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Best Way To Sell a Game Concept?

dunng808 writes "If a couple of young, game-crazy guys wanted to get started designing a game with the intention of selling the concept, how should they proceed? In the music industry they would make a demo MP3. In the film industry they would write a script (and I would recommend lyx with the hollywood document class). Should they develop some sample game play with a well-known engine? Is the one in Blender good enough? This somewhat dated list suggests it is. Or should they focus on textual descriptions and static scenes made with Blender and the GIMP? Is there even a market, let alone a convention, for selling game concepts?"

250 comments

  1. No way by Anonymous Coward · · Score: 5, Insightful

    Too many ideas too few developers

    1. Re:No way by Anonymous Coward · · Score: 2, Insightful

      Getting ideas is the easy part.

    2. Re:No way by pegasustonans · · Score: 3, Insightful

      Too many ideas too few developers

      Absolutely. If they find a developer willing to get on-board with the project, then they might be on to something.

      Then they should work on the concept and developing material to demo with an artist and the developer.

      A lot also depends on what kind of a game they want to develop and who they're targeting.

      Basically, they need to ask themselves some tough questions about their game and what they're developing. Then move on to the next step.

      --
      And all our yesterdays have lighted fools The way to dusty death. --Will
    3. Re:No way by Soilworker · · Score: 2, Interesting

      Exactly, and the real challenge is to find an idea that can be developed with minimal cost and developers.

      I've been 1 year in game development at the university i'm still studying in and on the 5 projects presented to be developed the next year, only 2 was possible to be done in the 1 year accorded for it and with a team of 5 (mostly bad) developers.

      One had enough ideas to do a complete new World of Warcraft (nothing really original tho...) but he failed to realize how ideas are useless if you can't implement them.

    4. Re:No way by codepunk · · Score: 1

      The problem is that they will not likely get a developer on board. Anyone that can sit down and write a game doesn't need help to do so. He is not likely to want to provide 100% of the work in exchange for a small amount if any profit.

      --


      Got Code?
    5. Re:No way by Cryacin · · Score: 3, Insightful

      Not only that, but the gaming industry is one of the hardest gigs in Computer Science. People really do it for the love of it, not the love of millions, or they are very seriously misguided.

      Think about it. Most business software costs a magnitude of millions to produce, test etc. But seriously look at the level of functionality that business software has compared to games.

      Games have such wondrous things such as fully fledged physics engines, statistics systems, and a whole plethora of other goodies as standard,that business software stakeholders can only drool over, and definitely never want to/have to pay for. Finally, the most important thing for a successful game is a truly slick UI/UX. If it's not a pleasure to use, it kind of defeats the purpose for a game. In most business software the main driver is making money for the company, not enjoying use.

      So what does that mean for everyone involved in producing? You're building a $500m project for a $100m budget, (if you're even getting that), so you have to product 5x as much value as your friend who's building a business system, whereas you will never get the return from it like in a business application of the same calibur.

      So what do you think your boss will say to you in a games company when you want to be paid as much as your friend who produces the same value? Either ramp up your production to 5x your friends, or be happy to be paid 1/5 of his wage. If he gives it to you, he doesn't understand the business, and you're all probably going to be looking for work shortly.

      It's grim, but reality. You really have to have games in your blood to survive in the industry, and do it for the love of it rather than making money.

      --
      Science advances one funeral at a time- Max Planck
    6. Re:No way by pegasustonans · · Score: 1

      The problem is that they will not likely get a developer on board. Anyone that can sit down and write a game doesn't need help to do so. He is not likely to want to provide 100% of the work in exchange for a small amount if any profit.

      It depends on what kind of a game they want to develop.

      If the game doesn't really have a plot or strong characters, then you're spot on.

      At the same time, if the game is heavy on plot and requires intricate dialogue trees, character design, setting concept and concepts for other in-game assets, then you're looking at a fair amount of work.

      --
      And all our yesterdays have lighted fools The way to dusty death. --Will
    7. Re:No way by Anonymous Coward · · Score: 3, Informative

      Harsh, but true - every gamedev forum I'm aware of is constantly flooded with "I've got this great idea, and need developers to help" posts.

      Your best bet, IMHO, is to go indie. Develop the game as fully as you can, then sell it as shareware. You probably won't get rich, but you *certainly* won't get caught up in EA or Activision's shenanigans.

    8. Re:No way by codepunk · · Score: 1

      Having written a few games I just cannot see a situation where I would take on a "idea" person to assist me. I worked with a artist on my last and it was still 10% time his part and 90% my time to actually get it to work and finish the project.

      --


      Got Code?
    9. Re:No way by eln · · Score: 4, Insightful

      Sure, but in the case of an artist his 10% may have been absolutely vital to the game's success. Certainly development takes up a huge amount of time and effort, but developers in general tend to be really crappy artists. The two skillsets (and mindsets) are very different from each other, and both are critical to a successful game. The art is what people see first, and if the game looks amateurish or poorly rendered, many people will simply not buy it or put it down almost immediately and tell all their friends what a piece of crap it is. On the other hand, if no one can play your game for more than 10 minutes without encountering a serious issue with the code, the game will be sunk just as bad.

      Artists are important for modern games. So are developers. "Idea guys", not so much.

    10. Re:No way by pegasustonans · · Score: 1

      Having written a few games I just cannot see a situation where I would take on a "idea" person to assist me. I worked with a artist on my last and it was still 10% time his part and 90% my time to actually get it to work and finish the project.

      I don't think anybody is saying someone should just be an 'idea person,' but there are some cases where a lot of in-game dialogue and backstory need to be conveyed to the player.

      If you're writing all the dialogue, doing all the character/story concept work, designing all the interior/exterior environments conceptually and then taking everything and bringing it over into the virtual environment, that's a lot of work for some games. If you're trying to do all the engineering and game mechanics as well, then that's certainly admirable, but I think it's understandable if other groups choose to break up the responsibilities a bit more.

      --
      And all our yesterdays have lighted fools The way to dusty death. --Will
    11. Re:No way by LetterRip · · Score: 1

      Getting ideas is the easy part.

      This is a common meme but it is in fact BS. Getting good, marketable ideas, that are developable into a commercial success is enormously difficult. Getting crap derivative ideas, or ridiculously expensive ideas with little chance of earning back development costs is really easy.

      Unfortunately the plethora of crap means that noone is interested in looking at ideas in general unless they are developed to such a point that it takes minimum effort to turn them into a commercial game.

    12. Re:No way by TaggartAleslayer · · Score: 3, Insightful

      Your entire thesis is flawed. Business software is complex. Business UIs have to be precise. Game developers do not make 1/5 the amount of business software developers.

      I have worked in both areas. Pay is pretty standard for qualifications. None of it is glamorous. It's a job.

      If you want money and recognition you put in the extra hours, do a better job than the guy to your left, have actual intelligent insight, and have a plan for your career which includes your own personal motivation to achieve.

    13. Re:No way by Zaphod+The+42nd · · Score: 5, Insightful

      Agreed. I'm in the industry, and everyone I've ever spoken to has agreed completely that we have all the ideas we will ever need, and that is not at all a thing the games industry is needing or wanting to spend money on. I'm sorry, but your geek dreams aren't worth gold. We get thousands of ridiculous fan emails a day with game ideas that are mostly laughable, but even the good ones, who cares? The "idea" boils down to a story/setting, and some gameplay. If the gameplay can be done, it probably already is, and otherwise if it can't be done, then the idea is worthless. And if you think you have the best story around, who cares? Write a book. The challenge in making good games is not finding good stories, its organizing development teams and trying to produce "fun" which is unquantifiable and subjective.

      --
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    14. Re:No way by strack · · Score: 1

      thats EXcalibur to you, mister.

    15. Re:No way by mstrebe · · Score: 1

      Concur. You can't--cannot--sell a game concept, so get "the intent to sell the concept" out of your head. There is no market for "concepts" in any endeavor (a screenplay is not an idea--it's a screenplay), only markets for working products.

      1) Learn to program, write the game, then sell it.

      2) Make a shitload of money doing something you're actually good at, hire developers, get the game written, then sell it.

      3) Talk about how you had the idea for MachineGirlZombieGoldNakedPalaceAttack VII twenty years ago, but sadly lacked the skillz to get the billz.

      Good luck

      --
      aka Matthew at SlashNOT/!
    16. Re:No way by Abrisene · · Score: 1

      As an indie developer, a good rule of thumb is that anyone on an indie development team who cannot code, create art/sound assets, or manage the other two groups effectively is effectively just dead weight. There are exceptions to this rule, but they aren't very common. Really, if you don't have the skills to contribute anything that directly furthers the process of going from concept to actual game, you're just going to confound and step on the toes of the people actually doing the work. If you do have the necessary skills, and you're looking to have the concept get picked up by some larger publisher you'll need at least to create a prototype game. For this I'd recommend Unity3d over the Blender Game Engine; it's a highly usable and freely available commercial game engine with extremely quick development turnaround. You might also consider the UDK, but as an indie the cost of publishing and the royalties can be a little high.

    17. Re:No way by fractoid · · Score: 1

      Getting good, marketable ideas, that are developable into a commercial success is enormously difficult.

      You're correct if we're talking about small scale PopCap-style games. If you're considering bigger, AAA-scale blockbusters, though, the development costs far more than the basic game design. Creating a new Tetris requires a work of genius, yes, but creating a new WoW requires impossible levels of funding.

      In fact, looking through the list of Cataclysm changes, a lot of them are things I begged them to do way back in vanilla WoW. Fixing game mechanic scaling (I still think spellpower should scale with spirit not int, but whatever), providing multiple equal progression paths for raiders and non-raiders (hello badges and heroics), if I could explain in detail what seemed obvious to me back then when it's just my hobby, and they then come around to my viewpoint four years later, it can't be that hard.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    18. Re:No way by Patch86 · · Score: 1

      OK, well the alternative is that the person with the idea bankrolls the project.

      If you have a great idea for a game but can't do any of the development work: get some money, hire yourself some developers. If your game is a success then you'll make your money back.

      You have to bring something useful to the table, and if it's not coding or art design, it better be something bankable.

    19. Re:No way by interkin3tic · · Score: 1, Funny

      Getting ideas is the easy part.

      Yeah, but often the "idea" is really just "Hey, you know that successful game by someone else? Let's make that!"

      Or sometimes it's

      "Hey, you know which world war is my favorite? That's right, number two, how did you know?!? We gotta make a game about it!"

      And that's not to discount the all-too-common "idea" of

      "That game that we made, the one that made actual money? Let's make a sequel! What's that? The main character died? And so did everyone else? Everybody in the whole world?... I smell PREQUELSEQUEL!!!

      Oh yeah, and then the

      "I just realized that if you put an old CD... say 'Ace of Base'... into a white jewel case and label it 'The Ace of Base wii game', someone will actually buy it and you will make money!"

      There are so many games out there that suck because they were made off of brain dead concepts, it's very tempting to assume that the one thing the videogame industry lacks is someone with ideas.

      Now if you'll excuse me, I have to try to download the "Aliens invade the earth but a strong silent type with a gun saves the day #495" beta.

    20. Re:No way by Opportunist · · Score: 1

      You know what's considered a "good idea" in the game industry? One that is similar enough to a proven and successful concept but different enough from it so it can't be called a blatant ripoff. That's what a "good idea" is about. No studio will throw the money a AAA-title requires at a fabulous, but untested, concept.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    21. Re:No way by Opportunist · · Score: 1

      No, that's for sure. Either the game fails or they'll rip off the idea.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    22. Re:No way by Anonymous Coward · · Score: 0

      I learned to program, cause I wanted to develop a small game.

      Advice: Do the same, and you can earn money too.

    23. Re:No way by mjwx · · Score: 3, Insightful

      Agreed. I'm in the industry, and everyone I've ever spoken to has agreed completely that we have all the ideas we will ever need

      Yet all we get are generic first person shooters. COD, Halo, Gears of War, Killzone. All the same. None of these ideas seem to be getting anywhere.

      I can honestly say the most original game I've played YTD is Tropico 3 and that's only because it's the first game I've played with a Latin jazz soundtrack. S.T.A.L.K.E.R. Call of Pripryat is up there but kind of samey being the third S.T.A.L.K.E.R. in as many years, but it was nice to see GSC get out one incredibly polished S.T.A.L.K.E.R. game.

      If the ideas are there then the implementation is horribly, horribly flawed. I'm not really looking forward to Halo:Reach and the inevitable successor Halo:Around or the next COD/Modern Warfare game. Can I at least have an original story with some decent in-depth game play mechanic, like Deus Ex or System Shock 2. Those games forced me to make choices I could do differently each time I replayed, now days COD leads me through a linear corridor, gives me all the weapons and ammo I could want and then tells me which one to use. Worse yet I always seem to be fighting Nazi's or Terrorists, can you invent some enemy that is not so stereotypical. Maybe even go as far to make the hero/villain lines blurred enough that I question what I am doing and why?

      I'm going to go off on a bit of a rant, the really important bit was above but...

      Why do games, especially FPS's and most RPG's need to fit into the standard character moulds so religiously. In every game, even ones where I can be evil like Fallout 3 I always seem to be the hero. If not the hero then the anti-hero. There's no ambiguous moral choices, it's too black and white. Then again with the enemies, they always have to be nameless, faceless certain evil like Nazi's, Zombie's and Terrorists. Why cant I encounter say, a personal letter from one of the guards I've dispatched back to his wife and kids. Especially with the Vietnam games, designers had a great opportunity to use the infamous VietCong/North Vietnamese propaganda and do some really abstract war games al a Apocolypse Now rather then the tired old red meat eating, flag waving, built like a brick shitter, Rambo style all American war hero. Even the British ones in COD are so bloody American that I can't stomach them (so I'm kind of glad we Australians have not really been depicted, they'd never get the Aussie at war right) I'm sorry but you cant put a cockney accent on a yank and call it a pom.

      System Shock 2 was good, it made me both hate and associate with Shodan, be seduced by the aims of the Many, absolutely brilliant storytelling. Deus Ex made you question everything, right and wrong, good and evil, is it possible to be neutral, what would most people give to play that game again for the first time. I know not every game can be an impressive work of art like Deus Ex and System Shock 2 but I've been waiting 10 years since the last one. In that time we've had massive sequel factories produced and overhyped (Halo, Battlefield, COD).

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    24. Re:No way by Rakishi · · Score: 1

      Congratulations on proving the original posters point. Ideas are easy. You just demonstrated it.

      Now try making such a game. Try going through all the choices, all the little details, all the possibilities, all the art and so on. And then make it so that every path is fun to play, has depth, is different, has impact. Now balance that with the need to pay for development, art and so on. Remember that modern games involve a lot more detail than older games.

      Then realize that you'll sell a tenth the copies, or even less, than if you'd focused all your efforts of polishing one game path to perfection. You know why? Because games are entertainment. That's it. They're to relax to rather than to live by. The later group hasn't been the main game buying demographic for a long time now.

