As a rule of thumb, it''s better to start a new thread, link to the old thread, and offer a brief recap of the ideas you think are still relevant.
Anyone can search the archives for old and interesting discussions. It''s arrogant to assume that everyone else here is interested in the relics that fascinate you. Besides which, it leads to things like four-page threads being brought back to the top of the queue by your glib comment. A funny play on words is pretty weak when it''s done a year and a half after the original statement.
Being a board archaeologist is not archaeology at all. You aren''t finding these things and compiling them, you''re just picking things out of the archives and displaying them. It''s like putting "Gone With the Wind" on the New Releases shelf. Sure it''s good, but everyone who wanted to see it saw it years ago. Stop doing this. And at least change your signature to read "Unofficial Necromancer of GameDev forums Game Writing section".
Pitching the Design Document
March 25, 2004 07:42 PM
Iron Chief Carnage
I have been here longer than RichardMV, and I missed that one
"(I know, I should write them down). " Yup, then 1 day if you don''t use them you can sell them to indie companies as ideas for beer money"
Seriously, it''s like asking a record company to make an album from your lyrics of 1 song.
As sad as it is, These people have vast sums of money invested (or available to invest) in projects, and they at least want to match the inflation targets of what ever planet you come from.
Would you risk your cigarette money / mortgage / fortune on a document (prolly word) from a stranger ? Even if theres a snazzy powerpoint pitch involved, a concept is never gonna make money. Nor will a demo before anyone points that out, but a demo proves that you have a level of technical ability to match your imagination, and more importantly, it proves that you have a team that can produce something. Anyone here can make a word doc with a game idea. Submitting a design doc, with sound, graphics and software with playability proves you have a team ready to go that ahve bought into the project, and that you can manage projects (even if they are just demo ones)
Unfortunately, in the modern climate, few people (if any) have money to toss about speculatively (I know, if someone does, then they may well make a huge killing, but if you believe in your idea that much, can you lend me $100 on the back of future earnings ?)
I have been here longer than RichardMV, and I missed that one
"(I know, I should write them down). " Yup, then 1 day if you don''t use them you can sell them to indie companies as ideas for beer money"
Seriously, it''s like asking a record company to make an album from your lyrics of 1 song.
As sad as it is, These people have vast sums of money invested (or available to invest) in projects, and they at least want to match the inflation targets of what ever planet you come from.
Would you risk your cigarette money / mortgage / fortune on a document (prolly word) from a stranger ? Even if theres a snazzy powerpoint pitch involved, a concept is never gonna make money. Nor will a demo before anyone points that out, but a demo proves that you have a level of technical ability to match your imagination, and more importantly, it proves that you have a team that can produce something. Anyone here can make a word doc with a game idea. Submitting a design doc, with sound, graphics and software with playability proves you have a team ready to go that ahve bought into the project, and that you can manage projects (even if they are just demo ones)
Unfortunately, in the modern climate, few people (if any) have money to toss about speculatively (I know, if someone does, then they may well make a huge killing, but if you believe in your idea that much, can you lend me $100 on the back of future earnings ?)
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