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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?"

6 of 250 comments (clear)

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

    Too many ideas too few developers

    1. 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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  2. 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".

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  3. 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.

  4. 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.

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  5. 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.