      So as has been said before, ideas are easy but worthless.

    25. Re:No way by mjwx · · Score: 1

      Then realize that you'll sell a tenth the copies, or even less, than if you'd focused all your efforts of polishing one game path to perfection. You know why? Because games are entertainment. That's it. They're to relax to rather than to live by. The later group hasn't been the main game buying demographic for a long time now.

      First, Polish != good. The Modern Warfare games were shined to an inch of their lives and complete crap because they were stereotypical and over simplified. There was not challenge in playing Modern Warfare.

      Secondly, this is the Hollywood paradox, crap movies sell so lets make more crap movies. This is only true when Hollywood is an enforced monopoly. Fortunately games wont suffer the Hollywood problem for very much longer because Eastern Europe is positively kicking our arse. The many of the best games I can name of recent times were made in the Ukraine (S.T.A.L.K.E.R.) and Bulgaria (Tropico 3).

      Now try making such a game.

      This old chestnut, frankly the old "why don't you do it" though terminating cloche is tired and ineffective.

      It is a poor justification for accepting inferior quality when you know that things can be made at a much greater quality if they were simply allowed to. It's like saying Silence of the Lambs should have been a slasher flick because it would have been guaranteed to earn more money at the time.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    26. Re:No way by Anonymous Coward · · Score: 0

      You just listed the best-selling games as an example. Likewise, the most-selling movies are, also, universally shit.

      How many games did you play in 2009? 5? 6? What about the 300 others that were released in 2009?

    27. Re:No way by Anonymous Coward · · Score: 0

      So "we have all the ideas we will ever need". That sums up the problem with the industry, closed minds. The game industry is the movie industry back in the 1920's - Grab a camera - organize a team (actors, grips etc) and try and produce a little "fun" - eg stick a pie in someone's face. Ideas are everything and its time the game industry woke up - and it would be 10X as large.

    28. Re:No way by Anonymous Coward · · Score: 0

      The problem is that the artist tends to want 50% credit, often more because much of it was "his idea"

    29. Re:No way by Rakishi · · Score: 1

      Polish != good. The Modern Warfare games were shined to an inch of their lives and complete crap because they were stereotypical and over simplified. There was not challenge in playing Modern Warfare.

      That's your opinion. Half Life 2 is linear even by FPS standards and it's considered a great game and even a work of art by many. People want that sort of thing. I know I do.

      Secondly, this is the Hollywood paradox, crap movies sell so lets make more crap movies. This is only true when Hollywood is an enforced monopoly.

      Again, you're apparently incapable of understand the purpose of entertainment. It's to entertain you. A great action movie may have a rather shallow story but it may still be a great action movie. Passing, drama, action scenes and all that adding together to a great experience. A deeper story could very well make it a worse movie by detracting from the other elements.

      Fortunately games wont suffer the Hollywood problem for very much longer because Eastern Europe is positively kicking our arse. The many of the best games I can name of recent times were made in the Ukraine (S.T.A.L.K.E.R.) and Bulgaria (Tropico 3).

      No, those are the game YOU found the best. Amazingly, you're not the center of the world and most people aren't like you. I hope that doesn't shatter your worldview.

      This old chestnut, frankly the old "why don't you do it" though terminating cloche is tired and ineffective.

      No, that was a segue into a quick thought experiment on what goes into making a game. Your inability to understand that points grave doubt on your ability to comprehend written language.

      It is a poor justification for accepting inferior quality when you know that things can be made at a much greater quality if they were simply allowed to.

      Except that's not the case no matter how much your delusional mind says it is. Games have trade offs since in the real world things like budgets exist. Multiple paths means each path has less effort put into it.

      It's like saying Silence of the Lambs should have been a slasher flick because it would have been guaranteed to earn more money at the time.

      No, it's like saying that if your only audience likes slasher movies than you won't make them any happier by spending half your budget on writing a deep story for your slasher movie. Silence of the Lambs had a relatively low budget and made a killing. They focused on the story and not special effects. So no, the makers knew quite well what they were doing and movies have historically backed them on such a decision.

    30. Re:No way by Anonymous Coward · · Score: 0

      And if it plays horribly because an artist doesn't have a clue about what gameplay works and what doesn't, or insists on a ridiculously inconsistent interface that doesn't make sense to players, the game fails again. Takes two to tango.

    31. Re:No way by Rakishi · · Score: 1

      Also, to add to what another reply mentioned. You're doing the equivalent of looking at the top grossing movies and then claiming no movies are good because you only like silent foreign movies. Of course you never actually look for silent foreign films specifically. Get over yourself.

      I'm sure you can find plenty of games that better fit whatever odd criteria you have. Of course you also apparently want the games to have the budget of Modern Warfare behind them and advertisements in every newspaper. They won't. What you want and what 95% of gamers want don't agree. That budget means the game must cater to that 95%. That silent foreign film may have a very deep story but it won't have special the effects of Avatar.

    32. Re:No way by frinsore · · Score: 1

      The sad fact of the video game business is that it is a business. It always comes back to money.

      You keep seeing repetitive uninspired games because the market keeps buying those games.

      You keep seeing games without branching story lines because that's content that half of your user base won't see. Most of the story and cinemas are done at the end; why pay for a cinema that can't be used because Level X wasn't fun? At the run up towards hitting a ship date time and resources start becoming tight and it's easier to start cutting things then try and make them work. Something that less then 70% of the users see is one of the first things dropped. (Bioware being a fantastic exception as they've made their reputation on branching stories)

      It takes on average around 100 people 2 years to make a triple A game. During that time they'll have at least 2400 game ideas (average once a month per person). Not all of these ideas are good, most are risky, and some are safe. Now a good studio will evaluate the ideas and find one the employees are passionate about. A lucky studio will be able to make the game they are passionate about. An unlucky studio will have to make the game that whomever is paying the hundreds of millions of dollars to fund the game feels would be the best return on investment.

      If you want innovation stop looking at games that are big enough to be sold in boxes. No one is going to take an interesting risk with millions of dollars. But you'll find people who are willing to take a risk with a few thousand because they're passionate about it. Granted these indie games are unpolished but they're where most of the innovation is.

    33. Re:No way by L4t3r4lu5 · · Score: 1

      You can't have an imaginative and thought provoking game because you might try to apply that same rationale to real life, and big media don't want that. They want you to buy the same stuff they've made for the past 20 years with a pretty new label on the front, and vote for the same two guys that let them do it.

      Art used to be rebellion. Now it's reinforcement. Chow down, guys; Your daily dose of correct morality has been delivered. That's $60, please.

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    34. Re:No way by rainmouse · · Score: 1

      Too many ideas too few developers

      Hmm I hear you and raise you a many great ideas but too many developers churning out identical sequels of originally very unimaginative ideas.

      If you want to play something fresh these days it seems you have to look to the tiny indie developers. It seems that that creativity these days is seen as something far too risky for the heavyweights to invest in.

    35. Re:No way by Anonymous Coward · · Score: 0

      I like do differ. This is just arrogant laziness. Until recently, I last played games over a decade ago, getting bored with the Quakes this world. So recently I played a new game, Battlefield Bad Company 2, rave reviews. What a bore, it is Quake II with better gfx. I won't buy again. Now consider the Wii. They had an idea. They got new buyers. Your kind of industry, however, is just too chicken and scared shitless to try something new. Now that is the truth of it. Ideas scare you.

    36. Re:No way by redscare2k4 · · Score: 1

      Lol, then why are 95% exploiting the same old concepts over and over again??

    37. Re:No way by Anonymous Coward · · Score: 0

      Those may be mostly what are marketed with million dollar budgets, but there are quite a few games out there that aren't your standard fare. This sounds to me like lamenting that you can only listen to Britney Spears when in fact there are thousands of other artists out there that aren't as visible.

    38. Re:No way by Anonymous Coward · · Score: 0

      I'm a developer who is interested in developing games but I have zero game ideas or concepts to start with. Where\how would I meet\get in contact with these many game concept \ designers? I've been asking around for a while now and have yet to meet *anyone* with a sensible (read: not a COD or Mafia Wars rip off)

      ?

    39. Re:No way by loufoque · · Score: 1

      The "idea" boils down to a story/setting, and some gameplay.

      And that's the problem.
      I don't give a fuck about story and setting. What makes the game is its gameplay mechanics.

      All games have the same mechanics these days; and even though it is known what kind of gameplay certain player groups are asking for, developers have yet to fully implement them.

      I don't care about crappy authors coming up with random background info and ridiculous race names (an attempt at making something generic less generic) when it serves no purpose for gameplay.

    40. Re:No way by newviewmedia.com · · Score: 1

      Agreed. I'm in the industry, and everyone I've ever spoken to has agreed completely that we have all the ideas we will ever need, and that is not at all a thing the games industry is needing or wanting to spend money on. I'm sorry, but your geek dreams aren't worth gold. We get thousands of ridiculous fan emails a day with game ideas that are mostly laughable, but even the good ones, who cares? The "idea" boils down to a story/setting, and some gameplay. If the gameplay can be done, it probably already is, and otherwise if it can't be done, then the idea is worthless. And if you think you have the best story around, who cares? Write a book. The challenge in making good games is not finding good stories, its organizing development teams and trying to produce "fun" which is unquantifiable and subjective.

      All you have to do is create a market for your product. There's a few ways to do this:

      1) Get everyone together (coder, artist, management) and throw together a serious business/marketing plan. This includes lawyer fees for copyright, etc. if you are confident in your idea then investing some money is necessary.

      2) After you have the full story line then analyze your target market and hand pick clips to use in a demo reel (think movie trailer)

      3) Create viral marketing campaign to create interest in your product. Some basic examples are press release, videos, attending conferences, etc. You want people to get interested in what you're doing and wanting to know more. This step takes some serious skill to do properly. Send interested parties to your website that signs people up for the beta/newsletter list. On the website you will also want a media kit and contact form to filter potential leads.

      4) If you have the traction then design and code a sample of the game that people can test out online. Keep building up your user base on your website.

      5) If you still see substantial interest in your game after all of this then take it to the next level and start pitching your idea to the big game companies (or build it out yourself).

      Ideas on their own are worth very little, it's what you do with them and how far you can build them up that counts.

      --
      www.newviewmedia.com
    41. Re:No way by Anonymous Coward · · Score: 0

      >Why do games, especially FPS's and most RPG's need to fit into the standard character moulds so religiously.

      Probably for the same reason that so many big budget movies end up being so homogenized: they are huge financial investments, which means they are huge risks, which means that those fronting the money want to see a return on it. This leads to design by committee, studio notes, demographic-catering, and other Play It Safe strategies which, depressingly, will in fact make the studios money. Did Halo sell? How about Call of Duty? Battlefield? I have no doubt the ideas are there, they just get reduced to bland muck by the studios desire to make a profit above all else.

      Try watching For Your Consideration sometime for a humorous depiction of the whole process.

    42. Re:No way by vell0cet · · Score: 2, Insightful

      Honestly, in this industry it is more important to get things done than for them to be good.

      The people who get to be the "idea people" have toiled years (if not decades) among the various disciplines in the industry. You need to prove that you can get something completed. And then you have to prove that you can get something good completed. And then... maybe... someone will buy into some idea that you have.

      But really, most of the creative types in the industry are working their asses off so that one day they can make their "one great game idea." I don't see them giving that up to others who are trying to take a short cut and/or don't know anything about development.

    43. Re:No way by Anonymous Coward · · Score: 0

      If its something you strongly believe in, then do a lot of the work so the programmer doesn't have to 100%. Try and pseudocode every decision in the game. Maybe not have to think, from scratch through the thousands of parts of any program gets a developer interested. Or if you still believe at that point, pay someone to write it based on that.

      Or by the time you have pseudocoded that much work and still have not abandoned all hope, maybe you will be motivated to try and write it yourself at that point.

    44. Re:No way by dhermann · · Score: 1

      That would be because games require distribution, and distribution require publishers, and publishers have stockholders, and stockholders are only interested in one thing: the formula. If Buttonmasher I sold 1.3 million copies, then make Buttonmasher II roughly the same, try and make it with half the people, and sell 1.3 million copies again. Just like movies.

      Stockholders are not interested in the newest indie concept game because a game like Portal is simply too risky to invest in, and why would you when the formula of Mortal Combat is tried-and-true? 60% of the time, every time.

      Rapid, cheap distribution models like Steam and iStore will continue to let games like Braid drift into focus, but any serious development effort needs to be supported by a capital investment group, and those four guys in the office space above the sports bar just ain't getting it done. And if they happen to waste years of their lives and sink blood, sweat, and tears of money into a project, they will be rewarded by being bought out, enjoy their big payday, and watch in horror as the stockholders that bought them attempt to generalize their game into... a formula.

    45. Re:No way by Anonymous Coward · · Score: 0

      and too few good ideas.

      Anyway would suggest an animated type movie and hq still pics showing the key features.

    46. Re:No way by mdwh2 · · Score: 1

      Exactly, that's part of the same point. When people say "I've got a great idea for a game, how can I get people to buy my idea!", and they haven't even tried a working demo, which category do we think they fall into?

      The OP said ideas, not good ideas, so his statement was perfectly correct. Getting ideas is easy; making a game with good ideas that work is hard.

    47. Re:No way by mdwh2 · · Score: 1

      Because those are the ideas that work.

      If you want to prove me wrong, make a game that's totally original, then get back to me. Not "write a few words on a web forum" - you're just proving the point that anyone can do that, because ideas are cheap. Getting good ideas into a workable game that's actually fun is hard.

      It's like me, with no clue about cars, saying "I've got a great idea for a car! Who wants to build it for me? And surely my idea must be worth lots, because all the cars we get all look the same!"

    48. Re:No way by timeOday · · Score: 1
      Wait, when did we switch from "idea guys" to artists? Artists make the appearance of the game - it's concrete, and right in the player's face. On AAA titles I think there are more artists than developers.

      Idea guys, on the other hand, not so much. Even John Romero couldn't make a living at it, so...

    49. Re:No way by mqduck · · Score: 2, Interesting

      I can honestly say the most original game I've played YTD is Tropico 3 and that's only because it's the first game I've played with a Latin jazz soundtrack.

      I take it you've never played Tropico 1. It's the exact same game, Latin Jazz and everything. If one was asked "what are the *least* original games ever made?", one would be logically mandated to include Tropico 3. (BTW, I'm not complaining. An updated Tropico 1 is something I'd been longing for for years.)

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      Property is theft.
    50. Re:No way by Anonymous Coward · · Score: 0

      Polished games with dumb game play. Just described the game industry.

      Get the money for a couple designers and devs and go gold.

      I bet you will make money or fail miseraBly.

      If you still want to sell just the idea. Contact someone that does that already and have them as a middle man. Read grumpygamer.com and talk about your game

    51. Re:No way by timeOday · · Score: 1
      Most people playing sports go with soccer, football, basketball, or tennis. There's hardly innovation in the rules of these games; why would there be?

