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?"
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.
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.
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.
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.
Automation - The Car Company Tycoon Game