flnca · · Score: 1

      Nice idea! I wrote a similar game in 1983 on a VIC-20. There was a big crossroads full with moving cars (in every direction) and a phone booth somewhere on the screen. The player started out at the phone booth and had to cross traffic until they leave the crossroads. ;-)

    4. Re:I've got an idea that you all can have . by rk · · Score: 1

      I play the sequel: Commuting in Phoenix: Escape from L.A..

    5. Re:I've got an idea that you all can have . by zobier · · Score: 1

      I have had ideas which later have been implemented by someone else [...] I have come to the conclusion that the best ideas are the ones which you don't actually mind if someone else creates, because it means you get to use the creation.

      I have had the same experience and come to the same conclusion. I mean it doesn't matter who does it right, as long as it gets done?

      [the pay version] would have the ability to playback the crash in slow motion and to create youtube-like vids

      How do you propose to plug the analogue hole?

      --
      Me lost me cookie at the disco.
    6. Re:I've got an idea that you all can have . by Bensam123 · · Score: 1

      There is already a game developed like this called Burnout, instead of trying to avoid accidents though the idea is to create as much destruction as possible. I know yours is the opposite, but essentially the same idea and destruction sells better.

    7. Re:I've got an idea that you all can have . by Anonymous Coward · · Score: 0

      Sounds like hundreds of existing crappy Flash driving games. Who the hell would pay $10 for this crap??

    8. Re:I've got an idea that you all can have . by Om · · Score: 1

      Sounds like hundreds of existing crappy Flash driving games. Who the hell would pay $10 for this crap??

      You must be a VC.

  38. Thank you! by porcupine8 · · Score: 1

    Thank you for asking this! I have been wondering the same kind of thing, I'll be bookmarking this page for future reference. I design learning environments and would love to make educational video games but have absolutely no clue how to go from idea to game that you can buy in the store.

    --
    Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
  39. it's time to show it to your mum by Anonymous Coward · · Score: 0

    Maybe she'll do some pancakes for you!

  40. Not a grammar game I'm guessing... by Anonymous Coward · · Score: 0

    'who has' or 'who's' not 'whose'.

  41. just tell them... by evilmousse · · Score: 1

    ..there's cake!

    1. Re:just tell them... by Killjoy_NL · · Score: 1

      and lie about it :)

      --
      This is the sig that says NI (again)
  42. I am a video game designer by Anonymous Coward · · Score: 0

    I, and my colleagues, each have our own pet ideas we'd like to get made. So does everyone else in the office... I bet even the HR person has a pet design doc.

    There is no way that some guy off the street is going to sell his design into this environment. I think that generally you will find that anyone who is capable of making your game isn't interested in your ideas... we have our own. I have worked at big companies and small companies and I have never heard of this happening.

    I can't imagine anyone stealing a design, either, but I guess anything is possible.

    I'm sure it is possible to sell an idea too, but... Your best chance is to start your own company, so find some VCs or rich dentists.

    Unless you are Shigeru Miyamoto posting under an alias. In that case, sumimasen, sensei.

    1. Re:I am a video game designer by DragonTHC · · Score: 1

      so, where do we find out how to write a knockout design doc?

      --
      They're using their grammar skills there.
  43. Do it yourself -- really! by Allen+Varney · · Score: 2, Interesting

    Honestly, the best and most practical path forward in today's game market is to create and market the game yourself. Though the indie space is constantly changing (for instance, the casual-game portal market that thrived as little as two years ago has now turned stagnant), there are still many opportunities for independent creative thinkers.

    Indie designer Jonathan Blow, whose inventive puzzle platformer Braid just launched on Xbox Live Arcade, speaks eloquently about the indie viewpoint in his keynote speech at the Free Play 2007 conference in Melbourne. The video of his speech is compelling and inspirational. Look up his many interviews and then go on from there to learn about other indie designers. It's a tricky path but exciting and potentially rewarding.

    1. Re:Do it yourself -- really! by falafelJones · · Score: 1

      seconded, this engine is very friendly to artists with a bit of coding experience, i'd check it out if you have a mac.

      --
      -O
    2. Re:Do it yourself -- really! by cliffski · · Score: 1

      Not surprisingly I agree 100%. If the idea is really that good, you could make a lot of money selling it direct yourself. If it's not, then the chances of anyone else doing anything with it were always pretty slim.

      The idea is 100% yours, why use it to make *other people* rich?

      --
      DRM-free indie games for the PC and Mac: Positech Games
  44. Re:Four ways to turn your concept into a video gam by Anonymous Coward · · Score: 0

    In addition to WiiWare and the iPhone, Steam, and Xbox/Windows Live (when XNA 3.0 is out) are good places to start.

  45. The 3DRealms Method by cashman73 · · Score: 3, Funny
    1. Think up idea for a sequel to a popular first-person shooter game based on a popular selling title from the early 90s.
    2. Spend ten years millions of dollars on its develop, and change your graphics engine 10 times prior to release.
    3. During this time, hype up the game in every major gaming rag, and on every major website and blog on the internet. Don't forget to tell Slashdot and Netcraft.
    4. ???
    5. Profit!
    1. Re:The 3DRealms Method by Anonymous Coward · · Score: 0

      They profit in step 2. What do you think they have done for the last 10 years? Developed a game? They throw together a trailer every couple years, but aside from that, it is all hookers and blow.

  46. It's all about the Team by Spazmania · · Score: 1

    Lots of folks have ideas. Some are brilliant. Most are unworkable. It's awfully hard to be sure at the front end that yours won't be among the unworkable ones.

    That's why VC's don't buy ideas. They buy teams instead: a group of apparently well qualified people who have subscribed to the consensus that a particular set of ideas is good and have already spent a considerable amount of effort building the idea to a point where they need capital to take it further.

    You're the artist. When you, a composer, a developer and salesman (at least one of you with prior entrepreneurial experience) have each put 200 hours into the project, that's when the VC's will start to become interested in talking.

    Until you can convince 3 other people with the right set of talents to jump on your bandwagon and put their time and reputation on the line, well, no offense but the VC's time is too valuable to waste on you.

    --
    Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
  47. I've got an idea for a book by 91degrees · · Score: 3, Insightful

    Every well known writer has had someone come to them and tell them about their idea. "It's about this guy called Bob. He builds a spaceship and visits lots of planets where exciting adventures happen. Can you write this story for me? I'll split the profits 50/50".

    The same applies to studios. Everyone has an idea for a game. Here's an example. It just doesn't work like that.

    What actually happens is that someone in the company comes up with a game concept, and producers and designers talk about it. In many cases (especially party games), there's some discussion about whether it's technically possible. It's possible that the technology isn't up to it, so some development effort is spent in making a tech demo to check that the concept works. If that works then the developer will submit a pitch to a publisher. The pitch is, at the very least, a detailed description of the game and how it will work. Ideally the developer will have some idea of the market for this as well.

    It's possible that none of the publishers will be interested. In this case, unless the developer is sure enough about it to develop a demo, they just come up with a new idea.

    Ideas are cheap. Developed polished realised ideas are wherethe difficulty is.

    1. Re:I've got an idea for a book by flnca · · Score: 1

      Everyone has an idea for a game. Here's an example. It just doesn't work like that.

      That guy's idea is fairly awesome; however, it's not implementable. To make that many characters, places, and sceneries would take eons. Even algorithmically generated meshes would probably not work, unless someone can come up with an algorithm to generate clothing, weapons, styles etc. of every eon.

    2. Re:I've got an idea for a book by 91degrees · · Score: 1

      It's not just that it's not implementable. It's also that there are several games in there. He needs to leave a lot of stuff out. The idea of an empire building game based largely on Roman political intrigue is a good one although needs development. Having a RTS battle system could just about work with it but would need to be combined logically. Gladiatorial events could probably be combined as well, but adding both concepts means the game loses focus.

      Allowing different eras and completely different characters means you end up missing out all of the gameplay of other eras.

    3. Re:I've got an idea for a book by Anonymous Coward · · Score: 0

      Also including the Norman Dynasty, Carolinian Dynasty, Theodosius Dynasty, Justinian Dynasty, Heraclius Dynasty, Isaurian Dynasty, Macedonian Dynasty, Comnenian Dynasty, Antonies Dynasty, Severan Dynasty, Flavian Dynasty, Comneni Dynasty, Angeli Dynasty, Lascarid Dynasty, Palaeologi Dynasty, Sung Dynasty and more as well as all 65 Roman Emperors, all the European Monarchs, Asian Monarchs, Middle Eastern Monarchs, Dictators, Native Chiefs and American Presidents. Other units would include English Civil War units like Roundheads and Cavaliers. Spanish Conquistors, Mexican Banditos, Outlaws, Bounty Hunters, Gunfighters, Macemen, Axemen, Gladiators, Crossbowmen, Arquebussmen, for the Vietnam War having Seal Team, gunboats, minelayers, snipers, Viet Cong and North Vietnamese Army units. Another suggestion is have a prehistoric preset scenerio where you have 150 different species over a period of 360 million years starting with amphibians and including dinosaurs (3 -D animated) trying to be evolved enough to they can create a civilization (with a tree of life) like in the game Evolution and 3 -D like in Trespasser Jurassic Park Lost World game. Another suggestion is a preset scenerio like in the game Imperialism and Conquest of the New World were you must colonize the world from the late 1 5th century and early 16th century and ending in the late 19th century and early 20th century ending with the end of World War 1 which would include Japanese Warring States Period, Cortez's campaigns, Charles V's campaigns, Henry VIII's campaigns, Spanish Armada, Falklands War, Bosian War, Indian Mutiny 1857, Italian Wars of Unification, French Revolution, Russian Revolution, Iranian Revolution, Iran-Iraq War. Another suggestion is have a scenerio like in the game Rebellion were you can colonize other worlds in space, but other civilizations from earth are doing the same with futuristic techology (Star Wars trilogy type techology). Also in the historical preset scenerios it would be interesting to have a Centurion Defender of Rome, Panzer General 2, Pacific General and Steel Panthers 3 type campaign system in realtime. Also building buildings from Caesar 3 would be interesting for the Roman scenerios, but in virtual reality just like SimCity 3000 and realtime gameplay of Age of Empires 2, Plague, Populous 3, Settlers 2, 7 Kingdoms, Eldorado and Castles 3. You can see citizens on the streets from Ancient times to the future wearing authentic costumes and outfits. Another suggestion for a preset scenerio is a doomsday scenerio where you have to deal with the black plague in 1348, Atlantis scenerio, plagues of the late Roman Empire, plagues of the 16th century, Astroroids hitting the earth in the present or the Sun turning into a Red Giant and then collaping into a Black Hole.

    4. Re:I've got an idea for a book by flnca · · Score: 1

      Wow!! That's a fairly awesome collection of game ideas! :-) ... Anyhow, any game that spans multiple scenarios would be very interesting. That's the stuff that made games like StarCraft popular: Three races with different technology, history, ideology and so on. So, it isn't that far fetched. Until algorithmically generated worlds become possible (as in Spore or Infinity, just more complex), having more than a handful of races is not really feasible, unless you can get hundreds of designers together. I've been working on a framework for algorithmically generated games that could be used to generate planets with complete cities (including all implications, like buildings, languages, writing systems, libraries of books containing generated content, technologies, evolutionary deviances, and so on) on the fly while navigating through them (as was partially implemented in Infinity). My approach was titled "The Infinite Game", perhaps I'll get to implement it someday. Generating meshes from code proved to be a stumbling stone. Spatial Delauney Triangularization from a couple of points would be ideal, but possible consumes too much CPU power. Perhaps I'll have a look at Infinity someday and see if I can help out with generating cities etc.