      Movies, which are devoted exclusively to plot and have NO gameplay, also reiterate the same plots. There just aren't that many plots human beings actually care about. Finding love, being special, being powerful, preserving your offspring. That's mostly it.

    52. Re:No way by bzipitidoo · · Score: 1

      I agree. I have not done any games, but the principles hold for other kinds of software. Mostly, I've done risky, experimental software embodying ideas that no one really knows are any good. I feel I've been a little too willing to go along with such, in exchange for pay. Some things you should say "no" to, no matter how much pay they offer.

      Can't count the number of times people have approached me to code up their ideas, whether gaming, business, or something else. Sometimes I've given it a go, for a variety of reasons, but never yet because I really thought they had a good idea. Usually it's because they pay me. I have been willing to put aside my skepticism, willing to concede that maybe I'm wrong and they're right about an idea being a good one. Sometimes I've indulged them, and spent time turning misty, vague notions into concrete specifications and code, but this is largely a waste of time. If they can't be bothered to put some effort into that themselves, before coming to you, they can't know what basic flaws their notions might have and so they'll have no idea if it is possible or good. So many people want to be the idea person, while others do all the hard work. Remember the ratio: 1% inspiration, 99% perspiration.

      Even if they do some homework, most people blind themselves to the true merits of an idea, especially if they've made it their own. It is important to ask hard questions, and in this I have been remiss. So I've ended up on quite a few projects that failed. Granted, most software projects end in failure. Things can get very ugly as the weeks go by and it becomes clearer and clearer that it just isn't working. If you're in a environment that's degenerated into nothing but politics, like The Office (and I didn't believe it was possible for that to happen until I saw it in real life), with only blaming and framing going on, as well as lying, cheating, bull, baloney, treachery, and sabotage, and no one is doing anything real, and no one can, then get out, and the sooner, the better. Better never to have got in of course.

      Instead, the time I was in such an environment, I listened to the military tough guy line they pulled on me. Was I a wimp, a quitter, a crybaby? No! And I showed them I wasn't by staying! Dumb, dumb, dumb, sigh. That time I was personally singled out for most of the blame, and all but fired. Getting rid of me didn't change the fundamental problems they had, and the project tanked some time later anyway. More often the entire team gets blamed.

      Just asking questions isn't enough either. They'll have put together a sales pitch that sounds great on the surface. Why do they think their idea is so great? Do they have any studies, evidence, polls to show that it works, and that people will use or play it? What work have they already done? And how well does it seem to be working? What is their plan? That's only a start. Once you've heard their answers to that, and if you are satisfied, then we get to the questions you can't ask them, but should answer yourself if possible. Are the tests and trials honest, or are the results cherry picked? Are they lying to and deluding themselves? Were you shown anything real, given something assessable? Is what they're trying to do possible, and does it even make sense? Has what they're trying to do already been done, and much better than their vision? Did you understand what they're trying to do, or did they snow you and get you to thinking that you didn't understand because it's very complicated, but they know what they're doing and you can trust them? Don't swallow that one!

      One of those under the "pale, sorry imitation" category was IBM's Office Vision, in 1990. It was, basically, an app for communication via LAN and WAN (IBM's proprietary Token Ring networks of course) with a poor man's office suite bolted on (really nothing more than an editor, address book, and message filer and organizer), and it was a dog slow resource pig of a program. It was completely overwhelmed by th

      --
      Intellectual Property is a monopolistic, selfish, and defective concept. It is "tyranny over the mind of man"
    53. Re:No way by Anonymous Coward · · Score: 0

      > The "idea" boils down to a story/setting, and some gameplay.

      Yeaaaah. Because when I buy a game all I want is know why I have to shoot all those demons. Right guys?
      Doom stabilished a genre because the story was perfect. It had a plot. Romance. An orphed kid. So cute.

      You and your industry is patetic. I'm now happy about how EA treat all of you.

    54. Re:No way by tehcyder · · Score: 1

      And if you think you have the best story around, who cares? Write a book.

      Actually, although you say this dismissively, that doesn't sound like a bad idea. It's at least something solid to show people and it's something you can create at minimal cost apart from your time.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    55. Re:No way by tehcyder · · Score: 2, Funny

      In every game, even ones where I can be evil like Fallout 3 I always seem to be the hero

      That's probably because it would be pretty tedious being, say, the unfit, alcoholic sidekick who gets his head scythed off after five minutes. You wouldn't get much gameplay.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    56. Re:No way by Quirkz · · Score: 1

      I have always thought there was room for a sidekick game, where your entire goal is to support the real hero of the story. You're the brains behind their brawn, the one that watches their back and keeps them going, even though the hero gets all the credit.

      Bonus points if the game allows you the opportunity to sabotage them out of jealousy at certain critical points.

    57. Re:No way by PingSpike · · Score: 1

      Somewhat off topic, but have you ever given Vampire: Bloodlines a play? Source engine based game that came out in 2004/5 or so? Not a perfect work, but a very good one that seems like it might fit what you're looking for.

      And of course, Bioshock is suppose to be the spiritual sequel to SS2. I never got to play it I'm afraid as I was uninterested in purchasing a game with install limits.

    58. Re:No way by svick · · Score: 1

      Maybe you should try The Witcher. There are few interesting choices you can make there and they aren't just black and white: e.g. you can help the oppressed elves or you can stop the elfish terrorists.

    59. Re:No way by Hatta · · Score: 1

      Why do games, especially FPS's and most RPG's need to fit into the standard character moulds so religiously. In every game, even ones where I can be evil like Fallout 3 I always seem to be the hero. If not the hero then the anti-hero. There's no ambiguous moral choices, it's too black and white. Then again with the enemies, they always have to be nameless, faceless certain evil like Nazi's, Zombie's and Terrorists. Why cant I encounter say, a personal letter from one of the guards I've dispatched back to his wife and kids.

      Haven't played The Witcher yet, huh?

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      Give me Classic Slashdot or give me death!
    60. Re:No way by KDR_11k · · Score: 1

      Usually it's "let's make game X but better!", often with a team that couldn't even match the quality of game X, never mind exceed it.

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      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    61. Re:No way by KDR_11k · · Score: 1

      Artists usually don't count as "idea people", usually their role is to make all the graphics for the game (the data, not the code for it) and that can easily become way more work than the actual code. I know quite a few mod projects that have the coders to implement any feature but lack the artists to provide suitable looks.

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      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    62. Re:No way by Creepy · · Score: 3, Insightful

      So have I, I worked for a small studio, but one that was hired by a major publisher, and the studio head, designer, and lead programmer made quite a bit of money (but worked their tails off, as well). As a person pulled in at the tail end of the project to write GLIDE hardware acceleration (yes, it was that long ago, 1996ish) , I was also the first to go when the project ended (I was a contractor anyway), but that studio is still in business, mainly focusing on iPhone stuff these days. It paid OK - actually more than my business job, but without benefits (which is huge).

      The real issue is volume, price, and shelf life. A game that stays in stores 90 days and sells 100k copies may be a minor hit, but business software can sit on that same shelf for 2 years to sell its 100k, and charge 5x the price. Since that business software made 5x the money, they can afford to pay their employees twice as much (and the extra 3x goes in the CEO's pocket... actually it's more like 1000x... or more - I've seen 2000x myself, and I'm sure some people are 6000x or more).

      Interestingly enough, despite the privacy issues, I think content systems like Steam are good in that they can extend the shelf life of games, which ultimately benefit the studios creating them. Whereas a store will stop selling when a title only sells 1-2 copies a month, Steam can keep selling those 1-2 copies until buyer interest dries up entirely, and may be able to respark interest with discounts (like UT3, which sold dismally in stores and quite well when discounted on Steam). Profit margins are also much higher with digital distribution and even the business world is moving to digital distribution for that very reason.

    63. Re:No way by KDR_11k · · Score: 1

      Let me guess... That's what your sig is peddling?

      While we're on the topic, my sig is peddling a game that was indeed started by an idea guy coming around and other people thinking "hell, it's not much work, let's contribute". After that it became a fun testbed for new ideas and uncertain implementations and grew.

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      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    64. Re:No way by KDR_11k · · Score: 1

      The industry has millions of ideas it never uses, it's one thing to have an idea, it's another thing to make sure it's good and turn it into something worthwhile.

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      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    65. Re:No way by KDR_11k · · Score: 1

      Gameplay is more than mechanics, I've seen many different mechanics employed in flash games. The other part of the equation is the content that runs through those mechanics, levels and such. Most flash games have a unique mechanic or two but sorely lack levels that really make use of it. Many people don't realize that mechanics alone don't make a game and often their idea only covers mechanics but no decent amount of content.

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      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    66. Re:No way by interkin3tic · · Score: 1

      Hey careful man. Knocking terrible game developers and the terrible games they make apperantly qualifies as flamebait.

    67. Re:No way by uncledrax · · Score: 1

      Also if there's something 'close enough' to the idea, I'd recommend becoming a modder. It's like Indie but unpaided (and without certain burdens).

      Usually if you make a good mod project, it'll get recognized, and it can usually get filed onto a CV or perhaps lead to bigger things.

      Be sure if you get into the game modding scene, to read the legal on any SDK published by the game maker and ask questions if there's something in there that doesn't look right.

      Worst case.. I recommend picking up something like UDK and just prototyping on that.

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      ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
    68. Re:No way by uncledrax · · Score: 1

      I can honestly say the most original game I've played YTD is Tropico 3 and that's only because it's the first game I've played with a Latin jazz soundtrack.

      YTD maybe, but do keep in mind that Tropico 3 is pretty much a straight up modernization to a 3D engine of the original Tropico (which also had a very nice latin soundtrack!)

      Tropico 2 was a PoS though.. it has a neat Pirate game mechanic, but the whole 'steer your island how you like' aspect was gone for the most part, so your islands usually ended up pretty much the same.

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      ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
    69. Re:No way by Drago3711 · · Score: 1

      Yahtzee? I didn't know you read slashdot....

    70. Re:No way by Anonymous Coward · · Score: 0

      Agreed. I'm in the industry, and everyone I've ever spoken to has agreed completely that we have all the ideas we will ever need, and that is not at all a thing the games industry is needing or wanting to spend money on. I'm sorry, but your geek dreams aren't worth gold. We get thousands of ridiculous fan emails a day with game ideas that are mostly laughable, but even the good ones, who cares? The "idea" boils down to a story/setting, and some gameplay. If the gameplay can be done, it probably already is, and otherwise if it can't be done, then the idea is worthless. And if you think you have the best story around, who cares? Write a book. The challenge in making good games is not finding good stories, its organizing development teams and trying to produce "fun" which is unquantifiable and subjective.

      You nailed the point. You don't give a shit about ideas and we get Orcs and Space Marines. "Good games", indeed.

      Great games are made by people who don't listen to "industry experts".

    71. Re:No way by JWSmythe · · Score: 1

          I haven't been in the gaming area, but I've seen a lot of businesses like this.

          Some guy has the next killer idea. "Oh, it'll make billions!". He needs me or someone I know for some aspect of it. "Well, we don't have any money yet, but we'll get investment money, and then our product will make us bigger than Microsoft! You'll be a partner in the company, so you'll get part of everything!" It's amazing how many people say they'll have something "bigger than Microsoft". I don't quite get why people use that as a benchmark for their company. How about using the benchmark of "we hope to break even in the first year, and make a profit in subsequent years."

          That "killer idea" was something that him and his friends thought up. It's already been done, and it isn't feasible without some serious backing. I worked on some of the projects. I refused a lot of them. So far, none have done the most important thing in a business. Attract paying customers.

        I worked for a very large adult website for years. The idea was very basic, but they got traffic, which kept growing. People asked me if they could do the same thing. Sure, you could do it bigger and better. You could have the most beautiful website in the world, but unless you get traffic in, you'll never make a penny. I don't say it to be mean. I say it to be practical. There was a site where they hired amazingly beautiful models. They had a great site, and great movies on it. They got 30 members in the first year. That was less than $7,000. It didn't even cover their expenses for hiring the girls, filming, editing and publishing the movies. They all did it with the hopes of making money. In the end, one guy was given the camera (Canon XL1). Some others got little things, like the computers they were using. There was no money for any of them to take home when they decided to close up shop.

          Another place wanted to make the facebook killer. I was interviewed for helping on the technical side, since I've run large networks and the guy doing it had never tried. They've been working on it for two years now. Their intention was to launch with a pay membership system. I tried to tell them, they'll never keep the first membership (or even the first few thousand). Who wants to be on a social networking site where there's no one to socialize with. I asked about their customer base. "Oh, don't worry, we'll get them." Which roughly translates to "We don't have one, we just hope they'll come."

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      Serious? Seriousness is well above my pay grade.
    72. Re:No way by JWSmythe · · Score: 1

          I have a great idea for a car (among many other things). I already recognize if I ever expect it to see the light of day, I will have to produce the first prototype. Then that prototype will be in competition for investor money right along with everyone else who has a great idea *AND* and prototype. If it makes it and we get investor money, we may (just may) have a marketable product. And only then will we find out if my great idea will actually be accepted by the market.

          My sketches are only that. An idea sketched out. Until there's something tangible, it's a worthless piece of scrap paper. If it does become a real product, that scrap paper could someday be worth a fortune. Until you have the product that did sell, you've only lowered the value of a perfectly good piece of paper by writing on it.

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      Serious? Seriousness is well above my pay grade.
    73. Re:No way by TaggartAleslayer · · Score: 1

      Employees are generally retained at some rate that compensates for historical product knowledge and specific item expertise. This happens in both business and entertainment software. Long running franchises have their wizards no matter which camp they fall in.

      I've seen some impressive CEO, CTO and Director salaries. Once again, that happens on both sides of the fence. I'm a bit reluctant to accept your claim of 6000x salary, as that puts us in the hundreds of millions of dollars a year sort of range and that's a very rare circumstance for general software houses. The margins to accomplish that are in big-boy range and there aren't that many big boys on the block. Even if you've somehow witnessed that paycheck personally, you were in an abnormal situation and we're talking about typical scenarios here.

      If anything puts business developers ahead in salary, which I honestly don't think it does, it's the fact that they have to have precise implementation to service enterprise level customers. If I get a game and it crashes every half hour, I'll be pissed, may even go rant on a support forum, but at the end of the day I know it's just going to be patched.

      If I am setting up an enterprise cross-domain solution for data replication and it crashes every two hours, I'm calling support under my enterprise contract to fly someone out the next day to make it work. Entertainment consumers and business consumers have wildly varying expectations for software reliability.

      But once again, a good programmer makes what a good programmer makes. A shitty programmer makes less. A programmer that is poor at self-promotion makes even less. If nobody knows you're brilliant, you aren't going to get compensated for the secret.

      At the end of the day, programmers with actual talent above being able to enter rote commands are in demand and do make decent money, whether they apply themselves to business or entertainment.

    74. Re:No way by Zaphod+The+42nd · · Score: 1

      Well, the problem that you're addressing isn't a problem of lack of ideas, but rather the HUGE cost and investment that is a triple-A videogame. A SINGLE bad game can completely bankrupt a videogame studio, and as a result almost all studios are terrified of the idea of trying something new. So they rehash the idea that worked best last year, and they slap a new number on the front.

