Getting your game published as an indie
October 01, 2005 12:50 PM
M-Works, can I ask why, if you have an amazing game engine almost finished for a title to compete with other 'AAA' titles do you ask here about a simple fps engine, are you not happy with your own engine?
Quote: Original post by M-Works
Look, the whole thing is messed up. Lets just stay on topic and leave this alone.
Yes it is a bit messed up. So lets go back to your original post...
Quote: Original post by M-Works
I am really having difficulty with trying to get games published as an indie game developer. I am having many obstacles. I would like to know when you should present your work to the publisher and what to tell them. I have a great game that is an FPS, but it would never compete with Unreal or any of the other big guys. What should I do about that?
What should you do about it? Well it would help if you start by staying within the realms of reality. Making stuff up and pretending to be something that you are not is not going to help you.
You obviously have a very vivid imagination, and lots of ideas, and these are all good things, but you need to learn to apply them into actually making a game. I can see why you wanted to distance yourself from your website as it contains many tell tail signs. Throughout the site are statements like 'A demo will be coming out in March of 2005', or 'Chat2U will be released in June of 2005', or 'Warlords of Earth is expected to come out for beta-release in Summer 2005'. Of course none of these things have materialized, and this shows that you just don't have the ability to see things through to the end.
I would suggest that the reason for this is simply that you're trying to aim too high, too early. You're obviously only young, and so to have done what you've done shows a lot of promise for the future, but you are a long, long way from the professional standards that are needed to even think about approaching publishers.
My advice…
Set your sites on something actually achievable; just one thing, and keep it simple. Work at it until it shines like a very shiny thing, and then move onwards from there. Be honest and open about everything. Be prepared to get bad feedback, and don’t get upset about it, just use it to make you games better the next time. Keep going, and eventually you will succeed, but you have plenty of time, so don’t rush.
lol, i cant believe some of you guys got sucked into this :)
It seemed obvious from fairly early on that this was all a bit of a windup. I mean, within no time at all the project/team/budget all expanded completely out of nowhere. Me thinks this is just another troll ... =/
It seemed obvious from fairly early on that this was all a bit of a windup. I mean, within no time at all the project/team/budget all expanded completely out of nowhere. Me thinks this is just another troll ... =/
"Leave it to the computer programmers to shorten the "Year 2000 Millennium Bug" to "Y2K." Isn't that what caused this problem in the first place?"
Quote: Retailers arn't going to say no to a money maker
Do you have any actual experience to back this up?
What retailers look at is basically three things:
1) Marketing spend (measured in millions of dollars).
2) Slotting/placement fees (measured in hundreds of thousands for nationwides).
3) Previous relations and releases.
In that order.
If the thing doesn't sell, that's not the retailers problem. They'll do one of two things:
1) sell them for $9.95 and send you a nickle for each copy sold.
2) return all the boxes to you.
Either case, you already paid for the shelf space (see point 2) so they're happy.
It's really up to you to make sure it sells (see point 1).
Exceptions only come from point 3, and those are rare.
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Looks like our friend has started another account called Built4U Games but at least hes calmed down his approach this time.
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