So...Whats Next???
So I have an idea for a great MMORPG with many Reward Schedules and unique features that have somehow been neglected in the most MMORPGs so far. Sounds like a firm platform to stand on . The next thing is R&D. I find out all I need to know about the milestones and other restrictions, contracts, employees and recourses relevant to my situation. Now I need a Concept document; a formal layout that any publisher can respect and see as a potential profit. But I have no idea what information to incorporate in that document. Is there an expected format to it all? And what should I say and not say in order to peak the publishers interests?
Thanks for reading my post and any help will be greatly appreciated.
[-tyler-]
[-tyler-]
quote: Original post by tyler45241
And what should I say and not say in order to peak the publishers interests?
Don´t take this the wrong way, but don´t say the letters MMORPG at all... it´s just too big, bigger companies with better research have failed, and no matter what you have already, it´s not a firm platform to stand on. If you want to make games start small, a publisher will like a good track record far better than a good concept.
February 15, 2003 08:42 PM
a very sound bit of advice there matey,i''d listen to the man he know''s his potatoes lol! no truely he has hit the nail on the head start small and then build up, there are very big companies out there who make big mistakes only cos they take on too much too soon, good luck m8 and i hope you get to where your goin!
February 15, 2003 08:42 PM
a very sound bit of advice there matey,i''d listen to the man he know''s his potatoes lol! no truely he has hit the nail on the head start small and then build up, there are very big companies out there who make big mistakes only cos they take on too much too soon, good luck m8 and i hope you get to where your goin!
>>THIS WAS posted on the igda.org website. I share this information so that if there are any others asking the same question they may have it answered. Thanks to Tom Sloper for his wonderful advise.
I WROTE:
The All Important Question
So I started my own company and I have a ton of information on a certain great project. The next step is the document I need to sell the idea. But what is the format recommended for a Concept Document? Should it look like a resume or a essay? What should I put in or keep out of a Concept Document? Argh... Is there any documentation on this that I could read...Or perhaps an example? Any information that could be helpful would be appreciated.
Regards,
Lee Tyler Torres
TOM WROTE:
> The All Important Question
>So I started my own company ...
You did? Congratulations. You wrote a business plan -- and you got a bank loan to rent office space and hire employees, get phones and computer network installed -- you''ve registered as a business with your local government -- and all that stuff? That''s very impressive.
>...and I have a ton of information on a certain great project.
Two thousand pounds. Wow, that''s a lot of paper.
>The next step is the document I need to sell the idea.
DOH!
>But what is the format recommended for a Concept Document? Should it look like a resume or a essay? What should I put in or keep out of a Concept Document? Argh... Is there any documentation on this that I could read...Or perhaps an example? Any information that could be helpful would be appreciated.
Tyler, THAT ("what''s the recommended format for a game concept document") is not "The All Important Question." The REAL "All Important Question" is: "is it feasible for me to sell a game concept document?"
If it sounds to you like I am skeptical about your use of the terms "company" and "ton," well, that shows that you got brains. Judging by the fact that you posted this question on the Student & Newbie forum, my guess is that you do not yet have the necessary experience within the game industry that would be of tremendous value to you in pursuing the endeavor to which you have alluded.
It is nearly impossible for an industry outsider to sell a game concept document, but that does not mean that you should not create it anyway. You should. If you don''t put your game concept into concrete form, it''ll just stat among the gray cells of your brain, going nowhere. Besides that, putting down your concept into a formal document can have benefits - just not the benefits that you are expecting.
First, to answer the question that you did ask -- there are indeed some resources that will aid you in creating a game concept document. One of them is FAQ #2 at http://www.sloperama.com/advice.html. There isn''t one recommended format - it''s only important that you hit all the required elements (basically, you need to answer, ahead of time, any questions that someone will ask when they read your document). FAQ 2 will help with that. Also see FAQ 13. More information about what goes into a game design. And what the difference is between a "concept," a "treatment," and a "GDD."
Secondly, to answer one of the questions you did not ask - what should you present to a game publisher when you have completed your paper document. See FAQ 21 at http://www.sloperama.com/advice.html.
Thirdly, to answer another question you did not ask - see FAQ 11 at http://www.sloperama.com/advice.html. "What are my chances as an industry outsider of selling my idea?"
Fourthly, advice as to the best way to proceed. If you have a passion for designing games, you need to get a career in the business of making games. If you have one great idea, you can get more great ideas. The best way to succeed in getting a game made is by being in the industry. That means preparing for a career, applying for a job, and getting hired in a game company (either a development company or a publishing firm). With experience in the industry, and some game credits under your belt, you stand a much better chance of "selling an idea." Industry outsiders cannot get money for ideas that exist only on paper.
Read the indicated pages. Read the posts on this forum and the other forums here at the IGDA site. Learn about the industry. Ask more questions, get more answers. Do your research and make a plan.
The keys to opening the doors are most likely in places you haven''t thought of yet.
Tom
__________________
Tom Sloper - Game Designer, Producer, Consultant, Author, Speaker.