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    75. Re:No way by Deosyne · · Score: 1

      Regarding polish, mirror-polished crap has a far better chance to sell like hotcakes than a clever idea that is kludgy. Perhaps you're just a superior gamer to the millions who derive enjoyment from a well-polished game, but that doesn't mean much to the developers who have to spend ungodly amounts of money making a game unless you're planning on paying $1 million+ per copy to make up the difference. People can argue about difficulty, story, music, plot, characters, graphics, or any other factor in a game all day long, but polish in game development is just like salt in cooking; it may not make the dish, but if you fuck it up, your dish is going to be regarded as crap to most people.

    76. Re:No way by brkello · · Score: 1

      How surprising, when comparing games in the same genre, you find similar games! You really have figured out how to solve all of the industries problems!

      Why aren't you looking at the indie games? Why aren't you looking at smaller companies that innovate. Why aren't you looking at mods? Have you tried Natural Selection? There are tons of games out there that are different, innovative fun, but people like you are too lazy to look for them and rather just complain that all the the triple AAA game companies of the same genre are similar. Well, duh!

      RPGs take on difficult decisions or uncomfortable situations quite often. Why not in FPS's? Blame our culture for that. We have no moral qualms destroying Nazis, but what if they make a game about killing Israelis? What if they took "risks" and told "the other side". It would be art! I would be fantastic! And it also would either sell poorly or be banned by the stores that would sell it.

      The GP is right. Ideas are a dime a dozen...even good ones. Most have already been tried. And the ones that haven't probably haven't for a very good reason if you stopped and thought about it before you ranted.

      I have been gaming since I was a kid and we have so many great great games I don't have time to play half of them. Yet all people like you do is complain. Try making a game and you'll see how amazing we have it.

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    77. Re:No way by mjwx · · Score: 1

      I take it you've never played Tropico 1. It's the exact same game, Latin Jazz and everything. If one was asked "what are the *least* original games ever made?", one would be logically mandated to include Tropico 3. (BTW, I'm not complaining. An updated Tropico 1 is something I'd been longing for for years.)

      And there in lies the problem.

      A sequel to an original game is still more original then almost all AAA titles to be released.

      I even find X3 Terran Conflict to be a breath of fresh air despite the fact that it is the fourth X game in the series, the simple fact is that every publisher and their dog are not copying the X series of games making it somewhat unique in today's gaming environment.

      Secondly, a sequel (number increment) does not imply it is the same as the first game. Look at Supreme Commander, the first game was a wonder of large scale open world strategy. The second game was a dumbed down, scaled down copy of every other mainstream RTS in existence. This can go in reverse (sequel is better) like AVP to AVP2 but generally its a downward trend.

      BTW, Tropic 3 is good, a very simplistic management sim but I dislike the game when it boils down to a graphical front end for Microsoft Excel. This is why I think Tropico 3 differs from it's peers.

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      Calling someone a "hater" only means you can not rationally rebut their argument.
    78. Re:No way by mjwx · · Score: 1

      And of course, Bioshock is suppose to be the spiritual sequel to SS2. I never got to play it I'm afraid as I was uninterested in purchasing a game with install limits.

      Bioshock was not the spiritual successor to System Shock 2, Bioshock was System Shock 2 with the story copied, names changed and then lobotomised. Then they proceed to take the interesting aspects of the game play out (dumbed down upgrade system, no inventory system, help/log/email system neutered and run over with a 4x4). You didn't miss out on a thing, re-install SS2, I've finished that more times since BS came out then I've played BS.

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      Calling someone a "hater" only means you can not rationally rebut their argument.
    79. Re:No way by mjwx · · Score: 1

      The GP is right. Ideas are a dime a dozen...even good ones

      Do you even read posts?

      The GP said "we have plenty of good ideas"

      I said "these ideas aren't making it into games"

      Plenty of people have pointed out that the impedance for good ideas seem to be an archaic publishing system exerting too much control over game development and I cant say I disagree. The publishing system needs to die.

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      Calling someone a "hater" only means you can not rationally rebut their argument.
    80. Re:No way by mjwx · · Score: 1

      Yahtzee? I didn't know you read slashdot....

      Not quite, but we are both late 20's white male Australian gamers of English decent (I haven't got the accent) with a deep seeded desire for world domination and a near absolute certainty that the would would be better if I ran it.

      We'd also both ask for ransom money in British pounds when holding the American president hostage.

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      Calling someone a "hater" only means you can not rationally rebut their argument.
    81. Re:No way by Anonymous Coward · · Score: 0

      Everybody seems to think game success is in console and PC. There IS a model for getting game ideas made - DO IT YOURSELF.

      At this point I can see so many people screaming at the screen about budgets and time. The chances are, unless you are a time-served games designer your idea is a concept, not a fully worked out game (in film think of the difference between a 30-second pitch and a full script). There are great, innovative games being made all the time, but most of them are being made in the indy scene, which is getting stronger all the time. IGF, Kongregate, XBox marketplace with XNA, PSP minis, Wiiware, miniclip, even Facebook. There are currently LOADS of ways of not only making a concept game, but getting it out in the public eye.

      Some innovative ideas that have been successful in recent years: Portal, Flower, Rag-Doll Kung-FU, Flow, Upgrade complete, Billy Suicide, heck, even Farmville.

    82. Re:No way by Creepy · · Score: 1

      I was referring to executive compensation, not base salary. For a non-software reference, the highest base salary for a US based company that I've heard of is about $100 million and for bankers I believe it's more like 40 million (or maybe that was insurance - AIG's CEO was over $35 million I remember), but TARP limits for banks maxed executive compensation at $500 million - well over the $100 million base salary that is the highest I know of, and banks objected to the limit because they were worried about losing their execs. I imagine incentives and bonuses well over base salary are the norm.

      A similar thing happens in the software industry, including the company I was referring to (which I could get into, but I will rant for hours about mismanagement and screwing employees up the ass at every corner - best to not think about it). While that company isn't Microsoft, Bill Gates did not become a billionaire on salary alone.

    83. Re:No way by Anonymous Coward · · Score: 0

      If you're in the industry, sorry to tell you but you're recycling the same old ideas and all of your stories are cliched and lame. I think this is the crux of what inspired this thread in the first place

    84. Re:No way by Anonymous Coward · · Score: 0

      You should try playing the Witcher.

  2. SOL by electrosoccertux · · Score: 1

    there's millions of patents granted every year.

    The trick is knowing the people to help you get funding, or to help you get grant money, or whatever.

    1. Re:SOL by Paul_Hindt · · Score: 4, Insightful

      Nobody is going to give you money though unless you have a tangible business plan or documented examples of your ideas. i.e. concept art, playable demo or mod of an existing engine, extensive design documents. Plenty of people can come up with good game ideas, the trick is to mold that into an actual workable idea and that that all down on paper or in a playable state. Having something that people can actually play, even just a simple demo, can go a long way in convincing people you can make a FUN game.

  3. No. by dcollins · · Score: 5, Informative

    "Is there even a market, let alone a convention, for selling game concepts?"

    Having worked at two game companies in the past: No. I've never heard of such a thing happening. All the hundreds of people working at a game company are likely bursting with their own game ideas. Ideas are not in short supply.

    At best, your analogy for a "demo mp3" is a playable "demo game".

    --
    We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    1. Re:No. by phantomfive · · Score: 0, Flamebait

      Not to contradict your experience, but this is exactly what happened with Portal. My memory is some students at DigiPen Institute of Technology (which has a video game major) created a free, proof of concept game called Narbacular Drop, which they demoed to some Valve execs who had come to visit the university. Valve liked it enough that they hired the entire team and advanced the concept into Portal.

      --
      Qxe4
    2. Re:No. by Anonymous Coward · · Score: 4, Insightful

      You're not contradicting his experience, you're validating it.

      "At best, your analogy for a "demo mp3" is a playable "demo game"."

      Which is exactly what Narbacular drop is. Read more better, k.

    3. Re:No. by dcollins · · Score: 1

      I know that. You'll see in the GP where I distinguished what the OP is asking from a playable "demo game".

      "game concept" (OP term) != "proof of concept game" (your term)

      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    4. Re:No. by Anonymous Coward · · Score: 0

      Valve liked it enough that they hired the entire team and advanced the concept into Portal.

      Hiring people to work on something is a lot different than buying a concept and working on it yourself.

    5. Re:No. by crispytwo · · Score: 1

      I too have worked at a game company or two and it can happen if you have a game that is already built, functioning and playable.

      there are many game engines out there to make the work easier. Garage Games, Unity 3D are great, for example.

    6. Re:No. by Anonymous Coward · · Score: 0

      Read more better, k.

      No need to be a cunt about it, douchebag.

    7. Re:No. by Anonymous Coward · · Score: 0

      What does your mother have to do with this, O King of Hypocrisy?

    8. Re:No. by Anonymous Coward · · Score: 0

      "Is there even a market, let alone a convention, for selling game concepts?"

      Having worked at two game companies in the past: No. I've never heard of such a thing happening. All the hundreds of people working at a game company are likely bursting with their own game ideas. Ideas are not in short supply.

      At best, your analogy for a "demo mp3" is a playable "demo game".

      Where are your great ideas, those that are "not in short supply"? I don't see them in your products.

    9. Re:No. by Anonymous Coward · · Score: 0

      You're right. This happened once, for one guy - that makes it normal.

  4. A demo tape isn't a song concept by Anonymous Coward · · Score: 5, Informative

    A demo tape provides a real example of your talent and ability. To be equivalent, this need to be a real example of the game.

    Look at the Portal developers. They developed a Portal like predecssor game called "Narbacular Drop". It got Valve's attention, and them a job, and finally the finished product Portal.

    1. Re:A demo tape isn't a song concept by Zaphod+The+42nd · · Score: 3, Interesting

      Exactly. This is like somebody who has no idea how to compose music going "hey, i've got this idea for a really fast metal song with lots of guitars, and there would be a part that went like this, hey, do you think I can call up a band and sell them my idea for money? How do I go about doing that?" Sorry, but no band is ever going to care about your song concept. And similarly, no serious video game developer has the time to care about your video game concepts. And unfortunately, a single person (especially without the technical skills) cannot develop a modern videogame, even a demo. (note: there are exceptions but they're mostly 2d and it took the developer years and they were highly skilled, like Rollercoaster tycoon or braid)

      --
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  5. It doesn't work like that by Anonymous Coward · · Score: 2, Insightful

    In 15 years in the game business, I have never heard of any company being so hard up for ideas that they shell out money to buy one from the outside. Quite the opposite is true--there is always a glut of pet concepts developed internally by members of the full time staff, and very few of those will ever see the light of day. And ultimately, the "concept" itself has no value, only the implementation does.

    1. Re:It doesn't work like that by Diantre · · Score: 1

      Pardon me if I'm wrong, but isn't this done all the time? For example, Infinity Ward developped CoD 4 while the game is sold by Activision.

    2. Re:It doesn't work like that by greenreaper · · Score: 1

      Activision is acting as a publisher for a company that develops the game. Infinity Ward made and sold that game, not an idea (OK, they might not have had all of the game when they sold it, but they probably didn't just have a game concept, unless they were an existing company with many years of experience making games).

    3. Re:It doesn't work like that by bmorton · · Score: 1

      Infinity Ward didn't just hand off some cool game ideas to Activision. They developed CoD4 from an idea to an implementation. Activision simply publishes the finished game.

    4. Re:It doesn't work like that by mwvdlee · · Score: 1

      Besides, Infinity Ward has already proven their ability to create highly profitable games. Activision might be more lenient towards them than some unknowns with an idea on paper.

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  6. game concept is not an issue by godrik · · Score: 1

    It is my belief (back by the opinion of several indie game developper friend) that game concept is not the issue in the gaming industry. Companies have harddrives full of good game concept. The main problem is building the actual game. That takes forever and a lot of money.

    Moreover, good game concept does not sell games in general. You are sure that Football Game, the 5rd this year, is going to sell. Funky FPS, the 7th this year, is going to sell. Interesting Concept, may not sell. Therefore, you fund Crappy Game That You Know You Will Sell.

    If you really belive there is somethingto do with your concept. Pay for its development by yourself. But I think it is a long and difficult road.

    1. Re:game concept is not an issue by rxan · · Score: 1

      I'd say this is the best option for any app, game, whatever. Build a barebones version first and make sure it's enjoyable. There are plenty of concepts that look good on paper but have enormous flaws in reality.

    2. Re:game concept is not an issue by jonwil · · Score: 1

      In the film business, all sorts of not-quite-mainstream films get made (and exhibited at major multiplexes alongside the big blockbusters). Many others are made and exhibited at art-house cinemas. Why can't the same be true for video games?

      Getting game ideas (and even game concepts/demos) that aren't "mainstream" out there is a lot harder than getting a movie idea (or draft script or whatever) out there.

      Some may argue the cost of video games vs films but there is no reason video games HAVE to cost a fortune to make (and no reason why video games NEED graphics so good you need a top of the line video card just to play the game)

    3. Re:game concept is not an issue by mwvdlee · · Score: 1

      In the film business, all sorts of not-quite-mainstream films get made (and exhibited at major multiplexes alongside the big blockbusters). Many others are made and exhibited at art-house cinemas. Why can't the same be true for video games?

      We already have; it's known as "indie games". Like art-house movies they are relatively low-budget and usually unconventional. Like art-house movies they are doing just fine, but not making anybody rich.

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  7. Don't even try... by Jerrith · · Score: 3, Insightful

    Like the AC first post says, Too many ideas, too few developers. In my experience, this is very true. If you truly want to create your game, I suggest working in the industry, and developing contacts, such that at some point down the road, you can bring together the funding and people you need to actually create it.

    That's not to say there aren't also smaller scale projects that are successful as well - there are. However, most of them tend to either be of lower quality than many professional games, and/or have a number of people who have worked professionally in the industry.

  8. Ideas by Anonymous Coward · · Score: 4, Interesting

    Ideas are a dime a dozen, they rarely pay for ideas, they pay for prototypes and people who can make the ideas reality. It sounds like you're at least taking this into account in that you want to create a demo. The demo needs to be bang-up. It doesn't need to have every feature or quality graphics, but it needs to show the gameplay mechanic or idea that you want to sell - and it needs to sell it -HARD-. See Nabacular Drop...it became Portal. The idea for portal was there, but it wasn't until a solid implementation came along a game company got interested. So model it on that idea - You need to have something coherent.

    Blender game engine probably is a no-no. Use something a bit more high-quality/powerful and customize it to do what you want.

    And if you don't have a compelling gameplay mechanic or idea, then don't bother. You're just another nerd with a fantasy, no offense.

    1. Re:Ideas by loufoque · · Score: 2, Insightful

      Blender game engine probably is a no-no.

      Bullshit.
      Blender game engine is one of the most advanced engines in open-source software.