  48. Finish Something by hardburn · · Score: 1

    Any studio with an ounce of creativity already has more ideas than they can reasonably implement. They get tons of guys coming through their doors with great ideas, and they just shoo them back out.

    If you want proof, look at any indie gaming forum. There are tons of people with ideas for games I'd probably love to play, but only a handful make a finished product.

    Now, if you can create and release something (even if it's yet another Tetris clone), you are far more likely to be taken seriously.

    --
    Not a typewriter
    1. Re:Finish Something by tepples · · Score: 1

      Now, if you can create and release something (even if it's yet another Tetris clone), you are far more likely to be taken seriously.

      Tetris clone? Check. I've made one of the most configurable tetromino games on the Internet. My next idea is a party game that uses two buttons per player, and I plan to prototype it on Windows and Linux. Once it's done, which publishers should I contact in order to get it onto a platform that's conducive to party games?

  49. Haha! Selling an idea by Layth · · Score: 1

    That is pretty funny..
    Nobody buys ideas, and I think you'll be hard pressed finding anybody to invest their money in yours, regardless of what the idea is.

    The only way to get around this is to have a proven track record of earning money for past investors.
    It's one of those annoying catch-22s we're all so familiar with.

    The circular logic of needing to already have what you're trying to get.

  50. How should one choose a platform? by tepples · · Score: 0

    Make something playable then try to sell it to a publisher.

    On which platform should one develop the prototype? The consoles have lockout chips. Would you recommend SDL+OpenGL, XNA, Java, or something else?

    Oh wait, someone might have already answered that question.

    1. Re:How should one choose a platform? by Stormwatch · · Score: 1

      Prototype schmototype, people are still producing indie commercial games for the good old Sega Dreamcast!

  51. I will help you by ROMRIX · · Score: 1

    Just gather everything you have regarding "The game" and send it to me at biglouie@i-trust-this-guy-with-my-game.com and I will make sure it gets into the right hands... really... trust me, I'm not trying to rip you off or anything. Honestly.

  52. The Jack Thompson Method by HannethCom · · Score: 3, Funny

    I give no guarantees this will work.

    1. Make a demo of the game extremely violent, sexual, or something that would really offend Jack.
    2. Send him a copy of the demo.
    3. Profit as he advertises it to the whole of the US.

    --
    Microsoft, Apple, Google, Amazon what's the difference? All steal money from devs and control with walled gardens.
    1. Re:The Jack Thompson Method by Anonymous Coward · · Score: 0

      i am an anonymous coward and i support this message

      -AC

  53. Find a programmer, then a publisher by Snocone · · Score: 1

    As I see other people have already mentioned, until/unless you have something in spitting distance of publishable territory to acquire, no publisher and vanishingly few development houses are going to be interested in allocating a single second to reviewing whatever it is you have in mind; they are constrained by resources, not by good ideas.

    However, if your idea is on a scale that can be implemented -- at least to acquisition candidate stage -- by a single programmer, then your probably not insurmountable task is to find a programmer who's interested in investing their time in hopes of some eventual payout. Like, for instance, myself; I happen to be an iPhone developer just finishing up my first project (a brainteaser type game port) and I'm flexible as to what I take on next. If your idea is appropriate for implementation on an iPhone, and it looks like it would be not too big of a job to do the programming side of things, I'd be quite interested in doing that, publishing the result through the App Store, and splitting the take.

  54. notamoron by Anonymous Coward · · Score: 0

    This was an "ask slashdot," AKA "please give me terrible advice." He was just doing what he was supposed to.

  55. Same as any other business.. by Restil · · Score: 1

    Whether you're programming games or selling shoes, if your intent is to make money, you're going to need a few things first:

    1. A lot of money. If you save up for 10 years and use that money as your seed money, if you make it big, you'll enjoy all the rewards, if you fail. You lose it all. You could also find a VC willing to fund your project, and your risk is minimized. However, you'll have to constantly deal with the VC's restrictions and requirements, and if you end up with a blockbuster, they'll end up with 90% of the profits.

    2. A lot of time. And by time, I mean time spent working 80+ hour weeks at minimum wage for the next few years. This might not be a problem if you're in your early 20's and don't have a family to support.. or more importantly... interact with.
    This will probably mean you keep your day job and spend every other waking moment working on your project... unpaid... either way, you'll need a source of income while your project is being developed. You had better enjoy what you're doing, because that's going to be the only source of entertainment you'll have for a while.

    3. A good idea. Yeah, you said you had that already. Now think of your great idea in context with regards to #1 and #2. Is it STILL a great idea? Would you be willing to risk $100,000 of your OWN money and three years of your own time on it? Is it worth paying off loans for the next 20 years if it fails? Really think about it. Be absolutely sure that your idea is SO great that it will overcome every obstacle you have.

    Ultimately, you need a finished product. And you'll need to prove that it's a product that will make money... and you do that by actually making money from it. Once you're earning a decent income through your own products, have a few programmers employed and several new products in production.... THEN you'll start getting calls from companies wanting to purchase your company. Either because they think they can make money from it, or because you're competition they want to be rid of. THAT is how you sell your idea.

    Good luck!

    -Restil

    --
    Play with my webcams and lights here
    1. Re:Same as any other business.. by caywen · · Score: 1

      Right, I agree. If I were an angel, the line of questioning I'd ask for this kind of project is: "How much money do you have? $100K? So, why don't you use that money?"

  56. Pearls of wisdom from USENET by Anonymous Coward · · Score: 0

    See here: http://groups.google.com/group/comp.games.development.design/browse_thread/thread/6c477f749c82d74c/8c8de47a5c65fe3f

    In short: an idea is worth nothing without a working implementation, since the implementation is where the weaknesses of the idea show up.

  57. First step: what's your idea? by caywen · · Score: 1

    You should post it here and us ./ers will tell you what you need to know... My opinion is that you just don't hold the cards to effectively sell your idea. I think it's all in the execution of the demo. Rough-as-nails demo probably won't cut it because I think investors want to know how well you can actually execute the real thing. They aren't just investing in the idea, they are investing in your abilities. Either you have most of the talent baked in (plus the great idea), or you have the resume that gives them confidence that you'd pull the right team together to make it happen. That said, I might suggest moving to Naples, FL and pitching your idea to some of the many rich, bored doctors that live there. Avoid the rich, bored lawyers that live there, however.

    1. Re:First step: what's your idea? by caywen · · Score: 1

      Sorry, I didn't mean to be derogatory by saying "you don't hold the cards." That's an unjust assumption on my part.

  58. Patent Patent Revolution by tepples · · Score: 1

    I was pitching a "mat," that you use to "Jump" to "conclusions." Nintendo blew me off. A few months later, they released the power pad, and I still haven't seen a dime.

    You should have approached the patent office. Then you'd have made a killing as a patent troll when Konami started to sell Dance Dance Revolution.

  59. Re:Four ways to turn your concept into a video gam by nhtshot · · Score: 2, Insightful

    I'm a programmer. I have experience writing games for several different platforms.

    A good friend of mine is a 3d artist. He came to me a few months ago with an idea for a game. We pooled our cash, bought the necessary equipment and are making a go of it.

    I can tell you that it's not an easy road, but, if you really want to see your game get built, and potentially make some money from it, you'll have to build it yourself.

    On the bright side though, there are many opportunities once you have a viable product. We're still a while from release, but our playable proof of concept was good enough to negotiate a publishing contract. Once we had that, raising money was easy.

  60. Get a friend and a lawyer. by $criptah · · Score: 1

    Show your idea to a friend of yours. Select somebody who you can trust and then show the demo or paper drawings and make sure that the witness signs off. Then show the same to a lawyer who can come up with some legal document showing that the idea is yours. Only then talk to a company.

    If you do not protect it, people will rip it off and you'll be left with zero $$$. While most of us do work because we like it, there is no reason not to get paid for cool ideas.

  61. Sloperama by Anonymous Coward · · Score: 0

    Its like what everyone else says. Use NDAs and finish the game. I find that this website gives good advice about being a game designer and the business behind it. Your question sounds exactly like one on the website's Q&A page.

  62. Just read your bio on your website by fat_mike · · Score: 1

    And it seems that you've worked in the industry. Why don't you ask some of the people you've worked with, it seems like they'd have better answers for you.

    1. Re:Just read your bio on your website by fobsta · · Score: 1

      I have and most of them want to leave the games industry. After a while teaching seems like a dream job....

  63. Take notes from The Behemoth. by protodevilin · · Score: 1

    These guys created "Alien Hominid". They started out by making a full, polished Flash game, and because of it's roaring popularity, they were approached by industry developers to port it to the PS2 and Gamecube.

    Your best bet is to rely on your own skills. Don't know how to program a full game? Teach yourself. Use free tutorials and resources. Publish on free websites like Newgrounds. Save as much overhead as possible. It'll take time, but like anything else, dedication is the key.

    Like they say in the film industry, "If you wanna get into the movie business, start making movies." The same is true for games.

  64. "my friends think it's cool" by exp(pi*sqrt(163)) · · Score: 4, Insightful

    What is that supposed to demonstrate? That's why they're called *friends*, doh! Friends are the people who tell you you're not fat, you're not ugly, you're not stupid, and that your ideas are cool. Come back when your enemies are worried because your idea is cool.

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    1. Re:"my friends think it's cool" by bluefoxlucid · · Score: 1

      I prefer friends with benefits, they do way better than all that.

    2. Re:"my friends think it's cool" by Anonymous Coward · · Score: 0

      hm.. all my friends call me both fat and stupid you insesitive clod.

    3. Re:"my friends think it's cool" by houghi · · Score: 3, Interesting

      Those are not friends. Those are at most drink-buddies. A friend will tell you if it sucks.

      --
      Don't fight for your country, if your country does not fight for you.
    4. Re:"my friends think it's cool" by Anonymous Coward · · Score: 0

      Actually, *friends* are the ones that will tell you if you are fat, you are ugly, you are stupid, and that your idea sucks (if it does). They just won't hold those things against you. Friends tell you the truth, even when it hurts.

      I believe you're thinking of sycophants.

  65. Create a working proof of concept by Bones3D_mac · · Score: 1

    Before you can do anything like this, you need to understand that world of business is not mutually compatible with the world of art and creativity. Many times, the ones who make the decisions will have little to no experience in creating the products they decide to sell.

    As such, it's next to impossible to walk into a meeting with a powerful executive and get them to fully understand your concept with nothing more than a few bar napkin sketches of your ideas. What they do understand, however, is results. If you bring in a decent proof of concept prototype (preferable playable) and narrate about certain aspects of the game, you will significantly improve the odds of getting someone to back your project. Remember, this is not just a demonstration of the game itself, it's also a demonstration about your ability to get the job done... which is something that can't be demonstrated with cute drawings alone.

    As for prototyping, there are a number of tools available for creating working game titles within the budget of the average consumer, such as Flash, Torque or Unity. As long as you're willing to take the time to learn how to use such software, you should at least be able to put some type of demo together that is adequate enough to illustrate your concept reliably.

    --


    8==8 Bones 8==8
  66. Required Reading by mazarin5 · · Score: 2, Informative

    Required reading for everybody (and their brother) who has a great idea for a game:

    "I have a Great Idea for a video game... how do I sell it and get rich and famous?"

    --
    Fnord.
    1. Re:Required Reading by Skrapion · · Score: 1

      I'm a member of the IGDA, and we get this question all the time over at those forums. If everybody read Sloperama, everybody would save a lot of time.

      If you want more reading material, check out the IGDA's Breaking In FAQ.