I WROTE:
Thanks for the help!!!
I greatly appreciate your input! Although my company is only a few days old (according to the Sharonville Building, Planning and Zoning Department) and my LAN not completely operational I am an ambitious young man who would like more then anything to accomplish even half of what you have Mr. Sloper. I feel my ambitions may have run ahead of me with this post. Regardless I have received invaluable information. Skepticism, in a “ton” of ways, can be more helpful then any form of encouragement if the encouragement would eventually lead to failure. Although I am pursuing the sell of this game it is not my only endeavor. Next school year I plan to attend one of the many colleges that teach game design (I haven’t deiced on which one yet). I have currently applied for work at a couple of places and I am searching for others. Thank you again for taking the time to help me out.
Regards,
Lee Tyler Torres
I WROTE:
The All Important Question
So I started my own company and I have a ton of information on a certain great project. The next step is the document I need to sell the idea. But what is the format recommended for a Concept Document? Should it look like a resume or a essay? What should I put in or keep out of a Concept Document? Argh... Is there any documentation on this that I could read...Or perhaps an example? Any information that could be helpful would be appreciated.
Regards,
Lee Tyler Torres
TOM WROTE:
> The All Important Question
>So I started my own company ...
You did? Congratulations. You wrote a business plan -- and you got a bank loan to rent office space and hire employees, get phones and computer network installed -- you''ve registered as a business with your local government -- and all that stuff? That''s very impressive.
>...and I have a ton of information on a certain great project.
Two thousand pounds. Wow, that''s a lot of paper.
>The next step is the document I need to sell the idea.
DOH!
>But what is the format recommended for a Concept Document? Should it look like a resume or a essay? What should I put in or keep out of a Concept Document? Argh... Is there any documentation on this that I could read...Or perhaps an example? Any information that could be helpful would be appreciated.
Tyler, THAT ("what''s the recommended format for a game concept document") is not "The All Important Question." The REAL "All Important Question" is: "is it feasible for me to sell a game concept document?"
If it sounds to you like I am skeptical about your use of the terms "company" and "ton," well, that shows that you got brains. Judging by the fact that you posted this question on the Student & Newbie forum, my guess is that you do not yet have the necessary experience within the game industry that would be of tremendous value to you in pursuing the endeavor to which you have alluded.
It is nearly impossible for an industry outsider to sell a game concept document, but that does not mean that you should not create it anyway. You should. If you don''t put your game concept into concrete form, it''ll just stat among the gray cells of your brain, going nowhere. Besides that, putting down your concept into a formal document can have benefits - just not the benefits that you are expecting.
First, to answer the question that you did ask -- there are indeed some resources that will aid you in creating a game concept document. One of them is FAQ #2 at http://www.sloperama.com/advice.html. There isn''t one recommended format - it''s only important that you hit all the required elements (basically, you need to answer, ahead of time, any questions that someone will ask when they read your document). FAQ 2 will help with that. Also see FAQ 13. More information about what goes into a game design. And what the difference is between a "concept," a "treatment," and a "GDD."
Secondly, to answer one of the questions you did not ask - what should you present to a game publisher when you have completed your paper document. See FAQ 21 at http://www.sloperama.com/advice.html.
Thirdly, to answer another question you did not ask - see FAQ 11 at http://www.sloperama.com/advice.html. "What are my chances as an industry outsider of selling my idea?"
Fourthly, advice as to the best way to proceed. If you have a passion for designing games, you need to get a career in the business of making games. If you have one great idea, you can get more great ideas. The best way to succeed in getting a game made is by being in the industry. That means preparing for a career, applying for a job, and getting hired in a game company (either a development company or a publishing firm). With experience in the industry, and some game credits under your belt, you stand a much better chance of "selling an idea." Industry outsiders cannot get money for ideas that exist only on paper.
Read the indicated pages. Read the posts on this forum and the other forums here at the IGDA site. Learn about the industry. Ask more questions, get more answers. Do your research and make a plan.
The keys to opening the doors are most likely in places you haven''t thought of yet.
Tom
__________________
Tom Sloper - Game Designer, Producer, Consultant, Author, Speaker.
I WROTE:
Thanks for the help!!!
I greatly appreciate your input! Although my company is only a few days old (according to the Sharonville Building, Planning and Zoning Department) and my LAN not completely operational I am an ambitious young man who would like more then anything to accomplish even half of what you have Mr. Sloper. I feel my ambitions may have run ahead of me with this post. Regardless I have received invaluable information. Skepticism, in a “ton” of ways, can be more helpful then any form of encouragement if the encouragement would eventually lead to failure. Although I am pursuing the sell of this game it is not my only endeavor. Next school year I plan to attend one of the many colleges that teach game design (I haven’t deiced on which one yet). I have currently applied for work at a couple of places and I am searching for others. Thank you again for taking the time to help me out.
Regards,
Lee Tyler Torres
[-tyler-]
This topic is closed to new replies.
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