    2. Re:Ideas by tehcyder · · Score: 1

      You're just another nerd with a fantasy, no offense.

      That's the second most weaselly qualifier after "I'm not a racist, but..."

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

      Blender game engine is one of the most advanced engines in open-source software.

      And?

      Go with a better engine. Open source won't impress anybody you want to sell a game to.

    4. Re:Ideas by tepples · · Score: 1
      Anonymous Coward wrote:

      Blender game engine probably is a no-no.

      loufoque wrote:

      Blender game engine is one of the most advanced engines in open-source software.

      It's possible that neither one of you is wrong if open source itself isn't advanced enough. In that case, "the most advanced engine[] in open-source software" "probably is a no-no." But I'd guess it's still advanced enough for a demo.

  9. Dime a dozen by binarylarry · · Score: 4, Insightful

    I hate to break this to you but the ideas are the easiest part of game development. My group has dozens of ideas on our wiki and we add great ideas all the time. But we've been working on our current project for YEARS now.

    Taking a great idea and making a great game is hard and expensive. Taking a great game and making a mediocre game is also hard and expensive.

    In this case, make a prototype. If it's good enough and your marketing skills are up to snuff, you might be able to get a publishing deal or self publish on the internet. Retail is still the most important part but some of the indie devs out there have proven you can at least survive if your games are decent.

    You won't be able to sell an idea, but a working example of the game might.... even if it's only one level.

    --
    Mod me down, my New Earth Global Warmingist friends!
    1. Re:Dime a dozen by Hatta · · Score: 1

      I hate to break this to you but the ideas are the easiest part of game development.

      Then why do so many games suffer from a lack of originality? Art and programming might be the most labor intensive part, but everyone can do them. Not everyone can come up with a brilliant new idea. If you're coming up with dozens of game ideas, chances are they're either derivative of something that already exists, or they'll actually suck when you get around to programming. It's separating the good ideas from the mediocre ones that's really, really hard. A great concept can turn into a great game even with a limited engine and poor artwork. The best graphics and programming in the world can't save a crappy idea.

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      Give me Classic Slashdot or give me death!
    2. Re:Dime a dozen by binarylarry · · Score: 1

      You seem to think that games have a lack of originality because the idea was bad.

      No, the devil is in the details. It's 1% inspiration and 99% perspiration, not the other way around.

      --
      Mod me down, my New Earth Global Warmingist friends!
    3. Re:Dime a dozen by Hatta · · Score: 1

      But if you don't have that 1%, the other 99% is for naught. As far as I can tell there are very few problems with the implementation of games these days (besides DRM). Everyone gets that 99% right. Very few companies get that 1% of inspiration right.

      --
      Give me Classic Slashdot or give me death!
    4. Re:Dime a dozen by binarylarry · · Score: 1

      Put the crack pipe down. Most companies do not succeed at the 99% part.

      Coming up with 1% is easy, hence the saying.

      --
      Mod me down, my New Earth Global Warmingist friends!
    5. Re:Dime a dozen by tepples · · Score: 1

      In this case, make a prototype.

      For what platform? Say I have an idea for a couch multiplayer game, and I make the prototype for the PC. The trouble is that most PCs aren't connected to a large enough monitor to appreciate a couch multiplayer game, so I won't get a lot of sales from self-publishing the game on the Internet.

    6. Re:Dime a dozen by Anonymous Coward · · Score: 0

      Taking a great game and making a mediocre game is also hard and expensive.

      I didn't know what you were talking about, then I remembered EA.

  10. Just make the game yourself by Anonymous Coward · · Score: 0

    Film is structured around production companies which match up scripts with actors and directors. There are not a lot of great scripts, and companies will fight over the best ones.

    Game concepts, on the other hand, are a dime a dozen. There at least as many good game ideas as there are studios trying to make games. If you're thinking, "Why are there so many shitty games?", it's not because of a lack of ideas. It's because getting a publisher to pay for a novel (eg, not-an-established-genre) game is damned near impossible, even if you are a development studio with a solid track record.

    People with development expertise already struggle to turn good ideas into games. If you don't have the talent, and you don't work for a studio and don't want to start your own, then your ideas are useless.

  11. Ideas.. by Anonymous Coward · · Score: 0

    are a dime a dozen... set it on fire or build it in a good engine like unreal, unity, or crytek. Blender is POS.

  12. Nope by hardburn · · Score: 1

    Is there even a market, let alone a convention, for selling game concepts?

    No. Since the '80s, an entire generation of programmers grew up with the initial idea of making their own games. Most of them never actually made a commercial game, but most of them now create other types of software. Those that did go into the industry either have way more ideas for games than their studio could ever implement, or they became slaves in the code mines of Activision.

    You'll have to create and market it on your own.

    --
    Not a typewriter
  13. Vertical slice by Kelbear · · Score: 4, Interesting

    It's called the "vertical slice".

    You get 1 piece of the game prepared. Get all the core things working just for this single scenario, and show them what the final product looks like in this one scenario.

    It's up to you how detailed you want it to be, but the idea is to get it as close as you can to the final product. It's hard to get everything in a working status so pick your scenario carefully to avoid complex problems in implementation (Don't generate tough pathing, excessively detailed environments, game-breaking dilemmas).

    Get that working and the investor can imagine what the actual game might be like. The less he has to imagine, the easier it is to invest. Also, and /most importantly/ it shows that you are organized and disciplined enough to produce a working product top to bottom. One of the biggest risks for new games is developers who don't know how to finish something. They get caught up in the big fun ideas and forget about critical details like making it work and meeting a deadline.

    1. Re:Vertical slice by Kelbear · · Score: 4, Informative

      FYI, this is exactly how Dead Space came to exist. They made 1 level, pitched it, and they came back and told them to make the rest of the game.

      Force Unleashed developers did something similar, they animated conceptual scenes for Lucas to look at that demonstrated how the resulting game should feel. It wasn't interactive, but the idea is the same, try to get them to see what the final game will look like by using one complete picture.

    2. Re:Vertical slice by cybereal · · Score: 2, Insightful

      This is probably good advice... for someone. I don't think it's what the OP is wondering about. I don't think they want to make the game, they just want to write it, so to speak.

      There is no market for this because there is no market for well-vetted game ideas. There's no need. People will be whatever garbage rolls off the truck that day as long as it vaguely resembles something familiar. There are maybe 10 visionaries in terms of overall game design in the industry at any one time and that's enough to consume all available major investments that are based on an idea, rather than an iteration.

      That said, if someone really wants to make their game idea come to fruition, a solid business plan and the intention that you will make it yourself, or at least, hire people and produce the game, is probably the best bet. This is especially true if your idea can target the booming iPad audience as multiple VC firms have capital just waiting to be spent specifically on iPad development. Any similar market situation would do as well.

      What you won't see is a company like Valve or EA taking nothing more than a mockup and making a game. Even in the case of Portal, the game existed, playably, before Valve got involved.

      --
      I read the script, and I think it would help my character's motivation if he was on fire. -Bender
    3. Re:Vertical slice by martin-boundary · · Score: 1
      Deadlines? Who uses deadlines? That's such an antiquated notion for mediocre programmers from the old 20th century economy.

      Take Duke Nukem Forever, they didn't use deadlines at all, but EVERYBODY knows that game.

      It's so successful that everyone who hasn't bought their own copy already probably keeps a special $100 bill in their wallet, permanently, just in case they find a copy in the store. I know I do!

      That game is a real killer.

    4. Re:Vertical slice by greenreaper · · Score: 1

      Good luck buying a new game for $100 by the time DNF comes out.

    5. Re:Vertical slice by stonewallred · · Score: 1

      That is your problem, lack of vision. By the time DNF(praise be unto him)comes out, that hundred dollar bill will worth trllions of galactic creds and will probably buy him not only DNF(praise be unto the protector) but his own solar system.

  14. Make it yourself, or don't bother by SaXisT4LiF · · Score: 4, Informative

    Is there even a market, let alone a convention, for selling game concepts?

    Nope. Quite frankly, the only way its going to get made is if you do it yourself. I'd suggest using an established engine to cut development time/cost to a minimum and going with a digital distribution service like Steam to bring the product to market.

    --
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    Live to die another day

    --Ryan
    1. Re:Make it yourself, or don't bother by Kitkoan · · Score: 1

      Is there even a market, let alone a convention, for selling game concepts?

      Nope. Quite frankly, the only way its going to get made is if you do it yourself. I'd suggest using an established engine to cut development time/cost to a minimum and going with a digital distribution service like Steam to bring the product to market.

      Possible engines include the Blender one mentioned, and http://www.ogre3d.org/ since they are both free and open source

      --
      Attention... all grammer nazi"s! Is they're anything; wrong with: my post,
    2. Re:Make it yourself, or don't bother by empty_other · · Score: 1

      A ready to use game-engine based on the ogre3d engine: http://www.neoaxisgroup.com/ Gametype FPS/3PS and RTS have been premade as an example, but other gametypes can be created. Do some C# coding, add a few models and you got yourself a nearly done game with multiplayer. :)

    3. Re:Make it yourself, or don't bother by Anonymous Coward · · Score: 0

      Exactly. And it has never been easier to get started on a fully featured game since Unity and to a lesser extent Unreal offered free versions.

      There isn't going to be a professional market for your idea but if you can build a demo and promote it on games community sites like GameDev it could be possible to get an indie team together. You're going to have to prove you can contribute more than just ideas though.

  15. Agree. Concepts are a dime a doxen by winkydink · · Score: 1

    sorry to burst your bubble

    --

    "I'd rather be a lightning rod than a seismometer." -Ken Kesey

  16. Prototype it. by chilvence · · Score: 1

    Lots of concepts that are interesting end up beaten into submission by ones that are tired, boring and easy to reproduce. Big companies are pansies that just want to be safe and boring and comfortable, they have lots of money but they aren't ever actually going to do anything interesting with it other than get their yachts and hair surgery. I would say everyone on the planet who owns a computer has had a brilliant idea or flash of inspiration for a computer game, because they make it so easy when everything is the same.

    So what I am saying is, the hard part would be actually making the thing. If you can get a prototype working, thats a million times better than a bunch of figments and ideas on a piece of paper, because then you and they know that it works in practice. So make the rough, backyard welded version of what you have in mind, and then at least you get some fun out of it before sending it to the wolves.

    1. Re:Prototype it. by 91degrees · · Score: 1

      Big companies are pansies that just want to be safe and boring and comfortable,

      I've worked on an original, highly rated game published by a major publisher (even won a "most original game" award). Nobody bought it. They produce boring unoriginal games because that what their customers want.

    2. Re:Prototype it. by chilvence · · Score: 1

      Yes I understand, the masses are fools etc etc. So big companies pump out dumbed down stuff for boring people. I don't have any trouble accepting that people are boring too, I just don't want to be a part of it. So if this person has an original idea or is the type of person who likes games that are different why be suicidal and try and pitch it at a jaded and cynical industry that is already set for life? I'm not a developer like yourself, but I have had great fun just toying with mods and hacks, and have worked on somebodys college project/game we built from scratch, and all of that is good too. Everyone wants to make a big computer game but if they actually try and get on the scene they usually get bludgeoned down by people who already do make games for aspiring to do too much, instead of getting the good advice of doing something for themselves which is what I am subtly trying to achieve.

      PS, I am curious about your game now that I know about it... but how can I check it out if you won't even mention it by name?

    3. Re:Prototype it. by Anonymous Coward · · Score: 0

      Crush on the PSP. It wasn't a total flop but it would have been nice to have something to point to and say "See, people do like originality".

    4. Re:Prototype it. by chilvence · · Score: 1

      Doh, I don't have a psp.

      I think I can see both sides of the coin, for people without much money, it's generally safer to go with what you know, and no amount of being told they will like it will break that barrier, even if it is the truth, like feeding a toddler vegetables. But I bet they don't want to be hungry and/or toothless from too many sweets either.

      So, people in my opinion do like originality, and it can never be entirely destroyed, but if it's too easy to get crap, then crap is what will happen, and people will convince themselves that they like it.

      For what its worth, all the games I am most fond of are either original, different, or at least the first in their genre that I have played.

    5. Re:Prototype it. by drsquare · · Score: 2, Interesting

      It's nothing to do with being 'boring', it's that after several decades of game development, they've settled on a set of genres that most people enjoy playing. People still eat bread after thousands of years, is that unoriginal and boring? Four-wheeled cars enjoy popularity over more innovative exciting designs etc.

      Most of these new original gaming ideas aren't actually fun to play, so players and developers will fall back on proven formulae such as the FPS, sports games, MMOs etc.

      Just because something's new, it doesn't mean it's better.

  17. Just Self Publish by Anonymous Coward · · Score: 4, Insightful

    It's $100 for a dev license for the iPhone.

    If you want to make money at it, develop the game and sell it yourself. If you can't recoup $100, you'll at least learn a lot in the process.

    -Dan

    1. Re:Just Self Publish by Kitkoan · · Score: 2, Informative

      It's $100 for a dev license for the iPhone.

      If you want to make money at it, develop the game and sell it yourself. If you can't recoup $100, you'll at least learn a lot in the process.

      -Dan

      Your assuming they also have a Mac since one is needed to program for the iPhone. A better option would be to use Steam since it's free (if I remember right they charge a percentage of the sales, but no other fee's) and can be for both WIndows or Mac.

      --
      Attention... all grammer nazi"s! Is they're anything; wrong with: my post,
    2. Re:Just Self Publish by xtracto · · Score: 1

      Not only Steam is free, but also opens up the possibility of using a LOT of game programming engines (such as the ones the OP mentioned from Blender).

      Regarding "selling" your idea, I have to agree with everyone else, supply of ideas is vast. You can see that by the huge amount of "game" projects in sourceforge (these were from guys who thought of doing some cool game FOR FREE!).

      Regardging game dev engines it depends on the kind of game you want to make. Blender engine is mostly used for 3D game development. But in that case I would suggest going through Illricht or Ogre3D. For 2D game there is LOVE (http://love2d.org/ ) and there is also Microsoft Direct X of course (containing audio, graphics, input and all other stuff together in one nice package); SDL may also be a good choice.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    3. Re:Just Self Publish by zaffir · · Score: 2, Informative

      Steam is NOT an open platform. In fact, it is more closed than Apple's app store. You need to be approved by the powers that be to be placed on Steam, and getting their attention alone is not as easy as submitting your app to Apple's app store. Plus, unlike the app store, there's also a pretty high bar for quality.

      --
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    4. Re:Just Self Publish by Hurricane78 · · Score: 1

      Why would he want to develop for such a tiny market?
      You can develop for all Symbian phones for free. And you can develop for pretty much all phones for free, except for a few lock-in ones which are such a small market share that it’s not relevant anyway.
      Also, it is very risky to develop for the iPhone. First of all you have to use their language. (WTF?) And then they can just reject it because after the drug they tried today, they feel like it. Show even a single boob in it, and goodbye. (Which may fir US morality, but is an insane concept in every European country.)