      --
      The details are trivial and useless; The reasons, as always, purely human ones.
    2. Re:Required Reading by mazarin5 · · Score: 1

      Ah, comrade! I link to this so often on gamedev.net that I've long since memorized it :)

      --
      Fnord.
  67. to get your game made... by thetoadwarrior · · Score: 1

    The best way to game "your game" published is by making the most unoriginal over done piece of insipid piece of shit gear towards the 12 to 18 year old age group.

    1. Re:to get your game made... by Zwicky · · Score: 1

      Part of me wants to think this a troll but there is a sadly an underlying insightfulness to it.

      Publishers don't like risk so for something with a new and innovative enough concept will need to prove itself first. IMHO the only thing to do then is polish that "rough as nails" prototype into something playable, release it on the web (free with a Donate button?) for maximum distribution and if people hook onto it then publishers/development studios may sit up, take notice and provide - for something in return - resources for improving the game for a truly spectacular sequel.

      --
      "Three eyes are better than one" -- Lieutenant Columbo
  68. Complete it. by xMonkey · · Score: 1

    Hi,

    I work in the game industry and even though I have never myself tried to pitch or 'sell' a game idea I can tell you that you are more than likely wasting you time.

    But I do have some advice.

    Complete you game, and do it with distributing it yourself in mind.

    Currently there are several platforms that you could distribute on that have waiting audiences. Two notable ones are:

    1. iPhone
    2. xBox 360 (via XNA club)

    Both of these platforms are accessible to the 'small guy' and 'big guys' are on there two. Both of these platforms have large customer bases. Both of the platforms offer digital distribution and allow you to charge money for your app.

    That being said there is always the PC and Mac desktops you can develop for at anytime. However, getting our game noticed and distributed is a bit tougher.

    You can either create a highly polished finished game and charge money for it.

    Or release a demo for free to peak interest.

    Either way you would be in a better position when it came to pitching your idea, but that would I would still think that would be a waste of time. But you would be in a good position to possibly apply for a job at a game company.

    Like most have said in this thread. Ideas are cheap. Even demos are cheap. Hell look at Kongregate and all the other flash portals. We have more games than we can shake a stick at.

    Everyone at my work has literally hundreds of great ideas, and a few more of us programmers are always making little demos.

    So again my advice is to plan on making it yourself and distributing it. Maybe even for free and get your eye on obtaining a job.

  69. Mod parent up by Joce640k · · Score: 5, Interesting

    Game ideas are ten a penny. When I worked at a game company we got three of four "ideas" sent to us every day of the week. We threw all of them in the bin, fancy artwork and all.

    If you want to design games you need to start applying for jobs as a game tester. If your feedback/ideas are good you'll work your way up.

    Beware though ... if there's one thing which outnumbers game ideas it's people who want to be game testers. There's millions of people who think getting paid for playing video games would be the coolest job ever, though the reality is that testing games is nothing like playing them.

    --
    No sig today...
    1. Re:Mod parent up by vic-traill · · Score: 1

      Game ideas are ten a penny

      It's worse than that, man - it's a ha' penny.

      [And for the humour-impaired, yes I know that "ten a penny" is less that "one ha' penny, two ha' penny"]

      http://en.wikipedia.org/wiki/Hot_cross_bun

      --
      [17] Leary, T., White, C., Wood, P. R., Bhabha, W. D., and Wirth, N. Lambda calculus considered harmful. In Proceedings
    2. Re:Mod parent up by Anonymous Coward · · Score: 0

      Agreed, it totally ruined the gaming experience for me. I rarely play games for fun any more because I think too deeply into it ends up feeling more like work.

    3. Re:Mod parent up by agro23 · · Score: 1

      Game ideas are ten a penny. When I worked at a game company we got three of four "ideas" sent to us every day of the week. We threw all of them in the bin, fancy artwork and all.

      If you want to design games you need to start applying for jobs as a game tester. If your feedback/ideas are good you'll work your way up.

      Beware though ... if there's one thing which outnumbers game ideas it's people who want to be game testers. There's millions of people who think getting paid for playing video games would be the coolest job ever, though the reality is that testing games is nothing like playing them.

      Having been a game tester I can tell you two things: One, yes, you can work your way up; Two you better be the right sort of pleasant kiss-ass to do it.

      Becoming a game tester is easy if you know how to play games and write about your procedure. Becoming an AP at a game company requires all sorts of politics and backstabbing and being nice to people you hate or who hate you daily.

      And once you're an AP apparently you have to slog a few years on the company's main product until they trust you enough to make suggestions. Then they *might* ask you if you have an original idea.

  70. That'll be $0.10, please... by DeusExMach · · Score: 1

    Dude, I can come up with a dozen ideas a minute... where's my dimes at? Seems like going solo, or preparing to not get paid are really your only options. Which is more important? Seeing the game made out of love, or getting paid? If it's getting paid, then the only way you'll make it in the industry is by heading your own company, apparently...

  71. Network Network Network by Zadaz · · Score: 2, Informative

    Much like Hollywood, If you can get a basic concept together and get in front of the right eyes, you're in. Brush off your social skills, practice hobnobbing, chatting people up, and getting into networks. Go to GDC at very least, if not other industry events. Find the companies most likely to publish a game like yours, find out who the producers, CEOs, art directors, etc etc are and ... uh ... stalk them. Not really, but know what they look like and make and effort to meet them. Avoid the big names like Will Wright, Shigeru Miyamoto, John Carmack, etc. They have tons of groupies to fight through. But there are plenty of influential people at game companies who are anonymous and would be happy to talk shop for a bit at an open bar at a convention, especially of they are flattered by being recognized.

    Subscribe to Game Developer magazine and become visible on their forums. I'm only peripherally involved with game development these days, but I still read it cover to cover. It's one of the few industry mags that has useful insightful information from the front lines.

    Though it's still a one in a million chance. Frankly, self publish or forget it. There are lots of venues right now (competitions and the like) for a self published game to get exposure. And put the effort into the art and sound. There are tons and tons of shitty looking games in this space, so do everything you can to stand out. You never get a second chance to make a first impression, and the first impression is visuals and sound, not gameplay. Not everyone who could help you out is going to have a chance to play it, so a compelling screen shot goes a long way. I've seen a games sold on a video mocked up in Premiere and on concept art alone without having a line of code.

    Yes, I have given some contradictory advice. But it is a crowded business, getting more crowded every day. There is no one path to success. You need to shotgun it, turn yourself into a blunderbuss loaded with your game. Make it your daily passion and put yourself out there to get noticed. If you don't believe in your idea enough to do that, then file it under "dreams" and move on.

    Disclosure: For several years I had the job title "Game Designer" for a small company of industry veterans.

    1. Re:Network Network Network by Gnashly · · Score: 1

      Do all you whiners realize the industry is 10 times as big now, and its 10 times easier to get into the industry than last decade?

  72. The "mail it to yourself" idea is stupid by Joce640k · · Score: 2, Informative

    Won't work, never has.

    The only way is to give a copy to a lawyer, get them to sign/date every page and keep a copy in their office. You can do the NDA thing as well if you want but in both cases you still won't have much because the company could claim they were already working on something very similar and you won't be able to prove otherwise.

    Even better, just trust people. They're most likely not interested in your ideas but if you impress them enough with your enthusiasm and/or artwork you might get a job as a games tester/artist.

    --
    No sig today...
    1. Re:The "mail it to yourself" idea is stupid by Enderandrew · · Score: 2, Insightful

      A public notary is no doubt cheaper than a lawyer, and can verify a dated document just as well.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    2. Re:The "mail it to yourself" idea is stupid by stonecypher · · Score: 1

      The only way is to give a copy to a lawyer, get them to sign/date every page and keep a copy in their office.

      There are more than a million notary publics in this nation who would beg to disagree, many of whom work for the bank and can put things in their vault for you, notarized, for around $20 plus $2/mo.

      Stick to handing out advice regarding things you know about. Call your bank and ask the manager before you tell me I'm wrong.

      --
      StoneCypher is Full of BS
    3. Re:The "mail it to yourself" idea is stupid by KDR_11k · · Score: 1

      You can do the NDA thing as well if you want but in both cases you still won't have much because the company could claim they were already working on something very similar and you won't be able to prove otherwise.

      Also you can be sure the company will return or destroy your document sight unseen, they don't want suggestions and they don't want any risk of anyone claiming his ideas got stolen.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  73. You can't protect an idea. by EWAdams · · Score: 3, Informative

    I'm a game developer with 19 years in the business. I second what everyone else has said about the fact that the industry doesn't buy ideas. Let me also add that you can't protect an idea.

    You can copyright a specific expression of the idea, such as a design document, but only that particular text is protected, not the idea itself.

    You could try to patent the idea, if it meets the standards for being a patent, but that would make you an evil scumbag. Game ideas should not be patentable.

    The one thing you CAN do is treat the idea like a trade secret. Then you can sue your employees if they reveal the idea, and you can sue your competitors if you can prove that they spied on you to get hold of it. But for this to count, you have to actually act as if it IS a secret, i.e., don't tell anyone about it, and keep anything written down in a safe!

    Bottom line: if you don't want to be "ripped off," keep your mouth shut. But that won't prevent independent invention. Chances are very good that someone else has had a similar idea, and there's not a thing in the world you can do to prevent them exploiting it... nor should there be.

    --
    I piss off bigots.
  74. Re:Four ways to turn your concept into a video gam by dhavleak · · Score: 1

    In addition to the above, I'd point out that XNA creator's club (link) is a great place to make turn your concept into reality -- assuming you're also planning on doing the actual implementation.

    Most importantly: AFAIK, the creators club also provides a network where you can find other people interested in making the game, so for example, if you need another couple of coders, or an artist or somebody capable of doing sounds etc., creators club is probably the best place to find them.

  75. Think clearly. by jerryatrix · · Score: 1

    If you are really serious about this, you have to be committed. I see a lot of people with a good idea, waving it around at other people, expecting them to commit more money, time and soul, than they are themselves. I was one of those people, always talking up my latest idea. Then one day I just saw how stupid that was. I quit my job and told my family and in laws that I was going to make this thing happen (picture shouting matches). Turned my prototype into a product, spent my own money flying around the country trying to market it and to find partners. And the result was that people saw how committed I was to the idea, and wanted to get on board. I did get investors and partners. (Later it all bombed, but that is another story.) If you think about the reverse situation. Somebody who has so little committment to their idea that they want to sell it outright. Nobody wants to throw money at that person. Most people want to join forces with a winner. So if you are serious. Borrow money, hire programmers, form a company and get going. If the risk is too great for you, it will certainly be too great for VCs, investors etc.

  76. Get a lawyer by bluefoxlucid · · Score: 1

    Have a lawyer present to witness presentation of the idea, in person.

    If a company agrees to hear and possibly fund/produce your idea, then rips you off, they owe you compensation. See pulse wipers.

  77. Not the wierd robot guy... by JimDarkmagic · · Score: 1

    He'll try to steal it and then he'll have to play your grandma to prove you really wrote it.

  78. We tried by Anonymous Coward · · Score: 0

    I was involved in starting a small game development company. While we were unsuccessful, here are the most important things:

    1) Get a demo - the closer it is to production quality the better. When it is closer to production quality, there is less cost (and therefore less risk) to the publisher, who you are asking to put down cash on.
    2) Come up with a business plan. How expensive is it going to be to finish the game? You need to know this before you go asking for cash.
    3) You will probably need to get some legal assistance if you're serious about this (and it won't be cheap!)
    4) If you're on a shoestring budget, you may look at doing a flash game and using advertising revenue.
    5) I don't know enough about digital distribution to give you a plan - but it may be the right way to go. We might have done this if we were willing to continue to invest time in the game, but we decided to call it since we're college students and about to start looking for real jobs.

