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?"
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.
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
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!
We're indie. We're working on our 14th game.
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.
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?
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.
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.