      In short: No thanks!
      (I’m in the business, and I refuse to develop for the iPhone. I don’t support totalitarianism.)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    5. Re:Just Self Publish by TheKidWho · · Score: 2, Insightful

      Simple reason is because people who have iPhones/iPads/iWhatevers actually buy apps. Apple owns something like 95% of the portable app market right now, so yes, they are in fact the BIGGEST market for mobile games.

    6. Re:Just Self Publish by mdwh2 · · Score: 1

      And it's free for most other platforms (including Windows, which as much as we dislike it round here, has far bigger marketshare, especially for games).

    7. Re:Just Self Publish by mdwh2 · · Score: 1

      Citation needed? Including compared with things like the DS? Or is this just more of the "But Linux users don't buy their software" FUD?

      Anyhow, I didn't see anyone talking about mobile development, which seems a way to add greater complication to your game, as you now have to worry about things like limited resolution and power, unless you intend to make a mobile game. Windows has vastly more market share, including in terms of selling games.

    8. Re:Just Self Publish by TheKidWho · · Score: 1

      Did you read the OP? He was talking about getting an iPhone dev license.

      Sure you could make a lot for the DS, but what's the cost of entry into the DS ballpark?

      The only thing I will point you to is the fact that Apple has had billions of applications downloaded from it's store up until now, and has made many people very comfy.

    9. Re:Just Self Publish by tehcyder · · Score: 1

      If you want to make money at it, develop the game and sell it yourself. If you can't recoup $100, you'll at least learn a lot in the process.

      If you can't recoup $100 it's probably best to seek an alternative career anyway.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    10. Re:Just Self Publish by tepples · · Score: 1

      How big is Windows' marketshare for, say, couch multiplayer games? Apart from a few exceptions, multiplayer on PC games tends to be LAN or online, which shuts out single-PC families.

    11. Re:Just Self Publish by brkello · · Score: 1

      Competition is fierce and with Apple's insane policies you don't even know if they will allow your app to see the light of day. The market is already flooded by pros (not to mention tons of amateurs). It might be a good way to build a resume...but your odds of making money off the deal are extremely low.

      --
      Support a great indie game: http://www.abaddon360.com
  18. Everyone has Ideas, make an Indie game by locopuyo · · Score: 1

    Anyone can come up with an idea. There have probably been people with the same idea you came up with, there are probably already games out there using your idea. There is no way you are going to be able to sell the concept to anyone. You can develop it into a game and sell it to a publisher or on the market yourself. You aren't going to be sell a game concept alone. The idea of it is quite humorous.

  19. ob Why Your Game Idea Sucks link by amaupin · · Score: 4, Informative

    The Escapist: Why Your Game Idea Sucks

    Every game developer has thousands of ideas of their own. They could not care less about yours.

    Unless your game concept is a one in a million idea that only comes around once a decade (to change the face of the gaming industry and inspire a thousand and one clones), there is no market for it.

    1. Re:ob Why Your Game Idea Sucks link by Hurricane78 · · Score: 1

      Even more obligatory book (the best one I know) to get new game designers started:
      Jesse Schell — The Art of Game Design: A book of lenses
      (Game designers. Not developers. That can even mean theme park ride designers. The principles are the same. Also: Jesse Schell should be well known to anyone who is serious about game design business. :)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    2. Re:ob Why Your Game Idea Sucks link by greg1104 · · Score: 1

      Excellent article, and it doesn't apply to just games either. The "idea guy" who can't actually build a technical product is equally worthless to all development projects. Every good developer in every field has a stack of ideas they're sitting on, waiting only for time+money to build them, and those are always going to be better thought out than ones coming from someone doesn't understand the capabilities of the platform.

    3. Re:ob Why Your Game Idea Sucks link by Anonymous Coward · · Score: 0

      If it is a "one in a million idea" then it's different enough that it's unlikely that anyone will fund it.

      I keep thinking of "Worms". A very odd concept that is fun to play and was/is very profitable. If you went to any of the established players with an idea that was that off-the-wall there's not a chance they'd listen.

    4. Re:ob Why Your Game Idea Sucks link by Anonymous Coward · · Score: 0

      This book is very good. I downloaded a copy from the Bay and actually sent it to several friends.

    5. Re:ob Why Your Game Idea Sucks link by Hatta · · Score: 1

      Worms was entirely derivative of many, many tank games that came before it. Most notably Scorched Earth, but that certainly wasn't the first. Check out this video for a historical overview of artillery games.

      Don't get me wrong, Worms is a great game. It's a great implementation of a great concept with lots of humor. But it wasn't original by a long shot.

      --
      Give me Classic Slashdot or give me death!
    6. Re:ob Why Your Game Idea Sucks link by Anonymous Coward · · Score: 0

      Absolutely correct sir.

  20. Sorry there isn't a market for conepts by LetterRip · · Score: 4, Informative

    Hi 2.49b the game engine of Blender is fairly reasonable. Definitely good enough to prove whether the idea works and to develop the core logic and game play.

    You might want to look at Blender after 2.6 which due to the generosity of googles summer of code, will have advanced path finding tools by default and other useful AI related libraries which will make your life a lot easier.

    Blender has a good path to some external engines particularly Unity which is now ported to all of the major platforms.

    These days no one is interested in a concept though. They want a game basically developed to the point it appears ready to sell - at least one fully polished level that shows all of the things that a publishing house wants to see in a game. They also want a team ready to develop it a complete game.

    Depending on the game type you might want to consider just doing smaller versions of it for a cheap to develop platform such as the iphone.

  21. Clueless by Animats · · Score: 1

    Anybody who thinks it matters what document editor is used for writing a screenplay has no clue.

    1. Re:Clueless by notanother1 · · Score: 1

      How do I make this post the 1st one? it ALL comes down to this!!!

    2. Re:Clueless by LetterRip · · Score: 1

      Anybody who thinks it matters what document editor is used for writing a screenplay has no clue.

      He is asking about the game engine of Blender, not the content creation tools. Blender has a game engine that works fairly well for rapid prototyping of games. The author is interested if they are robust enough for doing a game demo. To which the answer is yes, but also 'wrong question'.

      Something I forgot in my earlier response - gamekit, a project lead by the developer of the Bullet Physics engine - is meant to allow Blender games to run almost unchanged on various platforms using a BSD licensed engine. So you will be able to port to the iPhone, etc. easily once your prototype within Blender is done.

    3. Re:Clueless by Anonymous Coward · · Score: 0

      The GP is commenting on the post's mention of preferably using lyx to write a shoppable screenplay, and extrapolating this to the overall judgement abilities of the poster. While this is probably not a sound logical argument backed by much conclusive evidence, it definitely sounds about right.

    4. Re:Clueless by Cryptimus · · Score: 2, Insightful

      No, I think you're clueless on this particular issue.

          Screenplays are absolutely required to follow a strict set of conventions in order to even get a hope in hell of being glanced at, let alone read. If you spend so much time learning and implementing those conventions manually in Word or another naive editor instead of spending your time honing your craft then you're an idiot. Automatic assistance to format your intent into following these conventions is invaluable. Which is why custom software which assists you in doing this is a damn good idea.

    5. Re:Clueless by entertainment · · Score: 0

      Haha, whats even funnier is comments like this only get a score of 2 and are sooooo true.

    6. Re:Clueless by soppsa · · Score: 1

      Yep, this is why all those community colleges in screenplay writing (and likely game design) churn out THOUSANDS of very successful writers (designers) right?

  22. You just need to tell the game publisher by shooteur · · Score: 1

    Just tell them it's like Halo, but in space... oh wait... it's like Halo, but with swords!

    1. Re:You just need to tell the game publisher by Anonymous Coward · · Score: 0

      That's kind of funny, b/c that's almost exactly how THIEF was pitched! (originally it was just called DARK PROJECT or "Dark") and the pitch went something like, "Let's do a first-person, sword fighting game"

  23. speaking for myself by codepunk · · Score: 1

    I cannot tell you how many people approach me with new game ideas every year. Most if not all want to share their fantastic idea for a cut of course. The only problem is non of these people have any game programming and or graphics, sound experience etc. Why on earth would I want a portion of the profits when I can have all of it since I am the one doing all of the work anyhow?

    --


    Got Code?
  24. Ideas are a dime a dozzen by Anonymous Coward · · Score: 0

    Is there even a market for selling game concepts?

    No. Game ideas are a dime a dozzen.

  25. hi by fareskaram · · Score: 1

    Your assuming they also have a Mac since one is needed to program for the iPhone. Split Accommodation

    1. Re:hi by Anonymous Coward · · Score: 0

      Whats up with the spam link, dude?

  26. Not sell, but pay by stephanruby · · Score: 1

    The title should really be. What is the best way to *pay* someone to implement your own game concept? And even then, it should really be the person who thought of the idea who should implement it, because he'll be the most motivated to get it done the way he originally thought of it.

    Not only, ideas are everywhere, and everyone has ideas, but where it comes to one's creative ego, everyone believes that their own idea is the best in the World (and yes, I do include myself in that category of delusional people).

  27. Game Dev Advice by ProfM · · Score: 2, Interesting

    http://www.sloperama.com/advice.html

    From the site:

    Welcome to the GAME BIZ ADVICE zone of Sloperama.com.

    My intent here is to help game biz aspirants learn what it takes to get in and move up in the game business. I write occasional articles to answer Frequently Asked Questions ("FAQs") about designing and making games - computer games, video games, even board games.

    1. Re:Game Dev Advice by mrspecialhead · · Score: 1

      Mod parent up for beating me to it. This is the standard link I give to every person who tells me "You are in the industry? Help me get rich from my awesome idea!"

      Specifically, article 1: http://www.sloperama.com/advice/idea.htm

  28. Changes in technology = Changes in expectations by QJimbo · · Score: 1

    Professional quality productions are possible, and to a certain degree, easy, to make on a home computer now. This means people in whatever media industry expect that grade of quality when they review demo cds, independant films, etc.

    I would imagine the same goes for games, but from my observations, it seems like most people start there own company and just get on with it and find a publisher, rather that being scooped up by a larger development house.

  29. Think mobile, Facebook, etc. by Animats · · Score: 1

    The console and PC gaming market is at the point where it takes $20 million and up to do an "A" title. There's smaller scale stuff being done successfully on Facebook and on phones, though.

    Who would have thought Farmville would be a success? Farmville?

    1. Re:Think mobile, Facebook, etc. by mjwx · · Score: 1

      The console and PC gaming market is at the point where it takes $20 million and up to do an "A" title.

      Sins of a Solar Empire was made on less then 1 Million USD. It sold like an "A" title, over a million copies.

      With Steam and Impulse you are no longer beholden to big publishers.

      For Console gaming that may be true, but at least 10% goes directly to the console manufacturer.

      It is entirely reasonable for a small PC game to be made on a budget of less then $250,000. For a really small game less then $25,000. By small I mean modest graphics, effects, ETC... not necessarily length or complexity. One good voice actor for 20 minutes of dialogue is superior to 5 hours of half arsed voice acting and fake accents. If you have to lower your budget, lower the scale not the quality, perhaps try episodic gaming although that's been hit and miss.

      Who would have thought Farmville would be a success? Farmville?

      Remember Dope Wars from the late 90's, same principal except they are micro-charging for it rather then a free distribution. Many small games are incredibly addictive.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  30. Fundamentally different. by slimjim8094 · · Score: 5, Insightful

    When you send a demo tape to a record label, you're not selling a song - you're selling your talent as a musician. Wouldn't make much sense for the label to sign you and only release a single.

    Similarly, when you send around a screenplay, you're selling an idea. It will be reworked, changed around, modified - not too seriously, hopefully - but the studio, director, actors, and physical constraints will all modify the script. You're trying to sell a compelling plot and set of characters, not an implementation.

    But who ever heard of a videogame selling based on individual talent? Or character development? A truly great video game will have a good plot, but that's not the central point of the game.

    A videogame is 'worth' something because it's fun to play. Everything else is secondary. Who cared about the plot of Super Mario Brothers? Who complained about the artwork in Tetris? Why does Asteroids need a catchy score?

    The upshot of all of this is that nobody cares about your videogame unless you have something you can play. And it really needs to be quite close to the intended final product, since otherwise a lot of work remains to be done on the gameplay - the core idea - and you have nothing to sell.

    Now, let's say you do a lot of work finishing one level of a videogame, with character sketches and plot for the rest of it. You may be able to sell that, but by that point you've done most of the work of putting together the game. If you needed to write a new engine for your awesome and new gameplay, you're done with that. If you were reusing another engine, you've already got it set up the way you want it and can basically start plugging in models, textures, and maps.

    So if you've done the work required to get to a marketable object, why not just self-publish? Stick it on Steam, they're very friendly to indie guys and pay quite nicely (ask 2D Boy). If it's any good, it'll do quite well.

    Good luck, whatever you end up doing.

    --
    I have developed a truly marvelous proof of this comment, which this signature is too narrow to contain.
    1. Re:Fundamentally different. by Anonymous Coward · · Score: 0

      Uh, no songwriters use demo tapes to sell songs. Often singles.

      Labels find talent by scoping out the most maladjusted child stars they can find.

    2. Re:Fundamentally different. by Zaphod+The+42nd · · Score: 1

      but its a completed song, that people can listen to and enjoy, fully composed and performed and recorded. Its not a song IDEA. Its not just a piece of paper with some concept of what a song could sound like. Nobody would ever buy that. If you can get your game idea to a playable demo, then you can sell it. But then you're a professional game developer already. Just an idea isn't worth anything. Sorry.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    3. Re:Fundamentally different. by Anonymous Coward · · Score: 0

      But who ever heard of a videogame selling based on individual talent?

      American McGee's Alice.

      Or character development?

      Mass Effect, Heavy Rain.

  31. Re:put my wiener in your mouth! by ZosX · · Score: 1

    I had to read that three times to get the full effect. Thank you! This has to be the best post I've read on this story!

  32. No by carcosa30 · · Score: 1

    The idea of a couple of guys having an idea and selling it to game companies is almost quaint. It doesn't happen.

    1) Great ideas (far better than yours) are a dime a dozen.

    2) Game companies employ professionals to design games. They are called game designers.

    3) The more original your idea is, the less likely it is to sell or get anywhere. Companies don't want original games. They want games that will sell to the lowest common denominator. Free idea that they might have a snowflake's chance in hell of wanting: Marine finds his way onto base infested with alien demons. Now there is a concept with actual legs.

    Suggestion: Learn how to program (not easy) and you and your friend program up the game yourself and begin either shopping it to distributors when totally finished, or sell it as an indie demo/game when mostly finished. To do well in the indie market, make it emo. Think "badly drawn boy."

    --
    Intolerance for ambiguity is the mark of the authoritarian personality.
  33. Design, Demo, Team by Runesabre · · Score: 2, Insightful

    The key ingredients that get a game design funded and developed are:

    1. A succinct, energizing demonstration of the core concept that can be comprehended within 30 seconds by a group of non-gamers (typically Investors, Directors and Executives). This can be a storyboard, a working demo or a mock demo with cobbled pieces from other games for illustration.