    Specifically on keeping your idea from being highjacked, you will need legal assistance, and if you need legal assistance, be willing to put down some non-trivial amount of money.

  79. That's a horrible idea. by pavon · · Score: 1

    Everyone knows that Ninjas become vampires and Pirates become Zombies.

  80. Make that puppy shine by beardedswede · · Score: 2, Interesting
    One of my good friends recently got approved to develop for Wiiware, and their success was due to

    a) industry connections
    b) a totally kickass prototype

    My friend is in cahoots with a former developer that worked for one of Nintendo's American studios, who used his connections to schedule a presentation to some Ninty higher-ups in the hopes of scoring a dev license. They spent a good two months building a PC prototype for the pitch. It was basically a finished game (the pitch was for a puzzler, so making a fully functional game is pretty feasible compared to an RPG), and it worked with the Wiimote to show how the control would work as well. The guys at NOA said it was the most polished prototype they'd seen, and that went a long way in convincing them it would work.

    So my advice would be to do the same: if you're new and unproven, show them not just the core concept, but a prototype so clean that they can't help but be impressed with your skills along with your ideas. This is especially true if you don't have the personal connections to get you a little starting cred... Good luck to you!

  81. Ideas are cheap by rastoboy29 · · Score: 1

    Ideas are cheap and easy to come up with.  You're not actually as brilliant as you think.  The real work of any concept, games included, is implementation.

    I'm not saying you can't succeed at it--but just that it's vanishingly unlikely.

    Unless you're well connected.

  82. Whose? by Naturalis+Philosopho · · Score: 1

    First, learn the difference between "whose" and "who's". Hint: you used it incorrectly on the front page of /.

    Love that attention to detail you got going there. Makes me want to invest.

  83. Read the industry sites, befriend a programmer by cjp · · Score: 1

    1. Do your research. Your question is a good one, but is asked and answered constantly in the games industry. Check the industry sites for relevant info.
    http://www.gamasutra.com/
    http://www.gamecareerguide.com/
    etc etc

    Yeah, the games industry doesn't buy ideas. I'd recommend befriending a programmer in the industry and just making the game together, then enter it in a couple of competitions (e.g. the Indie Games Festival one), and start selling it. If it's genuinely a great game it'll rise to the top and publishers will take notice.

    Easier to find a programmer who's keen to work on an indie game if you're already in the industry, but there are also "matchmaking" sites for this sort of thing, everyone needs artists too!

  84. Why do YOU treat your ideal so cheaply? by Anonymous Coward · · Score: 0

    If your idea is worthy of being produced, then you should produce it yourself. Raise money, quit your job, mortgage your house and run with it.

    If you don't think it's good enough for that, then why should they buy it from you?

    I'm not trying to be mean, but a single flop for a small game company could put it completely out of business. No owner in their right mind would buy something from someone who hasn't proven the idea has legs beforehand and is just looking for a way to polish it and distribute it.

    If you can't build it, get a partner. If you can't get a partner or 3 as excited as you are, eat ramen for 6 months and make it work. If you can't pull that off, then your idea probably isn't worth investing in.

    Does that scare you?

  85. Whatever you do by _Hellfire_ · · Score: 1

    Don't tell them it's "kinda like a cross between Daikatana and Duke Nukem Forever"

    --
    "And then I visited Wikipedia ...and the next 8 hours are a blur..."
  86. Volunteers? by Anonymous Coward · · Score: 0

    Visibly the poster has an idea for a game but cannot implement it.

    Why do you think the poster came to /.? Yes, people with loads of free time on their hands, and technical skills.

    Any volunteers now?

  87. Rapid Game Developmet by Anonymous Coward · · Score: 0

    If you really have shiny new game mechanic ideas and not just worthless stuff like "a MMORPG with robots that you build and upgrade out of 100+ parts Spore Labor-style or "a Lucas Arts style point-and-click adventure with lolcats based around internet memes" then code a demo.
    Forget graphics, music, sound or any artistic approach whatsoever - just make the mechanics work. If you are not the best coder or can't code or even script at all, so you could use an existing game engine, then do it on paper.
    Seriously, even if your game is realtime, you can certainly simplify it and test if it would work. Try to do it with some other games like maybe Lemmings or Zuma Deluxe to get familiar with the process. If it works, then find someone to code it for you. That way it will look more like you imagined it. If you just have an idea and give it to 100 coders, you will get 100 different games. Oh, and it shopuld take between 1 day and 2 weeks to finish it. If it's still fun playing it for the same timespan it took to develop it, then go on.

    With the game mechanics demo ready, you should try to recrute a very small team, perhaps just 1 coder and 1 gfx-artist. Preferably, you are already one of them and just need another guy. Even if you could cover both, get another person to work on it with you to exchange ideas and be more productive. Don't bother with music+sound yet, take existing stuff out of other games, do it for unimportat gfx like trees etc. as well.

    What you now want to do is a demo that should almost look+feel like the finished product. This should take 2 weeks to 2 month. Then you could try to show it to publishers or VCs but I still wouldn't hold my breath. Unless your game is almost finished (and therefore already paid), you wil lstill have a hard time finding someone to give you money to build a team. What you need is a track-record, so make the first games shareware or even freeware. The best way would be to sell it over a big casual games portal like real arcade or similar sites. If you made a well selling shareware game that people know of, you will have less problems dealing with everyone you have to deal with, including finding decent people for your team.

    Good luck.

    If you are interested in doing it that way, then you should goolge for a Gamasutra article named rapid game development written by the guys that mad those World of Goo games.

  88. you must make the game yourself by Anonymous Coward · · Score: 0

    If you want any piece of the pie from your idea, you must make the game yourself. Sounds like you are lacking the programming and related skills, but that is what team members are for... find or form a team and take the idea further... form a company and take the game to a working demo, approach publishers and see if they'll bite. If they do, the publisher will take 85% and leave your team 15%, but they'll finance the game. If they don't bite, hey you have a game company... work on another idea while doing ports of other games to your platform of choice.

  89. Don't forget... by Anonymous Coward · · Score: 0

    You can actually develop and launch your own game for next-to-nothing. This year's most talked about title took that approach and has earned it quite a reputation. While it falls somewhat short of Portal in playability, Limbo of the Lost provides an excellent model for bootstrapping your own game concepts.

    http://www.gameplasma.com/limbo_of_the_lost_or_oblivion/

  90. Become a physician by Sybert42 · · Score: 0

    0% employment and six figure salaries.

  91. There's always opensourcing it by agendi · · Score: 1

    If it doesn't pan out but you still think that the idea would be fun to play if you could just find people to help build it by growing a community around it. Sure it won't pay but it might be the thing in your portfolio that will lead to the job that does.

    --
    I just can't be bothered.
    1. Re:There's always opensourcing it by flnca · · Score: 1

      Yup, open-sourcing is the way to go. The FOSS world is a big playground of great ideas, and new things have a bigger chance there than with the establishment. If an open-source game becomes popular, and many people use it, the people who made it are more likely to get attention.

  92. Do you think you are special? by Sybert42 · · Score: 0

    You grok the Singularity? Does that give you the right to tell others that they are not as brilliant as you (in a lame font)? If you really do grok the Singularity, you'll realize it's no damn game.

    1. Re:Do you think you are special? by rastoboy29 · · Score: 1

      huh? I said no such thing.

  93. Ideas are the most valuable thing in the world by Anonymous Coward · · Score: 0

    Ideas are a dime a dozen true, but really great ideas are rare, anyone who plays a lot of games knows that 98% of the stuff that comes out is just recycled crap and american schwarzenegger movie style mindless action.
    Also rare are people who can distinguish a really good idea from an average one.

    I think indie is the way to go as most of the best NEW ideas I have seen recently are indie games and with the breakdown of IP law and the massive drop in profitability of all software and media that I personally hope is coming the question is going to be 'do you really want people to play your game or do you just want money'

  94. Make a demo, make the demo available. by nintendo_is_a_cereal · · Score: 1

    That's your only hope of success. If you can make a demo in something like say Flash and post it online for people to play and validate then maybe, just maybe you'll generate some publisher interest. A good example of this is Alien Hominid, started as a simple flash game and ended up being on every console and XBLA. You're never going to walk into EA, Activision or THQ and just show your game concept off. But if you make a demo and get people excited about it, then maybe someone will take interest.

  95. Honestly? Nobody... and here's why by MaineCoon · · Score: 4, Insightful

    A few years back, one company I worked at had developed a playable demo of a game. We had an engine that worked very well, and was even being shown at the Nvidia booth at E3 (it showcased their latest tech very well). When other companies saw it, they asked how we had managed to license the Doom 3 engine (this is before Doom 3 had shipped, mind you) - it looked that good.

    We had the playable engine you could walk around a sample level and interact with, a story with storyboards, and plenty of concept art. We had an established company, founded by a well known game developer (who went back quite a ways in the industry), and all of our people had experience on at least one previous big budget commercial title. We had self funded a lot of the development to this point. All we needed was a company to pick it up and give us funding to go wide with development.

    We showed the game to a variety of publishers, and only a few were interested. But even then there was a catch. Those few who were interested, wanted to see a lot more before they bit. It became quickly apparent that the only way we'd ship the title was if we self funded most of the game's development. That was the nail in the coffin - we didn't have that money lying around, and our attempts at venture capital funding failed miserably.

    Another example - an independent developer not too far from us had developed their own game to completion, and went to a publisher. The publisher looked at it, liked what they saw, and then said "Well... can you turn it into a Star Trek game?" So they did, and the Star Trek game got published. However, I believe they ended up having to self-publish their original game.

    Publishers don't want to publish your game. They want to publish their game. They don't want to fund you to develop your game, but they will gladly fund you to develop their game.

    Your best bet - develop it up on your own, and try to sell it on Steam or the like.

    --
    Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
  96. I need help too, but slightly different. - (help?) by Keill · · Score: 1

    Rather than an individual game idea - I've been working on something a little more powerful:

    A (flexible/modular/scalable - (width and depth) - etc.) computer-based RPG 'system'.

    Well - I say 'system' because it's not just one complete system, like, say, the D20 system or anything like that - I.e. 1 set system that gets used over again - though it can certainly be used as one, or 10, or a hundred - it's more like a framework which you can use to create the RPG system you need for the specific game you are creating - without having to create an entire system - (having to work out all the relationships between all the numbers etc.) - from scratch.

    I began thinking about this after playing Diablo 2 and Everquest one after the other and seeing so many problems repeat themselves - from then on I started analysing all the RPG's I could and figuring out why/how/what the problems were and how to fix them - my 'system' is the result.

    To really see how far it could go, and what could be done with it, though, I knew I needed specific game idea to tie it to - of course, the bigger the better in this case, so an MMORPG went without saying. Even my game idea is pretty interesting - (as-in, it doesn't currently exist in any way shape or form - (A co-operative only MMORPG)) - but TBH, it doesn't really matter so much next to the system itself.

    To give you some idea of what it could allow a game to do - I had a long chat with some people after I played World of Warcraft, about the system as I had it then, (which was a pretty heavy hard-core RPG system), and was talking about a specific combat system I'd though of implementing - (for the game-idea I had) - and the first thing they complained about was no auto-combat. Then they complained about the fact that my system sounded too complicated to play and the 'discussion' went from there...

