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| | #31 (permalink) | |
| Family Member Join Date: Mar 2009 Location: Southern California
Posts: 1,052
| Quote:
1) The marketing research. 2) Your game design document. 3) Your plan to develop the game to full maturity (i.e. the programmers you plan on hiring who have the experience to fully develop it). 4) Publishers you have talked to who will publish your game. I hope that helps. Good luck on your game -Jesse P.S. What platform do you want to publish the game to? XBLA? Facebook/Flash? Console? PC? Iphone? Handheld? There are so many platforms for games. If you want to design and publish it solo, you can model your games business after my online business. Last edited by Manomanman; 03-22-2010 at 12:36 AM. | |
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| | #32 (permalink) |
| Senior Member Join Date: Sep 2007
Posts: 962
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I just want to make a little remark about patenting the game. You don't patent a game, you get copyright on it and certain things in it like characters and places. And of course you get trademarks, I'm not sure how trademarks work though. Patents are for specific implementations. But patenting is a system that only works for big corporations and against small actors. Look up Richard Stallmans talks about software patents and I think you'll agree that it's a really bad idea. The patent system just screams scarcity. |
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| | #33 (permalink) | |
| Member Join Date: Feb 2010 Location: Mexico
Posts: 98
| Quote:
I never agreed to that idea. But I was not sure if I was right. So, these Steve's words make a lot of sense now. And so does it his article. Eric: Why don't you look for some programmers, maybe friends of you, who may be interested in developing a video game? You could find a team of people to work on this idea. I have 2 friends who did this. They found people to work with. One of the teams finished the first version of the game and were planning to show it to a company. The other team were going to publish the game themselves over the Internet. I think you can do it yourselves! Good luck. | |
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| | #34 (permalink) |
| Senior Member Join Date: Mar 2008 Location: Ohio
Posts: 261
| Eric, Last week you said you were going to email the design document to me. I never heard back from you. Where are you Eric? I'm sure you have answers for sure. Seriously though - if you're this childish on an online forum, why should I or anyone else invest in your idea? I am a rare breed of person, as I enjoy giving people a hand up in life with no real benefit to myself. Unfortunately, however, I don't give hand outs to people. Take care, |
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| | #35 (permalink) |
| Member Join Date: Mar 2010 Location: Where you're not.
Posts: 79
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I've got this awesome game idea. You play as a wolf who turns into a human at midnight on a full moon then goes around attacking other wolfs. It'll have the most ultra-realistic graphics and the best music you've ever heard. I would tell you more but I'm keeping it a secret so you don't steal it. Now I just need to find some people to make it, sell it and deposit the money into my account! Seriously though Eric, I've seen some insightful posts made by you but this is definitely not one of them. Why? Not because of the question you asked but because you wanted some advice and then duly ignored it and attacked people for telling what you didn't want to hear. Forget about selling your (or friend's) idea, instead take that idea and make something out of it. Investors want to see what you've got not hear what you want to do. |
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| | #36 (permalink) | |||
| Banned Join Date: Feb 2010
Posts: 292
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I'd like to thank everyone for their input regarding this. I will be participating in an open house that a video game development college will be running. This ought to give me an idea of things. My apologies for the lack of patience on my part to everyone, I frequent many forums online and in some of them it is hard to not take things the wrong way, because, frankly some are just closed minded to the point of being real pains in the butt. I misinterpreted a few posts and got aggressive, I sincerely apologize and I should not take these bad behaviors and force them unto anyone. No one here deserved that...sorry! I will have to drill it in my head. Must remain open minded on this forum because, this forum is always open minded! Thank you all for pointing this out for me... Quote:
I'll be looking at that article Steve, thanks for stopping by. Also, I have started studying Project Management and then will go into Software Project Management ...just to get a feel of how to organize such things...I am confident that I can work hard on this, consistently - my biggest goal is to play this game, anything else is worthless to me. I've also started to get into my passion for computers a little more lately, I don't know why I disconnected from this, but I'm back in action. I bought 2 LCD monitors, a duplex laser printer and a butt load of office supplies to help me work on this. I have been seeing my friend for the printed description of this game. He did not find it and I have to look on my computer tonight to see if I kept it. Hopefully I still have it...but, if not- I will make another and post it tonight. Quote:
I have been putting myself in bad environments lately, it is something I need to do for a while, I need to keep myself in check a little harder, no ones fault but mine. Quote:
Last edited by Eric L; 03-23-2010 at 05:27 PM. Reason: ... | |||
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| | #37 (permalink) | |
| Family Member Join Date: Mar 2009 Location: Southern California
Posts: 1,052
| Quote:
My biggest concern is that you want to PLAY the game. I've literally had 100's of game ideas I wanted to see turned into games. Guess what? About 2-3 years after I was Jonesing for one of these games, they actually came out. Why? Because game developers are very tech-savvy and they know their markets really, really well. The game idea you have may be in development by somebody as we speak. Do you want the game to be a commercial success, or do you want it to see the light of day? Commercially successful things (like Lady GaGa) tend to have high production, but aren't necessarily the most enjoyable (i.e. every final Final Fantasy game past 7). -Jesse | |
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| | #38 (permalink) |
| Banned Join Date: Feb 2010
Posts: 292
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I'll take the time I need, but, in short- the description of the game has been misplaced. It was worded pretty nicely but now I will have to make another. I've been looking and my head isn't in the right place tonight for me to write another description. Playing the game is my objective. I had been given an idea to make this game open source...this might make things work. But for now, I will wait it out a little and keep inquiring on the subject. I might just turn this little idea into a learning process...I have a habit of doing this. |
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| | #39 (permalink) |
| Junior Member Join Date: Aug 2011
Posts: 1
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Just based on a cursory glance, it looks like people here haven't really shopped ideas/services/products that much. There is a very legitimate concern in protecting your IP, and while you could go out an invest in prototyping, copyrights, patents etc... The simple, easy, practical route is simply not go about telling every single person you meet about it. Simply create a nice NDA and speak only in gereralities and ROI. Ask that any parties you're presenting to and/or are potentially working with sign on or offer up an NDA of their own for you to use to get the details. In the end if something did happen (you invent the next mouse trap and someone duplicates it after you present it) it would still come down to who has more legal power, but this shows you're serious about your IP and at the same time would give someone pause if they were thinking of just idea sniping off of you. (It also lets them know you're not likley to pass on any of thier information as well. I've sold various products, IP and services to large companies and so far only 1 had any issue with an NDA. (Just my luck the one person who did freak out about it was the CEO of Rovio, (Of Angry Birds Fame) who could have been a super huge win for us but due to some unknown reason (culture, policy, I don't know) they went 100% dark when they got an NDA, never to reply again.... Now, I'm sure that's just *my* bad luck though, most people won't/haven't had a problem with it. While I agree with most that having your demos/prototypes/etc.. make an immense difference, the people saying "Your Dream/Your Idea is worthless" are wrong. I've sold packages consisting of 100% IP to business and investors before. (A folder with an idea in it) It's a harder sale, and you get much less on the bargaining table) but,..it IS still possible. An investor DOES care about your dreams in the respect that they're hoping your dreams get them high ROI, if you can take the passion you have for your dream and show them a path the ROI they want, they'll be just as eager as you are. In my experience the best way to go about it, is to spend the small amount of time/money it takes to do professional presentations, storyboards, proof prototypes etc.. show the path to the ROI, and start contacting the appropriate parties. (it wouldn't hurt to listen to some Sandler CD's on selling people either) |
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| | #40 (permalink) |
| Member Join Date: Jan 2007
Posts: 80
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I'm still a game developer, now developing something on the side. Anyway in the past I had a publisher buy my game, we released it, it did pretty well on Big Fish Games(I think ranked #6 or so for about 2 weeks). I guess Steve said it all and it seems you got it finally. I would just add, "start small"...if you can. If you plan to get a team or something, first develop something small and stupid, you will learn lots, especially if this will be your first game...otherwise you'll make it much harder for yourself. Good luck. |
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