    2. Assembling a team that is ready and capable of executing the concept.

    Ultimately, what investors and companies invest in are teams of people that can develop a killer concept into reality.

    --
    Runesabre
    Enspira Online
  34. I bid $0.001 by Anonymous Coward · · Score: 0

    One tenth of a cent bidden. Any higher bids?

    Seriously though, why don't you start by deciding what resources (time and money) you are willing to spend on the game and then make a list of game concepts that you think you can make using 20% of those resources. That way you have a very realistic chance at finishing the project.

    If you manage to sell the game in some shape or form, then all the better. But consider it a hobby for now.

  35. Good article that explains this... by Anonymous Coward · · Score: 0

    > Is there even a market, let alone a convention, for selling game concepts?

    Nope.

    Read this: http://www.escapistmagazine.com/articles/view/issues/issue_221/6582-Why-Your-Game-Idea-Sucks

  36. I work for a game company and have had no luck... by The+Slowest+Zombie · · Score: 1

    I work in the video game industry, in the IT department (thus no real game creation skills, but I do support the artists) and came up with what I thought was a stellar game concept. I spent a huge amount of time writing out the gameplay mechanics, describing the art style, outlining things that will make this game valuable in the eyes of executives, estimating production costs, etc. I have a speech/pitch ready and everything. I found the right people to talk to but never made enough of a connection to actually pitch the idea. It was disappointing but in the end I think I understand that people with money to spend on a game concept don't have the time to hear out people who day dream and not take action to achieve their ambition. It's like saying you want to be an astronaut as a kid but never doing what it would take to achieve that - it's not like a lottery where some random guy is picked. In time I hope to have a better chance at pitching my own idea, but I expect that's still years away.

  37. Make Something. by shadowrat · · Score: 1

    There's a lot of naysayers in here. They are in a sense correct. Ideas are a dime a dozen. Anyone can come up with a game idea.

    So, you just do what hardly anyone does, actually follow through and make the game. That will really make you stand out. Now, maybe you won't get your game published, but at least you will have a better portfolio than most people.

    Luckily there are so many great tools at your disposal. Unity, XNA, Blender, GIMP, Audacity can all help you make a kickass game. A word of caution though. Your first attempt will be crap. Making games is an art. Don't get discouraged. Keep trying and all that stuff.

  38. Really? by Anonymous Coward · · Score: 0

    Here's a dime, gimme a dozen.

    1. Re:Really? by Anonymous Coward · · Score: 0

      NFL 2010
      NBA 2010
      NHL 2010
      PGA 2010
      Louging 2010
      Tony Hawk 2010
      Rugby 2010
      Cricket 2010
      LaCrosse 2010
      Field Hockey 2010

      There you go.

    2. Re:Really? by Evelas · · Score: 1

      That was only 10, you ripped him off.

  39. Re:Agree. Concepts are a dime a doxen by Anonymous Coward · · Score: 1, Funny
    Exactly. This reeks of just another average Midwestern hack with big Hollywood dreams.

    Submitter - Wanna make a good game? First, slap an ESRB A 18+ on it and get plenty of bad press for your demo to drum up a little controversy. Then add ingredients to taste:
    • Sex. Think about Grand Theft Auto's hot coffee and God of War's sex minigames...but show fill-frontal nudity and butt-ass naked fucking with good, variable camera angles. Ensure that there are ample females in the game and make some of them struggle.
    • Drugs. A wide variety of known and unknown intoxicants that have variable visual, verbal, auditory, unpredictable effects on the gameplay and plot.
    • Psychedelia. We want eye-candy and unpredictable plot twists. Not like that lame hackneyed show Lost, but like Twin Peaks' plot fistfucking American McGhee's Alice's stage design.
    • Violence. Literally a no-brainer. If anything moves, it must be able to be beaten, raped, scalped, eaten, and everything in between.
  40. I always hear the story, but never get the details by jrhawk42 · · Score: 1

    I've heard a couple stories about guys that have made video game pitches, but I never hear about the games that actually get made. Two stories that I vaguely remember hearing are 1 of an old man who made a war card game of some sort (like WWII battleships, or planes). Apparently he started crying about 1/2 way through the presentation. The other was a couple of businessmen well dressed, and smooth talkers. They started throwing up profit expectations, market research, and a ton of great stuff that really impressed the developer. As the developer digs deeper it turns out they didn't actually have a game design at all it was just a hypothetical situation on how much money a game could make. I know I've heard more stories, but never actually hear about a game getting made through an external pitch meeting. Honestly I don't even think it happens like this for film anymore.

    Today's game industry isn't lacking for ideas so if you're selling an idea then you're out of luck. If you have marketing experience, and can persuade a publisher that this type of game would make them money it's not a bad path, but I'm sure publishers hear the "I've got a game idea that will make you millions" pitch so often they just ignore it. If you really want to pursue it I suggest visiting GDC, and talking with people. Publishers, developers, gamers, press, indie developers will all give you a perspective of what direction to head w/ your idea. You'll probably get farther asking for advice than you would trying to make a pitch at this point.

  41. Easy... by Anonymous Coward · · Score: 0

    Start your own game company...

  42. Short answer, no. Long answer, self-finance. by cgenman · · Score: 3, Informative

    As a game designer in this industry... There isn't a market for game concepts. Every member of every creative team out there will have 1-5 designs they really, really want to get off the ground. At any given company, that means the founders alone are kicking around 5 - 50 "must do" projects, of which they can do one every 4 years or so.

    Publishers, on the other hand, are interested in funding game companies with concepts. If you can build a great concept, and a great demo, and prove that you have the chops to build a company around it, they might finance you. But as I said, that involves proving your ability to build a game and a company.

    Good luck!

  43. No way by aeoo · · Score: 1

    You simply cannot sell game concepts. In fact, you cannot sell any concepts.

    I am somewhat familiar with a movie industry, and while in theory you could pitch a concept, and there are even conventions designed for pitching concepts, in reality chances are you won't be able to. People who have the money to implement concepts usually have plenty of their own pet concepts to worry about. For better or for worse, they don't want your concept. 99.99% of all concepts are old hat in the movie industry, and a very hard sell.

    With games, your best bet is to write the whole game, and market it yourself. There is no easy money. You want to avoid doing the heavy lifting and just get rewarded upfront. Ain't gonna happen. Stop being lazy and develop your game.

  44. Baby Steps by sanman2 · · Score: 2, Insightful

    I'd say tackle it the way you'd tackle anything that's difficult and complex - do it in baby steps.

    Don't try to do that grand game on the first try. Do the smaller things first. Try to do a level, or a character, or a model, etc. Don't go for a 3D game first, try doing a 2D one, and mastering 2D physics first, etc.

    Apprentice with people who are better than you are.

  45. Go Indie by Anonymous Coward · · Score: 0

    Don't try to sell it to a company, sell it to other young, game-crazy guys who know how to program and make it yourselves. We need more indie games out there.

  46. Do you even know if your concept is good? by zaffir · · Score: 1

    With the exception of embarrassingly awful game concepts, it's actually pretty hard to tell just how worthwhile one is until you've played it. You don't know whether your idea will work or not until you've seen it in action.

    I guarantee you that all recently released games that could be considered to be both good and original are noticeably different from the concept that spawned them. That is a fact of the medium- it takes lots and lots of iteration to find the good stuff, get rid of the bad, and polish the hell out of it all so that people will play it (it's even harder to get them to pay for it).

    Make your game. I highly recommend the Unity3d engine. Extremely easy to use, powerful, well documented, etc. etc. Plus the indie version is completely free!

    Oh and like everyone else said, nobody buys just a concept. A concept and a demo, maybe.

    --
    "Upon attaching the waterblock to my penis, I began to notice that I know nothing about computers." -- JRockway
  47. VERY IMPORTANT: READ THIS! by Hurricane78 · · Score: 0

    First of all: I know this seems normal to you, but actually it is a completely absurd concept to sell a software game.
    Why? Because that software is information. And in the bitspace that information exists in, there is no concept of ownership. Asking who owns information, is like asking what happened before time. We being able to ask it, does not mean it makes any sense. :)
    In bitspace, you can pass information on. But when you do that, you also give up any control over it. If you want to keep control, you can only do that by not passing it on. But then how do you even prove it exists at all? (You can’t.)

    Which makes it clear that if you want something in return for information, you have to demand it at the first time you pass it on. Because later, it’s already way too late.
    Yes, you can demand money for the physical container for that information. Because everyone else would also have to, since producing a equivalent copy is not cheaper to him.
    But you can also see it like this:
    The information is just the product of a service. And that service is what you can demand money for. Since reproducing it is not going to be available for free elsewhere. In your case you even got a monopoly on your exact game. Which is great!

    Now being a game designer myself, working on my first independent project, I did not want to live in the same delusional imaginary world as the old media reproduction and artist extortion industries. (EA would have offered me 10-15 million, but I would have lost everything else. [It would definitely not have been art, or made with love, or given me any respect from players.] Which is not what I do all this for!!)
    So I decided to accept the actual physical reality, and build a business model, that acknowledges it.

    And what came out, is that you have to see your clients as your investor (which before was the distributor / business angel / venture capitalist). You pitch your ideas to the investor, get him all wooed up. Your investor pays you, IF you deliver what is written in the deal. And if you are done, and you get paid, the game belongs to your investor. Which means: You clients!!
    But this rule is KEY: They (the ones who paid) are only ones who will get the game.

    And now for the insanely great part of that concept:
    You do not need ANY DRM or copy protection. You do not need ANY laws or law changes. Your customers can legally pass your game on, and even demand money for it (since everyone else who has the information, also has paid good money, and will have lost money if he passes it on for free). You can do it in parallel with the current situation. And hence, you can start doing it that way right now.

    Of course you can later still offer it for money. But so can everyone else. You all kinda “own” in now. And nobody does.
    The market will then decide, what price people are willing to pay to get it from the first buyers (including you), or who of those first buyers will give it away for free anyway (thereby destroying the market, just as much as giving away free great hamburgers may destroy McDonalds).

    The only thing that is any problem or hard in this whole concept, and I acknowledge that, is to make people sign that they will pay when what you promised is going to be delivered. But how is that different from a pre-order? And those are not a problem, as far as I know. from your clients’ perspective, it could just as well be the case that they only see the following change:
    “If you pre-order the game, you will get the right, to resell it yourself!!”

    Now tell me that’s not great!

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
    1. Re:VERY IMPORTANT: READ THIS! by am+2k · · Score: 1

      Close to nobody would preorder a game based on a concept only from someone unknown. Especially not in the numbers required for getting enough money for the actual development.

  48. Ideas are a penny a dozen. by Tei · · Score: 1

    Ideas worth less than implementations.

    Implementations worth less than clients.

    A bad implementation, of a bad idea with 100.000 users, worth 40.000 than the best idea ever. Ideas are multiplicators, not additives. A good idea multiply the value of a good implementation and a big userbase.

    value = QualityOfIdea * (CoolStuffImplementation / ShitStuffImplementation) * userbase.

    Example, a ferrari car:

    value = 0.1 (everyone have the 'idea of luxury car', is nothing novel) * (1000 (ferraris are hella coool) / 0.1 (there are very few downsides on a ferrari)) * 60000 (that number is out of my hat, I don't know the userbase of ferraris)

    Example, a ford fiesta:

    value = 0.01 (a no-luxury car is a even more popular, hence cheap, idea) * ( 8 (the ford fiesta is not very cool) / 4 (the ford fiesta has a few downsides, like is small)) * 16.000.000 (another number from my hat)

    --

    -Woof woof woof!

    1. Re:Ideas are a penny a dozen. by Anonymous Coward · · Score: 0

      The Ferrari is good at going fast and looking cool. The Fiesta is better at everything else.

  49. Those are not ideas. by Anonymous Coward · · Score: 0

    That's merely an incomplete list of products. Give the man a list of 12 game ideas.

  50. A really good friend of mine did this.... by entertainment · · Score: 0

    www.bonetown.com First Person Screwer....

  51. No one cares about your ideas. by Anonymous Coward · · Score: 0

    Hey, I'm an indy game developer here -- Kayin, of I Wanna Be the Guy fame (which probably isn't well known around slashdot but whatever). But let me just say, the problem in the industry has NEVER been "Man, we wanna make a game, but we don't have an idea"! There are too many people knee deep in the industry who ideas they want to get out and even THOSE games aren't getting made. No one wants your idea. Ideas are cheap. If you want ANY possibility of anyone caring about your ideas, implement them your selves. Ideas are cheap, but execution is everything and showing that you can think out an idea and implement it goes a LONG WAY.

    And still no one will care. But you might get work -- work designing other ideas -- until, maybe, just maybe, ONE DAY, you might get to make the game you always wanted to make. But then funding will be cut and it will suck dick and gamespot will give it a "6" which is like a -48 by online rating standards. Short of it: If you have an idea you want to see done, do it your self. IF you just want to sell ideas and make easy money, well.. it'll never, ever happen. Honestly too, the type of people with that sort of mentality tend not to actually produce very good ideas anyways. The best ideas tend to come from motivated people.

  52. in short no, there's no market by Surt · · Score: 1

    Everyone in the game industry has a dozen ideas. The ideas are all chasing a very limited pool of money not devoted to sequels. Many of the idea bearers already in the industry have much better credentials than you.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  53. Re:Short answer, no. Long answer, self-finance. by Hurricane78 · · Score: 1

    But if you sign up with a publisher, you usually might as well sell out your soul. Since the only thing you will be left it, will be money. It won’t either be art nor something made with fun and love. Which your clients will definitely notice. (Example: EA.) So you won’t get respect for it.
    At least for me, I do it for the respect. Not for the money. Which sure is nice too, but I prefer respect without money over money without respect. I’m rather poor in money than in freedom. Currently being rather poor, but doing what I love, should be the best proof for this. :)

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
  54. If it's that good, here's what you do... by 91degrees · · Score: 2, Insightful

    Shelve it. Come up with another idea. A simple one where the development costs are tiny. Set up a company. Hire developers (You'll need at least a couple of programmers and artists). Develop a vertical slice. A single working level. Pitch that to publishers. If one of them likes it, they'll fund much of the rest of the development.

    Once you've sold this, finish development on the game, get it published. You'll probably have made a net loss at this point but that's not a huge problem. You have institutional knowledge, and a friendly publisher. Get working on your game concept. Pitch that to publishers. If you last game was a success, the previous publishers are going to be interested. You can potentially make money from this one.

  55. From experience ... by Fingerbob · · Score: 5, Interesting

    I've been making games professionally for close to 19 years. Much of the advice in previous posts is very important, so I'll summarize all the bad points first.

    1. Your game concept is worthless to anyone but you. I've personally got 30 ideas for games that will most likely never see the light of day; some of which I honestly believe are better than the very best games out there right now. Without turning that idea into a playable demonstration, no-one will give you money for it.