    After I sat down and had another look at my system, though, I realised something important:

    It could be HIGHLY, (almost totally), automated. Without changing any figures or anything else about the system - or anything to do with the game, I realised that it would be possible to use my system to create a game where you could give the player as little or as much choice about the RPG elements as they'd like:

    Want it all on rails/auto combat etc. - (adventure mode)? Can do. Want to have full total control over how all the figures, (attributes/skills etc.) are manipulated/improved as-well as a (optional!) more involved combat system - (hard-core/full RPG mode)? Can do. Want a half-way house between the two? Can do. WANT A BALANCED/COMPATIBLE CHOICE BETWEEN ALL THREE IN THE SAME GAME? Can do!!!

    The thing is, is that I KNOW that this is what the industry is after - so many games seem to be trying to aim for something like this - but they take it SO slowly - most of the ideas I've had to solve a lot of the problems I've seen are, really, only just starting to appear - unfortunately, they are very sporadic throughout the number of games, whereas my system is about incorporating it all, (and more), into a single game - but I haven't a clue how to go about doing that...

    That's the point - what can I do with my 'system' - it cannot be used for a Pen and Paper based RPG - (it's too automated for that) - so that's out, but I'm not sure where to start.

    Well - I know what I'd like - I'd like to get a small group of people together and do a little action/hack-and-slash RPG, just to prove the basic system works, but I'm not sure how to even go about doing that. Unfortunately I'm not a programmer - I'm a (poor/broke etc.) musician/composer - (with a strong logical/analytical side).

    Also, it hasn't helped that a lot of people I've spoken to, don't quite 'get' it. I've had quite a few 'discussions' with other people about why my system works the way it does, and it appears that either a) people don't seem to understand RPG's the way I do, or b) they don't understand the philosophy I have that underpins my system.

    It's because of THIS, tha

    --
    'Stupidity is an often fatal disease' - R. A. Heinlein
  97. Ideas aren't worth that much by themselves by localman · · Score: 1

    I have a lot of respect for good ideas, but I tend to agree with Derek Sivers take on ideas vs. execution. (You'll have to scroll down to the part where it says "be an executioner").

    So as specific advice I'd say: make the game yourself. If it's beyond your skills, get people to go in on it with you as a team. Hire them if you must. If the idea is really good, it should be worth executing, right? Take your idea as far as you can. Go beyond a "rough as nails" demo and into the space of a great indie game. Get it on Steam or some other distribution network.

    Eventually, if you make a company that executes things well, or if you find your way to the top of such a company, then your ideas will be worth a lot more because you'll have the ability to execute them. For starters I think that the only way to see if your ideas are truly worth something is to execute them yourself. Be your own first believer.

    Best of luck.

  98. Good Luck have fun by Anonymous Coward · · Score: 0

    hmm I think its great that your putting together a demo trailer or whatever, but in the end you need the game. In other words you need an engine to drive the game maybe you can build all the models code the animation, build the levels, create the sound etc. But without an engine you have nothing. I believe the quake 3 engine is now open source and has been for sometime. It's free to use obviously you can't use any of their textures, models etc. Hopefully the doom 3 engine will be released in the next couple of years. John Carmack in his last keynote address at Quakecon stated a year or two until release. Id built Doom 3 with 27 people. It can be done. I'm just thinking a trailor or demo might as well be a sketch pad and paper. It's a long road to develop a game, but certainly not impossible. "Got Cash?" You'll need some. Good Luck have fun.

  99. Use the web. by seralick · · Score: 1

    What about tapping into the market of free online games? Of course not all games can work this way, but if it can, you have a great opportunity to gain attention.

    Through viral marketing and word of mouth you can earn a lot of money with advertising. Once you have your own 'fan base' you should have enough weight behind you to take it further if that's what you desire.

    At least that's my hope, as that's what I'm planning on doing :)

    --
    "If you never did, you should. These things are fun, and fun is good." Dr. Seuss
  100. A gazillion ideas by Provocateur · · Score: 2, Funny

    and nobody has reminded the OP about the importance of booth babes?

    --
    WARNING: Smartphones have side effects--most of them undocumented.
  101. Unique idea is bad idea by Anonymous Coward · · Score: 0

    If the idea is so unique that nobody else has thought about it then it's most likely quite awful. Usually ideas are not unique, many people get them around same time and develop them further to their own directions. Odds are good that there has been similar idea pitched for the game publisher internally already.

  102. Parent is correct by Anonymous Coward · · Score: 0

    Ideas are cheap. Execution is hard. Publishers don't care to hear your game ideas. They are nearly worthless. A seasoned development team that has a proven track record is worth its weight in iridium, or something; because they will come up with (nearly worthless) ideas and shape them into worthwhile games.

  103. Patent the game's core mechanic(s) by Anonymous Coward · · Score: 0

    I am not an expert in patents, but I would assume that you should patent the core mechanic(s) of your game as you would with any other invention.

    That + NDAs = easier to sue people who steal your idea

  104. Grandma's Boy by asylumx · · Score: 1

    Seriously, go rent Grandma's Boy. Clearly one person can write an entire video game in a couple of weeks while high on weed and living with his grandma. All your questions are answered in this movie!

  105. Re: How to Sell a Video Game Idea? by SkippityDooDah · · Score: 0

    Read a book - http://tinyurl.com/27fd8m It's written by two guys that Variety magazine put in the Top Power Players in the video game business. I put the book together, sold it to the publisher, and edited it. It went to #1 in its category on Amazon.com for a reason - these guys know the business inside and out and you will learn what you need to know about how to break in with a game.

  106. Your idea isn't worth anything. by narcberry · · Score: 1

    Look at the VG market. Few companies want to spend money on a creative idea. Those that do, simply aren't interested in your idea. If they can just change a few textures and now market their WW2 shooter as a Vietnam shooter, their gonna make more profit than buying and developing your idea.

    --
    Modding me -1 troll doesn't make me wrong.
  107. Re:I need help too, but slightly different. - (hel by flnca · · Score: 1

    Very interesting!! Keep working on it! :-) Perhaps someone can make a stab at implementing it one day!!

  108. Re: How to Sell a Video Game Idea? by aakhan · · Score: 1

    You have to be really really lucky to be able to sell a game idea alone. Ideas equate to zilch if you can't materialise them. And doing that is many, many times harder than conjuring up a brilliant idea. You may try pitching your idea to publishers, VCs, or anywhere else you may like, and see where that gets you. But if you can produce something tangible as a proof of concept of that idea, and back up your pitch with that, you may have a running chance of making your odds considerably better. And if you have money to invest in people with expertise who can act on that idea, then, in my opinion, that is definitely the way to go.

  109. Years of ass-kissing? by Anonymous Coward · · Score: 0

    From what I've seen from my own experiences in the game industry, you work as a grunt for years before you get a shot at a product manager job for a specific game and have control over what ideas get published or produced. (and don't piss off your workers too much like in SIMCOPTER, lol)

    If you have a good game idea the companies come to you just like in the film industry (I worked on the original treatment for DIARY OF THE DEAD, they came to me)... and if you are lucky you will get some small unrelated credit or... they will give you a crappy temp job as an IN to the industry for your game ideas to date.

    *BE CAREFUL NOT TO SELL ALL YOUR IDEAS FOR LIFE!*

  110. Re:Four ways to turn your concept into a video gam by witherstaff · · Score: 1

    You bring up some excellent history and titles.

    For some further support of #1 I'd suggest looking at the Indie games conferences. Small group, Indie games may be the future of 'real games'. Game Developer Magazine just had an article about the potential demise of 'real gaming'. Compared to the financial success to non-games like Audition live, Habbo hotel, second life it may be hard to keep plopping down 20 million to create a triple A game if you could get a larger audience base doing something far less 'traditional'.

    As an aside, one of the more fun 'what can one guy accomplish alone' would be Minions of Mirth. A complete MMORPG - albiet older style gameplay and graphics it's actually impressive.

  111. Tagged iPhone? Holy Crap NOOOO.... by TheNetAvenger · · Score: 1, Flamebait

    Whoever suggests that this user even 'thinks' about developing his game for the iPhone is either working at Apple or just giving horrible advice.

    Developing for iPhone, you give up all rights to the product in any technical terms. This means that Apple can shut off your application on everyone's phone at anytime and ban you from further development. Also if you have a killer hit, they can shut you down and make a carbon copy of the idea themselves and sell theirs, as you have given them rights to do so.

    In fact ANYONE developing for the iPhone knowing this is a freaking idiot that is doing nothing but helping Apple sell a phone with a HORRID UI concept for a phone.

    MP3 player, Touch iPods are grand for what they are, phones are for dialing without having to read the screen either feeling the keys or using voice commands - both which the iPhone fail to provide. - God only help the people driving near iPhone users.

    (Apple has the biggest DRMing of Software in history, even with remote disable.)

    Why do Slashdoters love Apple and iPhones again, I thought we fought DRM and evil?

  112. Ideas may be a dime a dozen... by Waffle+Crowe · · Score: 1

    but truly greats ideas are one in a million. When someone tells you that "everyone has great ideas," ask him what his ideas are. His ideas are probably terrible, and he probably assumes that everyone is as unoriginal as him.

    1. Re:Ideas may be a dime a dozen... by DaveCBio · · Score: 1

      Original ideas without the means or experience to implement them are not worth much. Give me a solid, experienced team with a solid, but average idea over a dreamer with a great idea and no resources or means to do anything with it any day. People matter way more than ideas.

    2. Re:Ideas may be a dime a dozen... by Waffle+Crowe · · Score: 1

      It's reassuring to think that. That's why you got upmodded. Those people who have better (different) ideas than you are just "dreamers" and never achieve anything!

    3. Re:Ideas may be a dime a dozen... by DaveCBio · · Score: 1

      The road to a minimum wage job is paved with "great ideas".

  113. site reference by Maalstrom+Aran · · Score: 1

    www.gamasutra.com is an excellent business video game website. You'll find everything you need here.

    --
    Truth is a matter of perspective. Wear the other guy's shoes before you dismiss him.
  114. NO! Advice given above is WRONG! by Anonymous Coward · · Score: 5, Insightful

    You do NOT need to work your way up from game tester to game designer. Forget the "game industry" and the folklore about career paths in that mythology.

    If you think you have a good idea, find a programmer to be an early partner, and develop a prototype.

    Ideally, don't deal with any established companies, and try to publish the game yourself. People buy games online now, and the concept of a publisher is laughable. Marketing and advance money are the only possible benefits of dealing with a publisher, but if you believe in your game idea, and you are confident that you can implement the game well, then do it yourself.

    If you enter the game industry, you're likely to become a mere employee, and you won't get any financial benefit from your innovative ideas. Moreover, your ideas are likely to be modified or distorted by many different pressures within the management of your employer's company or by pressures imposed by the publishers.

    Now maybe the advice that some people are giving here applies to most people, because most people might start with more ambition than talent, and most people might not have a good enough view of the overall picture to realize all of the elements that go in to making a successful game. But I think that people with talent should reject the "paying dues" concept. If a game company won't hire you as an entry game designer, and you think you are already a game designer, then say "no" to the "game industry", and figure out some other path to getting your game created.

    If you can't find a programmer who likes your game idea enough to join you, as a partner with equity in the project, then your idea isn't any good. You need to develop a prototype, and determine if it is as fun as you both think it will be.

    Bottom line: Do whatever you can to avoid the "game industry". The "game industry" is largely a cult of managers, where imagination dies and talent is unrewarded. Really all you want is money to finance development and marketing -- and I think you should probably just work at a non-gaming job to pay your bills while you continue developing your game. It's an unconventional path, but what you create will be your property and under your full creative control, and you will benefit fully from the success of the game. If you fail, you failed while doing exactly what you wanted, and you can learn from the experience. If you can't tolerate the uncertainty or the possibility of failure, then, yeah, maybe the "paying your dues" idea is the safe path...

