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?"
Too many ideas too few developers
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.
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.
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!
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
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.
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
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.
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
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.
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.
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.
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.
Bullshit.
Blender game engine is one of the most advanced engines in open-source software.