    2. You might think your idea is brilliant (and you could be right) but chances are once you turn it into an actual playable version, you'll more likely than not find flaws and issues with the design. I've never worked on a single game that plopped fully formed from design to execution, it just doesn't happen. Expect 90% of the effort of designing your game to happen after the first implementation is complete.

    3. Tens, if not hundreds, of thousands of other people want to do exactly what you're suggesting (sell their idea for money). The people with the money to give you are publishers, and the vast majority of those explicitly will not even talk about your game design, just in case it comes close to a product in development. The last thing they want is to open themselves up to being sued because your idea was remotely similar to a game they intend to ship next year.

    now the good stuff:

    You can make games yourself, right now. Trust me - making (and playing) your own games is infinitely more satisfying than just talking about it or writing down half-baked ideas on a piece of paper. Do what the Narbacular Drop guys did, *make it*. If you don't know how - learn. Everything you need to learn is out there right now.

    There's some really good frameworks for making games out there. look for Unreal Development Kit, Blender you already mentioned, and my personal suggestion for your best starting place would be Xbox 360 development using XNA. The benefits of making your game on a platform where it's easy for everyone else to look at the end results in the cold light of day are huge - plus for a small investment you get to play your game on a proper console gaming environment (big telly, etc). There's also mobile platforms - basically, if you care enough to try and are willing to invest your time and maybe a couple of hundred dollars, you can get started on making a product that will be good enough to get attention from people with serious money.

    1. Re:From experience ... by Anonymous Coward · · Score: 0

      Point 2. is actually the most important one - no matter how nice a gameplay design would look on paper, it will need much more work after people actually play it, there will major changes after playtesting, guaranteed.
      Ergo - if you have a nice, polished, 'completed' design without a prototype/demo - then your design is only something like 10-20% done, and not sellable in any way.

    2. Re:From experience ... by brkello · · Score: 1

      The thread isn't about hiring a designer, it is about selling an idea. This basically shows how they have no idea how the industry works. I find all the criticism to be valid. We all have ideas for great games. But you actually have to do something to be hired as a designer. I doubt they have the skills to do anything in XNA or they would already have done it.

      --
      Support a great indie game: http://www.abaddon360.com
  56. Ideas are a dime a dozen? Hohohohohohoho by Syniurge · · Score: 1

    Now subtract the number of ideas with zero creativity.

    Slashdot comments are pathetically wrong, again. Not a single comment differentiates game ideas that are just slight variations of known concepts and mind-blowing game ideas that don't look like anything else.

    1. Re:Ideas are a dime a dozen? Hohohohohohoho by Anonymous Coward · · Score: 0

      Well the game "worms" did come from an individual designer. It is quite similar to gorilla.bas though, and the creator made a demo before hawking it around.

    2. Re:Ideas are a dime a dozen? Hohohohohohoho by brkello · · Score: 1

      The problem is that everyone thinks that their idea is mind-blowing when it isn't. So let's assume you have a legitimately awesome idea. Are you going to be able to go walk up to Blizzard and sell them that idea? Of course not. They won't even listen to you. If you have a great idea, you develop it on whatever platform it is intended for and release it as an indie game. Then show it to a bigger company and if you are extremely good or extremely lucky, then you might get a job as a designer.

      So no, the comments aren't off and you clearly have no idea what you are talking about.

      --
      Support a great indie game: http://www.abaddon360.com
  57. Publish your design. by Rogerborg · · Score: 1
    Nobody will steal it, because it sucks.

    However, if you publish, then you may inspire people with actual marketable skills - coders, artists, QA people - to get on board and develop a demo of it.

    Most likely not, and anyone you do attract isn't going to have any sort of proven track record. Your project is 99% likely to fail, regardless of what you do.

    But if you don't publish, if your strategy is "Oooh, we have a great idea, but it's so great that we can't tell you what it is you until you sign an NDA", then you're 100% guaranteed to fail.

    So make with the idea, and don't blow another opportunity like the one you just pooched by failing to provide a link to your design in a forum populated by people who could have helped you.

    Better luck next time. Really, you're going to need it.

    --
    If you were blocking sigs, you wouldn't have to read this.
  58. Re:Agree. Concepts are a dime a doxen by derek5432 · · Score: 1

    I think your bubble is the one that needs a little bursting. What needs to be distinguished is the detail involved in the "idea" or "concept" in question. If by idea, you mean making a match-3 game with cars instead of fruit, or some vague, unrealistic concept for a sprawling MMO by a teen who has never implemented any aspect of a real game before...then yeah, those are a dime a dozen. If you're talking about well-developed designs for solid, fun, playable, marketable games, then those have a great deal of value. Just because an idea hasn't been implemented doesn't mean it doesn't have value. There's definitely a continuum from very bad to very good ideas. Of course, ideas from people experienced in generating previously successful ideas that have been turned into successful implementations are likely to be more valuable. As far as the OP, your chances of breaking into the game industry with an idea are incredibly small to nonexistent. Start with a small, simple game project and do what it takes to get it completed. If you have the skills to design a huge, sprawling epic you are should know the core basics of fundamental game design enough to allow you do develop a solid, playable small-scale game. If you can't do that, you're probably not going to go very far in the industry anyway.

  59. From what I understand... by BigSes · · Score: 1

    Ubisoft will pick you idea up immediately, provided you have a long, cumbersome, and complex DRM scheme. That way, they never have to worry about the customer actually experiencing your game.

  60. Yes, there is a market for game concepts by Anonymous Coward · · Score: 0

    I will pay between $1 and $17, depending on the quality of your idea and completeness of vision. Post details in response below and I will send my official game concept courier to your location with a check.

    I look forward to doing business with you.

  61. Just make your game by MakotoKamui · · Score: 1

    First thing - most publishers / developers cannot accept ideas submitted to them, and have a policy in place to destroy any idea submissions without reading their details. Reason behind this is they don't want to get sued later for making a game that seems similar to one someone submitted without credit - even if the company had been making the game for a few years at that point. So making a game concept or demo and sending it to your favorite publisher isn't the way to go.

    The best way to get your game noticed is to make your game (or at least a demo of it) the way you want, and post about it online. Publishers and developers are always looking for talented folks. If you focus on sound design, great! Show it off! Can you do some cool trick with dynamic clouds and shadows in your level? Or have a really neat style of gameplay? All these things can get the attention of the folks with the money. Valve and other publishers have been known to either take an indie developer or team and either hire them to make an upgraded version of the title, or help them publish, just because they like the game.

    Yes, there is a chance that someone will steal your idea and make their own game off of it. If you're super worried about that, then wait until your game is nearly complete before you post anything about it. Fact is, if the game or some idea in it is great, it will be copied. Happens all the time in professional games, too. Bullet time, anyone?

    Another great venue to get noticed is game competitions, such as the IGF. Submit your game to these, and you can bet that publishers will see you, your ideas, and think about if your game might fit in their lineup.

    As for tools and engines, they're secondary, in a sense. There are plenty of free engines, some dedicated to certain gameplay styles (UDK), others more freeform (Ogre). If you're making a full game that you want to sell, make sure that's not prohibited in the terms of the engine you're working in. Otherwise, treating it as a proof-of-concept demo is the way I'd go, and for that, whatever engine lets you do what you want is the ideal engine. It helps to have your game not look terrible, but there are tons of freelance artists, sound designers, and so on out there to help you with that. Unless, of course, you're trying to show off some new procedural animation gameplay system or something, then make sure you have some nice looking models to back it up!

  62. Re:Agree. Concepts are a dime a doxen by stonewallred · · Score: 1

    What sucks is that I have 25 odd years worth of plots, plans, dungeons, cities, towns, castle, NPCs and sundry other materials that have managed to keep well over a hundred people entertained and coming back, some for decades, and can't get it into a PC game. All of which would make an excellent MMORPG background and adventure game. But lack of knowledge (ain't a computer programmer or techie) and lack of time (own business, working on MA in Social Work, GF, and internship tied to MA)so I can't do it myself. I hope that maybe by the time I retire, come on 55, the game making may be more streamlined where a non-techie can do it with point/click,little script.

  63. Everyone is a game designer by Anonymous Coward · · Score: 0

    If all you have are ideas, it's going to be very hard to get any publisher to listen to you. In fact, even if you have a finished game, there is a large chance that publishers/developers won't want to publish/produce it. The reason being is that large companies are businesses, and one of their main objectives as a business is to mitigate risk. As you can imagine, some unknown dude with an idea for a game is a pretty big risk.

    What I'd recommend? Go indie. Find some investors to get some start up money (this should be a lot easier if you have a good idea), see if you can get government grants for art/new media or whatever, and make your game. You'll be able to do it the way YOU want, rather than spending tons of time and effort pitching an idea to game developers who will make it they way THEY want.

    Also I don't know any game that was made based on someone giving an idea to a development studio. And I work in the industry.

  64. how gaem is formed by Anonymous Coward · · Score: 0

    #1 become vin diesel

    #2 make game

    #3 lose money

  65. Re:Agree. Concepts are a dime a doxen by Anonymous Coward · · Score: 0

    Uh, the question didnt ask if there were too many concepts. Neither did the reply Too many ideas too few developers". READ next time, doofus.

  66. Re:Agree. Concepts are a dime a doxen by kbonin · · Score: 1

    FWIW... I'm a game industry veteran, working on something you sound like target audience for - AAA engine, MMO over P2P back end, 2 authoring levels - simple (point and click) and pro (API), all free for non commercial use, cross platform. Hopefully done this year - watch vscape.com for updates, site is dead looking placeholder, busy team behind.

  67. Re:Short answer, no. Long answer, self-finance. by Anonymous Coward · · Score: 0

    Yes. That is important. When you sign up a publisher, it becomes their project. They still want you to be slaving away on it as a labor of love. But you need to make that main character more "kid friendly." And puppies are hot with the target demographic. Have you thought of adding a kart-racing minigame?

    On the other hand, you don't self-finance a 20 million dollar budget. When I got in, 5 million was considered a big budget. Now 5 million dollar games come out with no fanfare to the discount rack. Good luck even talking to a console owner without more than 3 million retail, 1 million digital.

  68. Get coding and sell it XBox Indie by Anonymous Coward · · Score: 0

    Some of the Indie titles sell for 400 Live points now (can't recall the name, the zombie slaying nun one was quite good when I demoed it), that's 5 bucks. The I Mad3 A Game With Z0mbies dude made some decent cash selling for a buck, so really the price is up to you if you believe you have a great idea.

    Seriously, I'm an open source guy, writing this on my work linux machine, but XBox Live is about as easy as it gets for tools and platform to get started with making games.

    Dude, you can't sell authors ideas, you can't sell game companies game concepts, you need finished products in any industry. Your demo mp3 would only be worthwhile in the music industry if you could actually produce a full album. It's the same thing here.

  69. Re:Agree. Concepts are a dime a doxen by hardburn · · Score: 1

    No, ideas really are the easy part. That's not because ideas are easy, but because creative people, by definition, generate them constantly. However, the number of ideas these people have are much more than they can ever develop.

    So while ideas are hard, condensing a set of ideas into something manageable for the size of your team, and then focusing on just that until its done, is much harder. Being able to do that is what separates the millionaire nerds from the basement dwelling variety.

    --
    Not a typewriter
  70. Prototype vs. polished native game by tepples · · Score: 1

    The problem is that they will not likely get a developer on board. Anyone that can sit down and write a game doesn't need help to do so.

    Except in one case: You have the skill to make a 2D prototype of the design in Construct, The Games Factory, or even WarioWare DIY, but not to polish it as a native game.

  71. How to get into the industry? by tepples · · Score: 1

    So with a BS in computer science, three years of programming experience outside the video game industry, and a few playable open source games, how do I get into the industry's social network without leaving my family's social network behind? I live in Fort Wayne, Indiana, and there isn't even an IGDA chapter in my state.

    1. Re:How to get into the industry? by Jerrith · · Score: 1

      This is not] the answer for everyone, but this is what I did:

      Go to The Guildhall @ SMU. Graduate level education in game development.

      My background. I had a BS in computer science, and four years experience doing a mix of programming and IT for two different Internet startups. I'd contributed programming to some open source game projects. However the only game position I'd managed to get an offer for was a significant pay cut in an area I didn't really want to live. After the second startup started not doing well, I decided to go to The Guildhall. After graduating a year and a half later, I got a good position at NCsoft, and have stayed in the industry since then.

  72. But on Android, not Symbian by tepples · · Score: 1

    You can develop for all Symbian phones for free.

    That doesn't really help gamers in the United States, as I haven't seen a U.S. carrier promote a Symbian phone. Verizon and T-Mobile push Android instead.

  73. Home offices are not considered secure locations. by tepples · · Score: 1

    Citation needed? Including compared with things like the DS?

    We require that companies are working from secure business offices. Home offices are not considered secure locations.

    I didn't see anyone talking about mobile development, which seems a way to add greater complication to your game, as you now have to worry about things like limited resolution and power, unless you intend to make a mobile game.

    I don't understand your point. A game that runs on a handheld device is by definition a mobile game.

  74. Genre launches by tepples · · Score: 1

    Unless your game concept is a one in a million idea that only comes around once a decade (to change the face of the gaming industry and inspire a thousand and one clones), there is no market for it.

    To put it into perspective, the last few genre launches were probably FaceBall 2000, Street Fighter II, Super Mario 64, and Parappa the Rapper. Have there been any genre launches in the past decade?

    1. Re:Genre launches by Anonymous Coward · · Score: 0

      What genres did Street Fighter 2 and Super Mario 64 launch?

    2. Re:Genre launches by tepples · · Score: 1

      What genres did Street Fighter 2 and Super Mario 64 launch?

      They were the first examples of a workable one-on-one flat fighter and 3D platformer respectively.

    3. Re:Genre launches by Anonymous Coward · · Score: 0

      Okay, I see.

      I've always considered Spindizzy Worlds (Amiga / SNES) to be the first 3D platformer, but it's somewhat obscure. Some people discount it due to its isometric viewpoint and GERALD's lack of jump ability. (You can only fall, slide, rebound off elastic floor tiles and be catapulted by moving floot tiles.)

    4. Re:Genre launches by Anonymous Coward · · Score: 0

      Odd that you list both Faceball 2000 and Street Fighter 2. Seems to me that either could be considered "genre launchers", but the criteria by which they would qualify are mutually exclusive.

  75. Re:Agree. Concepts are a dime a doxen by yukk · · Score: 1

    There is a package called RPGMaker that has been used for games that sell commercially as well as shareware type games. Considering all that, I would assume that it's inexpensive and easy to use and good enough to get a good start with.
    More than that, I really can't tell you except that it seems to be updated fairly often so it should be a supported system.
    Hope that helps and good luck.

    --
    The trouble with the rat race is that even if you win, you're still a rat." Lily Tomlin
  76. Re:way by Anonymous Coward · · Score: 0

    As yet another generic fps hits the market with 5 hours of campaign. Good ideas AND good writing is at a serious premium, maybe your studio is just too typical to get it.