    I worked on a few commercial video games, and I learned a lot about all aspects of developing video games. It can be a fun profession. However, if you divide your salary by the number of hours worked each week, you might determine that you're making money at the same hourly rate as someone working a normal work week at 60% of the salary! That's a big premium for the "privilege" of working in the "video game industry". Also, a video game of any scale is subjected to the creative input of lots of managers -- who think only of maximizing profit. Managers will set parameters on the game according to what *they believe* will maximize profit, but, in fact, their imposed parameters and constraints will, more likely than not, *reduce* the perceived value of the game in the market. I'm sure, as a consumer of video games, you will agree that most video games are the products of the risk-averse instinct to copy the success of others. How many games in the store aren't based on franchises (movies, cartoon characters, professional sporting leagues, television shows, popular books, popular music, etc)? Any innovative game that becomes successful becomes a franchise of its own, like "Tomb Raider", "Duke Nukem", "Half-Life", "Quake", "Doom", "GTA", "*Craft", "Sims", "Civilization", etc. Some of those game franchises have turned out well -- not lazily exploiting customer loyalty to continue making money on each successive release, but actually offering new value. But, the fact is, most franchise games make gam

  115. You might be already late by Fri13 · · Score: 1

    You should horry up, usually it is 2-3 years when the idea what you got and you tought you were smart to innovate it, it's on markets and in use.

    There is companies what allows you to write game ideas etc, and game companies then look them trought there, if they find something intresting, you get profit from it.

    You should find those companies site via google, I heard two years ago such companies exist.

    First do a mockups from your game, write a short document what it is about (about a5 size letter, so not long) and then longer document how it's ideas works as complete game.

    Look how movie industry does this kind things, ask about script writers how they protect their ideas and how they offer them to movie studios etc.

  116. haha good idea by Anonymous Coward · · Score: 0

    How to pitch a video game idea.

    write about it on forum
    Company steals idea from forum
    Profit! (for the company)

    Either that or just become a jnaitor and write about a plumber kicking a giant turtles ass to save a princess, but then again, who the hell would believe that sh|t?

  117. Two words. by DaveCBio · · Score: 1

    Good luck. Ideas in the games industry are cheap. I've worked in this business for almost 9 years now and there is no shortage of ideas. Your idea without a team or experience is pretty well worthless. No game company wants external ideas, believe me they have enough of their own. Want to sell the idea? Get a team together, do a proof of concept and try getting funding to do it yourself.

  118. Re:Four ways to turn your concept into a video gam by Bensam123 · · Score: 2, Interesting

    The sad thing is 4, 3, and 1 will leave you burned out before you ever start anything and 2 is off the whims of someones free time, which means it will more then likely never manifest itself.

    Most people on here are saying ideas are a dime a dozen and while true, good ideas are worth a heck of a lot more then that and they are out there. Such is the reason why Call of Duty 52 is one of the best sellers as is age old games like World of Warcraft.

    The industry is starving due to a lack of original content and at the same time they're smothering the very people who can help revitalize it, which are the gamers. Heck, if you want evidence that gamers are starved, the $10 purchasable version of the Spore Creature Creator topped US game sales. http://www.shacknews.com/onearticle.x/53387 (sorry for a lack of a embeded link)

    I have a few very good ideas as well and a decent amount of time playing any game and I come up with revisements and changes for various parts of the game ranging from gameplay mechanics, to restructuring the GUI, to a TC. I'm sure most hardcore gamers are like this, yet there is no way to actually get these ideas to the developers or to a big company. You can post in a suggestion forum, but that almost always fails completely as they're usually just there as a ornament to make the gamers feel like they have some sort of power over what they're playing. Occasionally game developers listen, but it's only to whoever screams the loudest and the longest - reads majority rule.

    This is sad in my opinion. People with great ideas shouldn't need to make tech demos, draw up fancy concept art, and then dance infront of people in order for big companies to profit off of them. Ideally speaking good ideas are very easy to recognize just by discussing the concept, no dressing up is needed. Companies should be paying you for your ideas, especially those from the people they're selling the product to! That's why customer feedback is so important for developing new products, looking at sales is only part of the bigger picture.

    I'm suprised big companies like EA or Blizzard haven't introduced some sort of pitch your idea to the big whigs, where you submit your ideas to them in whatever form it takes on, with the oportunity to help co-develop a title with a experienced lead designer. Of course this gives them all the rights to the IP and there would have to be all sorts of legal work in the background, but the general idea is there.

    Employing a small force of people to screen through all the crap in the drop box is a small sum compared to almost all the rights on a brand new IP. It isn't that hard to turn a ear to the people buying your products, other parts of the industry (automotive?) have been doing it for decades now.

    Chances are if one gamer likes it, if his friends, who are also gamers like it, a good majority of other gamers will also like it.

    Who best to know what they want besides the people who are buyng the product?

  119. Dentists? by Tablizer · · Score: 1

    what about those dentists who financed the Amiga? Are they still around?

    Yes, but getting financing from them is like pulling teeth.

    1. Re:Dentists? by CannedTurkey · · Score: 1

      Bwahahaha

      --
      Ingredients: Turkey, Mechanically Separated Turkey, Water, Salt, Flavour.
  120. Balanced core mechanics aren't by Anonymous Coward · · Score: 0

    And those take a lot more time to make.

  121. Ideas are cheap by kreyg · · Score: 1

    Ideas are cheap.

    A coherent set of ideas that create a whole more than the sum of their parts, that ebb and flow as technical issues come up and are dealt with, that might be worth something.

    A game idea is worth nothing. Execution is everything.

    Game development is a series of events, where the people who make the money are in it for the duration.

    --
    sig fault
  122. Re:I need help too, but slightly different. - (hel by emilng · · Score: 1

    agh too much reading... =P

    I didn't read the links that you posted, but the most abstracted version of what you talk about makes me think of progress quest, if progress quest had ability for a coop game and you could jump into any parts of the interface to interact with it when you want. Anyway, what you describe as a system sounds like what in programmer speak would be a rpg framework that implements certain rpg design patterns.

  123. be brave by Anonymous Coward · · Score: 0

    ; and don't ask the average.

  124. Two threads to follow by BitterKraut · · Score: 1

    Things have changed a lot since the old Amiga days. The video game business has become a field where billions are being earned, and that's no longer a secret to investors. Things were different in the eighties when investing in video games was considered taking a high risk. (It still is, but not to the degree it was back then.) To learn a bit about how thing work today, follow these hints: 1.) Try to trace the path the Yerli brothers of Crytek went with their X-Isle demo. I think they made just about 100% right in getting the support they needed. But keep in mind that they were very clever from the beginning, which was essential to their success. 2.) To learn more about publishers and their evil ways, read the following interview with legendary game developer Archer Maclean: http://www.dadgum.com/halcyon/BOOK/MACLEAN.HTM Furthermore, the case of Maclean and his brilliant game Mercury may also serve as an illustration of how the definition of what a good idea is may change a lot with a change of perspective. Mercury was the perfect game for all purists (like me), but it didn't sell very well. After Maclean had left, Ignition (his publisher) released a follow-up 'Mercury Meltdown', which was a commercial exploit of Maclean's ideas. And it worked. (I still like the original better, but the masses don't agree with me.)

  125. What platform? by bestinshow · · Score: 1

    Everyone else has said that it's not worth going to a game company, and getting VC would be incredibly difficult.

    So that limits the game idea to yourself and maybe your friends (testing, level design, maybe even graphics, etc).

    Can your game be implemented on the iPhone, or does it require half a keyboard? If it will run on the iPhone, then write it for the iPhone, because you don't need to worry about distribution, and there is a centralised App Store. If it's a good game then you have a market in the millions (tens of millions with the iPod Touch) even if you have to sell the game for $4.99 to get attention. The iPhone's meant to be a simple development platform as well, so that will help you.

    If you have to write a desktop game, then it will be difficult on your own. Can you make it into an online game or MMORPRPOGHGRP? Runescape had success with that idea, using Java. Maybe just getting some good basic game demos done online is best, and then demonstrating them to companies if you just want a job...

  126. Selling an idea?! by V!NCENT · · Score: 1

    Since when is /. encouraging 'Intelectual Property'?

    Aren't we pro FLOSS?

    --
    Here be signatures
  127. Oh yeah, really so many ideas? by aaaaaaargh! · · Score: 1

    Most people pointed out that ideas are pretty much worthless. Many of those people also claimed that in the studios people already have plenty of ideas.

    If that is so, would anyone explain to me why those numerous ideas don't make it into the final products? Because after 20 years of gaming experience starting with C64, I fail to recognize the great ideas in the final games. It is in fact not easy to see even a grain of creativity in the majority of recent gaming titles and especially their story-telling sucks. What happens to those great ideas when the end product is just dull, repetitive monster-shooting?

    By the way, I have some general game engine idea that is completely novel, technically realizable, and guarantees long-term commercial success while being reusable and not tied to a particular genre. No joke, I mean that seriously. But since I can't sell it and also don't want to be ripped-off, I prefer not to tell it to anyone and instead wait until some professional game developers figure it out by themselves.

    Ideas are worth money. The only reason why they can't be sold is because nobody has created the market infrastructure yet. So here is another idea of mine from the early 90ies. I give it away for free, since I have a regular daytime job now and figure that I will never realize it myself anyway: Set up a web site on which you can sell descriptions of ideas, which are in turn described by little teasers. People don't buy the actual idea, they buy a description. Of course, sellers and buyers have a reputation (karma) and scammers can also be kicked out. The price varies with the level of detail (from a short paragraph to 150 pages technical documentary including sample implementation). Also, when an idea description is offered exclusively (optionally plus NDA), it's much more expensive than when it is offered to anyone. If you do this the right way (ask me if you'r ein doubt), it will be a huge success.

    Anyway my impression is that business environments destroy most creativity and suppress good ideas, so large companies or game studios should better listen to the ideas of their customers.

    1. Re:Oh yeah, really so many ideas? by mdwh2 · · Score: 1

      If that is so, would anyone explain to me why those numerous ideas don't make it into the final products? Because after 20 years of gaming experience starting with C64, I fail to recognize the great ideas in the final games. It is in fact not easy to see even a grain of creativity in the majority of recent gaming titles and especially their story-telling sucks. What happens to those great ideas when the end product is just dull, repetitive monster-shooting?

      Well, there's "ideas" then there's "idea that is totally original and never been done before".

      Of course, lots of "ideas-people" insist their idea is in the latter category:

      By the way, I have some general game engine idea that is completely novel, technically realizable, and guarantees long-term commercial success while being reusable and not tied to a particular genre.

      But you would say that, wouldn't you. There is no reason to believe it, especially when you won't tell anyone what the idea is.

      Anyway my impression is that business environments destroy most creativity and suppress good ideas, so large companies or game studios should better listen to the ideas of their customers.

      The former might be true, but the latter does not follow. It is a problem that due to the huge investment required, people are less likely to follow more risky novel ideas. But the problem is still not the lack of ideas, it's the risk in doing something unusual. If you are willing to front the millions of dollars required for your brand new idea, then please step forward.

      If a company does decide to do something a bit more risky, there is a long list of "ideas" people: the designers, the programmers, the managers, the people putting up the money, the guy who cleans up the trash - before they start resorting to a random guy on the street who has no knowledge or experience in game development.

      (Also I suspect that many companies do do market research that involves looking at what customers like, but that doesn't translate into them writing the pet idea for one particular customer.)

      Your ideas website sounds interesting. How would I know if the idea is any good before seeing it? I'm not sure that any programmer would be willing to pay money to see random ideas, and certainly not more than a trivial amount. Also as others have said, it just opens them up to a lawsuit if they do something that they had as an idea, but someone claims they saw it on this site.

    2. Re:Oh yeah, really so many ideas? by aaaaaaargh! · · Score: 1

      Well, there's "ideas" then there's "idea that is totally original and never been done before".

      Of course, lots of "ideas-people" insist their idea is in the latter category

      I believe that this is answer signifies part of the problem (no pun intended). There is no need for completely new story or gameplay ideas, just as there is no need for entirely new genres in fiction literature. Occasionally, someone invents a new genre, but that's not what I meant. Most modern game studios lack the skill or will to create a convincing piece of fiction. Not even dumb kids can identify with the characters in games, and most games nowadays are so full of cliches that even Rambo looks like a piece of art in comparison. Like I said, there are exceptions, but the main problem seems to be that the game publishers do not at all consider what they do as a form of art or at least "popular culture"---unlike in the movie industry, where for every 3 or 4 blockbuster trash titles something really valuable but less profitable is produced.

      By the way, I have some general game engine idea that is completely novel, technically realizable, and guarantees long-term commercial success while being reusable and not tied to a particular genre.

      But you would say that, wouldn't you. There is no reason to believe it, especially when you won't tell anyone what the idea is.

      It doesn't matter for me whether you believe me or not. Anyway, why should I write a treatment or concept and send it to some studio just for it to be trashed? That was the main point of the example, not to emphasize my own brilliance without giving evidence ;-)

      It is a problem that due to the huge investment required, people are less likely to follow more risky novel ideas. But the problem is still not the lack of ideas, it's the risk in doing something unusual. If you are willing to front the millions of dollars required for your brand new idea, then please step forward.

      The gaming industry has a lot to learn from the movie industry, where people risk millions all the time for often radically new ideas.

      How would I know if the idea is any good before seeing it? I'm not sure that any programmer would be willing to pay money to see random ideas, and certainly not more than a trivial amount.

      First, the evaluation (karma) of the offerer which is based on what people who previously bought a description thought about it. Idea seller have a reputation to loose. Second, hints can be given in more or less detail and the market regulates what kind of detail gives enough motivation to buy. Third, the descriptions cost trivial amounts. We're talking about hobby people describing things they could never realize themselves. I estimate that rough 1-2 page idea is worth $3 dollar, and a 15 page article max. $15-30. A 100 page work including technical descriptions would be more expensive. There can be several standard formats (size, number of figures, etc.) and of course categories and product domains to which the idea applies. Exclusive licenses (no selling of the idea to others and perhaps an NDA) would be much more expensive. Fourth, you can even have a license that gives away the idea for free, but gives the offerer a small percentage of the gain from the final product for some time.

      Sure the whole thing is much like gambling, but many people like gambling and if the seller (e.g. a housewife in Ohio) has a really good evaluation, there must be something to her ideas. Actually I find it likely that larger companies would start to buy lots of descriptions with exclusive licenses even when 9 out of 10 of the ideas were trash...

      I haven't been thinking about legal issues, though, which should be left to a lawyer. But anyway, people in the end buy a copyrighted text, not an idea.

  128. Three options by JoeKilner · · Score: 1

    You have three options:

    1) Get working in the games industry and hold on to the idea. Once you are an established team member and have honed your skills you might get a chance to take your idea and run with it. Be prepared to wait a long long time with no guarantee of success.

    2) Start your own company. The game will probably have to be unambitious technically to get it out the door. If you are lucky and it succeeds you might get a chance to make the game you really wanted to make as a sequel.

    3) Become a pig-headed self-obsessed git with no inter-personal skills, technical knowledge, artistic sensibilities or management skills. Develop your fawning and butt-kissing techniques to a high level. You are then in the perfect position to take on a project lead role in a games company from where you can marshal a group of highly-skilled but lowly paid workers to do your every insane bidding.

    I'd go for option 3. As a side benefit you get good parties, chicks and drugs.

            Joe

  129. You all know what's a dime a dozen? by thegnu · · Score: 1

    Cheap metaphorical cliches, that's what. Dime a fucking dozen.

    --
    Please stop stalking me, bro.
  130. Ideas are worthless by NfoCipher · · Score: 1

    To quote Jeff Tunnell (this guy here: http://www.makeitbigingames.com/blog/) - "If you are experienced, then you already know that ideas are worthless and demos or nearly completed products are everything."

    --
    I'm sorry, I can't hear you over the sound of how awesome I am.
  131. Give them substance in the presentation by Kelbear · · Score: 1

    If you can give them a demo, then they might believe you can turn it into a game, otherwise it's pie-in-the-sky imagination, all risk and no idea of what the reward could be.

    Take a small level, make 1 minute section of game, just enough done to make 1 minute of game work. It could be a cardboard cutout world that is only finished enough to function for that 1 minute experience. Make the 1 minute as complete as you can. This is how the guys making Deadspace made their pitch to Capcom, they made a small but complete and playable demo level on their own.

    Then when its over, present a plan. Not a plan of what the game will be like, but a plan of how to make the game itself. Number and type of employees needed, budget plan, development schedule, organization flows. The people holding the capital want a return on that capital, they want a profitable product, they don't care about making games happen for the sake of making them. They simply want you to convince them you can create a polished product with their money. What idea that product is created on is just a tiny aspect of the pitch(because ideas are cheap and they've already shot down a ton that were probably better than yours).

    Everybody's got game ideas, and there's a ton of good game ideas. But without a good execution they'll never turn into a product, and even boring or plain ideas turn into a good products after good execution.

  132. Mail it to yourself! by SeeSp0tRun · · Score: 1

    I haven't sorted through all the comments, so sorry if this has been mentioned.

    A somewhat unofficial way of copyrighting work is by taking the original (after copies have been made) and put it in an envelope, shoot up to the post office, and mail it to yourself. The letter gets post marked for that day, and as long as you never open it, it remains proof of date.

    Granted this is unofficial, but it is certainly proof.

    --
    Something witty.
  133. Everybody's Right by Anonymous Coward · · Score: 0

    As a programmer in the biz for just under 10 years, I can assure you there's no way you're gonna sell your idea to a company for a big lump of cash. Doesn't work that way.

  134. Another Take On It... by Anonymous Coward · · Score: 0

    Ideas are like children or pets (depending on how serious you are about it). They're worthless to everyone else, unless there's already something exceptional about them that sets them apart. If someone cares about their idea like that, then what kind of ideas does somebody have if their first thought is to sell it.

    My ideas are absolutely priceless, and the right people would agree. But, only I can make the pooch fly, figuratively speaking.

  135. "Poor Man's Copyright" == standard copyright form by ActusReus · · Score: 1

    It should probably be pointed out that formally registering a copyright with the U.S. government costs a whopping $35, and can be done online in a matter of minutes. That is maybe one Happy Meal more expensive than paying a notary public to roll your own legal creation.

  136. wow... by Anonymous Coward · · Score: 0

    Apparently everyone at Slashdot has had their dreams crushed until all that's left is a cynical husk of a person. The game industry might have a healthy dose of cruel reality to it, but it's sad to see that every post is essentially "ideas are a dime a dozen, you'll never make it, it'll never happen." Games get made every day, by people who at some point, had no experience in the game industry.

    I hope the original poster will take the few nuggets of advice on how to actually pursue it and give it a shot, even if the odds aren't in his/her favor.

  137. Re:NO! Advice given above is WRONG! by Anonymous Coward · · Score: 0

    I currently work as a game designer, for a studio that is in the perpetual rut of getting gigs for licensed titles. The truth, from my perspective:

    Everything depends on the publisher. When making any change to the design, there is a hierarchy of rubber-stamps to go through before it can actually be allowed in the game: from the rest of the team, from the producer, from the creative director, etc, with the last step being the publisher.

    While some ideas may get squashed in-house, those are usually for the better. As long as you have a hands-off -- or just incompetent -- publisher, then you are free to insert whatever you like.

    But if the publisher is intent on showing off their IP in a particular way, all developer ideas will get trashed. In the worst case, the publisher may dictate production practices as well as creative direction. Hence endless crunch, etc.

  138. Re:I need help too, but slightly different. - (hel by Anonymous Coward · · Score: 0

    You sound like you have a great idea that you have made no attempt to test. Find a programmer. Bribe one. Offer an exchange of services. Just get a prototype made and try it out.

    If it is as good as you describe it, then you will generate genuine interest in it and some investments. At that point you can pay a good coder to implement it fully, properly, and in a portable way.

    What is more likely to happen is that you will show it to people who will blow a billion holes in it because they "will not get it" even when they are playing with it. The smart thing to do is to listen to the advise and follow it. What you will do is ignore the advise and be emo because no one gets your genius.

  139. Re:Four ways to turn your concept into a video gam by Quirkz · · Score: 1

    I think these paths are reasonable. Certainly better than the "just don't try, you can't win" suggestions. I've been on path #1 for a number of years, working on a very nonstandard game that nonetheless has been fairly profitable for me. Not only profitable, but educational, entertaining, and all-around rewarding. I've made great friends, learned a ton, and it's probably going to greatly improve my future job prospects, whether the game becomes a full-time business or I use the skills I've learned to work for someone else. Don't listen to the naysayers. The same people who are telling you that it's not possible to get the game published would outright laugh at my own game's situation (text based, low tech, minimal graphics, in the twenty-first century? Profit from optional donations? Ha!). Assuming you have the time and energy, and the willingness to learn, it's definitely possible to do it yourself.

  140. hello? it's 2008 here by Anonymous Coward · · Score: 0

    I don't know what year it is for you,
    but here it's still 2008 and your statement "people buy games online now" is just wrong, unless you are writing from the future.
    The concept of a publisher is still lightyears from being "laughable". It's still the way most game purchases are made.
    Also, "mere employee"s do get a financial benefit from innovative ideas: game design is a paid job, and where I work, you get bonuses and a payrise if you do your job well.

    Being an employee is nothing to be ashamed of.

    Now if you're talking about receiving a ton of cash because the game sold well,
    then don't assume that this cash is only for designers.
    They're not the only ones who put some talent and hard work into the game, you know.

  141. Idea? It's in the execution. by Peganthyrus · · Score: 1

    Judging from most of the indy game success stories I read, the people you need to sell it to are (a) yourself and (b) the 2-4 friends with the proper skillset to help you pull it off.

    Having enough money saved up to cut back on your day job, or quit it for a while, helps too. Or having a spouse who's willing to shoulder the financial burden of the household while you build this thing.

    --
    egypt urnash minimal art.
  142. Many of you overlook an important point by OrangeTide · · Score: 1

    There will always been indie games. As long as people have a passion for creating games.

    Of course as the market stands right now there is no rational business reason to invest in them without a compelling business model. Either an established publisher, or an innovative business idea. If you're asking on Slashdot how to get your game noticed, I safely assume that he is not an established game company.

    There are hundreds of games that people love and play that made the developer a little bit of money, yet had no serious financial backing. They are not considered a success in the context of operating a business.

    (can't believe how many AC's reply to me and how many I bother to respond to)

    --
    “Common sense is not so common.” — Voltaire
  143. The two most essential places by acpawlek · · Score: 1

    The most complete guide is on the International Game Developers site http://www.igda.org/biz/submission_guide.php (free reg req.) That's an industry standard. Also, Sloperama.com is perhaps the best resource on the web for game submission techniques and requirements for game jobs. He is a 30+ year expert in the field and deals with your question specifically with GDD examples and everything else.

  144. mmmmmmm, smell the smugness! by Anonymous Coward · · Score: 0

    you truly do love the smell of you own farts you smug EuorTrash bastard, don't you?

  145. Ignore the ladder by EightBits · · Score: 1

    Don't work your way up a corporate ladder. The best thing you can do is start your own business. Now a good idea is not enough. Do you have what it takes to run a start-up? Can you find investors? Can you put together a team that can consistently produce good results?

    If you can do these things, then start your own business. Your goal could be to become a game publishing powerhouse or to simply get big enough to be noticed and purchased. Either way, it's better to take the risk. Putting yourself in position of selling your game to another company has no long term benefit to you and if you join a game company, you will become yet another employee. Remember, corporations have no loyalty to you. They have a loyalty to their bottom line and they will try to take advantage of you. If they cannot, they will let you go.

    For maximum profit and long term benefit on your hard work, go it alone. If you do not have the skills to manage a startup, then find someone who does and put yourself in a developer's position within your own startup. If you're in a country currently in an 'economic recession' then this is the time to start up. Venture capitalists love to put money into startups during recession. When the recession is over and the per unit value of your country's currency increases, your company will be worth much more in a short period of time.

  146. Re:NO! Advice given above is WRONG! by Anonymous Coward · · Score: 0

    Another coward here replying, but you might as well have spoken about the COMIC BOOK INDUSTRY. Some make it big like Frank Miller (known even to some causal people of the unwashed masses) but the tonnes are grunts working long hours on some aspect of the assembly line (letterer, colorist, inker penciler, corrections) to make deadlines. The truly creative and satisfying aspect is to have a book created from begining to end (ok maybe offload some uninteresting function such as lettering to a grunt).

  147. Re:NO! Advice given above is WRONG! by Anonymous Coward · · Score: 0

    AMEN!

    - another former game developer

  148. Don't show it to EA by markitect · · Score: 1

    EA feeds off the creativity of others like a parasite, even if they act interested they will destroy the game and force you to work on lame sports games.

  149. Re:Four ways to turn your concept into a video gam by VeNoM0619 · · Score: 1
    You had me until:

    If youâ(TM)re going to develop games for Xbox 360 and want to sell your game on Xbox LIVE Community Games, youâ(TM)ll need a Premium membership. Itâ(TM)s just $99 per year or $49 for four months.

    --
    Disclaimer: I am not god.
    We may not be created equal
    But we can be treated equal.
  150. Business Plan by Anonymous Coward · · Score: 0

    Fobsta, sounds like you need a business plan. Right now you have a prototype. Venture capitalists, investors, etc. won't give you 5 minutes without a business plan.

    You'll probably need help writing it. I provide this service for my clients. Send me an email, if you would like to explore next steps.

    steveskura@gmail.com

    -Steve

  151. Re:NO! Advice given above is WRONG! by BSVino · · Score: 2, Interesting

    This guy is right. If you want to make video games, you can either work for someone else and make their video games, (boring!) or you can make your own. Problem is, it's not easy to go out and make your own game and try to make money from it. In fact, it's very hard. I would know; I'm doing it right now. When I say it's very hard, this is really an understatement, because there's no way to accurately verbalize how hard it really is. The above post makes it sound straightforward, but it's not. So, when reading advice like what is given above, take it with a grain of salt, because this kind of advice is not for the overwhelming majority of people.

  152. Re:NO! Advice given above is WRONG! by Anonymous Coward · · Score: 0

    Hi I just want to give, no - sell a fabulous game concept that I have to a programmer, game company or whoever can get it made. I am a gamer, I have played all kind of games on computer for money, for free, bought some and I have a great time management game that I think would be hot. I do not have the time to change careers, I am in academia, but I enjoy playing and think this would be a fabulous game.. I am not a programmer or technical person at all. Please help!

  153. The world is full by DynaSoar · · Score: 1

    of people with ideas who want other people to do the work but still get paid for the idea.

    The only ones who make any money selling their ideas are the ones whose ideas are about how to make money. Some of them manage to sell their ideas, usually on infomercials. Almost nobody except the person selling the idea makes any money. And you're not trying to sell an idea about how to make money.

    Get to work, give it away, or give it up. Ideas are easy, and free.

    --
    "I may be synthetic, but I'm not stupid." -- Bishop 341-B
  154. Re:Four ways to turn your concept into a video gam by ShakaUVM · · Score: 1

    You forgot the best way of getting into the industry: writing mods for established games.

    Threewave, Counterstrike and any other number of people have all made it successfully that way. Plus, a lot of game company staff are people who started out as modders.

    Of course, I started in the game industry and then moved into modding (www.customtf.org), so I did it kind of backwards, but I think it's still good advice.

  155. Re:NO! Advice given above is WRONG! by Anonymous Coward · · Score: 0

    I've been working in the games industry as a programmer for five years. Pretty much everything the poster above says is spot on. Making your way to a position of creative control within an existing, huge, monolithic game company, would take more patience than Job ever had.

    This is the perfect time to be a small indie game developer and put your stuff out on the web. Web games of all kinds are catching on fire right now, and there's no sign of it stopping. At last the landscape is at a place where one or two people working in their garage CAN make a great simple game, can get it in the hands of potentially millions of people through the web, and can make a mint of money off of their game without having to give it all to brain-dead, money-hungry publishers or other middlemen who did nothing to help make the quality product. For proof - and inspiration - look up the success story that "Desktop Tower Defense" has been for its creator (deservedly, because it's a great game and you should also play it if you hadn't). Same for "Urban Dead", an in-browser zombie MMO.

    Remember, if no one else funds your game, no one else can dictate how you should change it, and no one else takes a cut of the profits when you finish it. It's having the discipline and patience to finish the project, and finding a couple of similarly disciplined and patient like-minded friends, that's the hard part.

  156. Re:NO! Advice given above is WRONG! by Anonymous Coward · · Score: 0

    You have summed up everything I've realized in 2 and a half years years working at a game company, particularly the "cult of managers" part. I was hired as an artist/designer, but really I'm just an implementer of bad design ideas that come from the publisher, the licensor, or worse - my own boss, who admittedly hates games made after 1985. It's a sad state of affairs.

  157. You need a Business Plan by Skurzillaman · · Score: 1

    You need to put together a business plan. Ideas, products, etc don't usually get venture capital or angel fund money on their own. You need to show that you have a comprehensive plan for your product. Shoot me an email if you want some advice from someone in the industry.

  158. go go ACs! by OrangeTide · · Score: 1

    why should I take an AC comment seriously? I rationally explained my position, but you dismiss it in an attempt to incite flames.

    "The FACT is, you claimed that nobody will invest in an independent game" .. feel free to point out where I said that. Putting words in my mouth is trolling 101.

    --
    “Common sense is not so common.” — Voltaire
    1. Re:go go ACs! by Anonymous Coward · · Score: 0

      why should I take an AC comment seriously?

      That I posted anonymously has absolutely no bearing on anything, and you know it. You're acting as though it does, which makes you a liar. You're telling this lie in a yet another sad attempt to distract from the facts, which you know you can't argue on.

      I rationally explained my position, but you dismiss it in an attempt to incite flames.

      Another lie, equally incompetent and made for the same reason.

      "The FACT is, you claimed that nobody will invest in an independent game" .. feel free to point out where I said that.

      Right here, idiot:

      Yet another "innovative" game concept is not going to attract any investment.

      Plus your thread title of "give up now".

      Putting words in my mouth is trolling 101.

      I took those words OUT of your mouth. You said exactly what I claimed you said, and your paltry weaseling is merely a graceless confession to being unable to argue your case.

    2. Re:go go ACs! by OrangeTide · · Score: 1

      Words like "liar", "lie", "incompetent", "idiot", "weaseling" are just more trolling from an AC. But I'll bite.

      "Yet another "innovative" game concept is not going to attract any investment." means exactly that. Indie games right now have a very difficult time attracting investment, and it does not appear to matter how innovative they are. It would be nice if indie games got more attention, but it's simply not the reality of the situation.

      And my valve comments are relevant because Portal was used as an example in an earlier post.

      If you can manage to have the business side of things "in-order", either doing it yourself or getting a business partner. The chances of success are much higher for an indie game to gain wide distribution.

      Plus how is Alien Hominid innovative? It's a cute game, but it's not really Earth shattering now is it?

      (I'm impressed you've been able to keep up with me so far)

      --
      “Common sense is not so common.” — Voltaire
    3. Re:go go ACs! by PopeGumby · · Score: 1

      The FACT is, you claimed that nobody will invest in an independent game" .. feel free to point out where I said that. Putting words in my mouth is trolling 101.

      You said

      "Yet another "innovative" game concept is not going to attract any investment."

      Since you don't know what the game concept is, as it wasnt mentioned in the original post, that implies that your belief that noone will invest in it isn't based on whether or not the concept is good or bad.

      Therefore, you believe that regardless of whether or not the concept is good or bad, noone will invest in it.

      Assuming that you don't know the original poster, and hate his guts etc etc, your belief that noone will invest in it is also not based on personal feelings about the poster.

      So, since you're not basing it on knowledge of the game, or the poster, you must therefore think that people will not invest in an independent game, regardless of the quality of the concept, or personality of the owner/programmer/etc.

      Which is how we arrive at "nobody will invest in an independent game." Either that, or you think noone will invest in this particular game, but they will invest in other independent games, in which case I'd like to know what you're basing that on.

    4. Re:go go ACs! by Anonymous Coward · · Score: 0

      Words like "liar", "lie", "incompetent", "idiot", "weaseling" are just more trolling from an AC. But I'll bite.

      You're lying again. This time the lie is that my (entirely appropriate) choice of words to describe you and your actions have any bearing on the matter. You're also continuing the lie that my posting anonymously makes any kind of difference.

      "Yet another "innovative" game concept is not going to attract any investment." means exactly that.

      And yet when I called you out on that, you "challenged" me to show you where you had said that.

      Indie games right now have a very difficult time attracting investment, and it does not appear to matter how innovative they are.

      Possibly the first factually correct thing you've said in this thread. But that's NOT what you said in the OP, though. In the OP you said that an indy game has NO chance of getting investment, which is a world of difference from the truth of the matter.

      It would be nice if indie games got more attention, but it's simply not the reality of the situation.

      It's closer to the reality of the situation than your foolish "give up now, you can't do it" claim.

      And my valve comments are relevant because Portal was used as an example in an earlier post.

      No, they aren't relevant. Read carefully:

      1. You claimed in your OP that no independent game can get funding, period, full stop, no qualifications (your later backpedaling notwithstanding).
      2. Portal was an recent independent game that got picked up by a major publisher.
      3. Therefore, Portal flatly refutes your OP.

      The reasons for Portal's success are irrelevant. Hell, it would have refuted your claim even if it had flopped, since your claim was merely that an indy game can't attract investment, not that it wouldn't do well in the marketplace.

      But while we're on the subject, you're still wrong about Portal. Valve's business model certainly didn't hurt Portal's success, but the real reason was that it was such a damn good game that word-of-mouth spread about it like wildfire. It would have been a success even if it had remained as nothing but a piece of the Orange Box.

      If you can manage to have the business side of things "in-order", either doing it yourself or getting a business partner. The chances of success are much higher for an indie game to gain wide distribution.

      Again, true but irrelevent to your original claim.

      Plus how is Alien Hominid innovative? It's a cute game, but it's not really Earth shattering now is it?

      It doesn't need to be. It's an independent game that got picked up and invested in by a major publisher, something which you flatly stated in the OP is impossible.

  159. Re:Four ways to turn your concept into a video gam by dhavleak · · Score: 1

    You had me until:

    If you're going to develop games for Xbox 360 and want to sell your game on Xbox LIVE Community Games, you'll need a Premium membership. It's just $99 per year or $49 for four months.

    I'm not sure I get your point.