[font="Arial Black"]MOTTO:
[font="Arial Black"][font="Arial"]“a.Why nobody will just buy your idea from you.</span> [font="Arial"]You didn't expect me to betalking about these things, did you? (<img src='http://public.gamedev.net/public/style_emoticons/<#EMO_DIR#>/happy.gif' class='bbc_emoticon' alt='^_^' />) You just wanted somebody to takeyour idea and run with it, while you sit back and wait for the end result soyou can play it, right? And maybe make some easy money.”<br />
<br />
[font="Arial Black"]That’s what I wanted, since I’m a lazy SOB<br />
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[font="Arial Black"]“Forget that right now, it's not going to happen.”<br />
<br />
[font="Arial Black"]It didn’t …[font="Calibri, sans-serif"]<br />
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I went through the Lessons, quite instructive, at least for me, a newbie in this biz. Problem is that you gave alotta pertinent advices in Lesson #21 (The Submission Process), but they don’t apply to where I stand now.<br />
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Briefly this is my video game venture: <br />
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1. I had a game idea outta da blue. I worked hard for more than half month to put it on paper and then PPA it (PPA = Provisional Patent Application= $110 at USPTO);<br />
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2. I sent my concept (quite professionally written) to an important international contest: It made it to the Finalists’ List;<br />
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3. From the Finalists’ List it made it to the Winners’ List although my game (playable demo) has poor graphics and sounds and 0 (zero) characters. Why? – cuz it’s probably the smartest (most challenging) game in the history of video games. Remember: Rubik’s Cube (which has also online versions) has no explosions, car chases, zombies vs. mega crocks and other BS, but sold the most units in history;<br />
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4. Because it made it to the Winners’ List, if you Google my game you’ll find it from US to Europe, from Canada to China and from Russia to Australia. The game will have more advertising pretty soon.<br />
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So now I want to make the most ($) outta it, but I have no clue as to how to do it. How much (%) do publishers pay? Can I have more than one publisher, or they only go for exclusive rights? Can I keep the rights to organize tournaments to myself? Would it be better to use an agent (and if so, then what’s his %)? Would you be my agent/mentor/adviser?<br />
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Thanks and keep up the good work!<br />
<br />
Dan
The Submission Process
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<blockquote> I worked hard for more than half month to put it on paper and then PPA it<br />
Two weeks is a very short time.<br />
<br />
Is this the same "billichess" game you were pushing last year? Since you started in May, you've had <span style="font-weight:bold;">seven months</span> to work on it. That is plenty of time for a homebrew game to get polished, especially something small like you previously described. What actual <span style="font-weight:bold;">work</span> have you done?<br />
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<blockquote>1) How much (%) do publishers pay? <br />
2) Can I have more than one publisher, or they only go for exclusive rights? <br />
3) Can I keep the rights to organize tournaments to myself? <br />
4) Would it be better to use an agent (and if so, then what’s his %)? <br />
5) Would you be my agent/mentor/adviser?<br />
1) Assuming you get a publishing contract — which is a difficult process — you will negotiate those details as part of the contract.<br />
2) You can negotiate non-exclusive rights or exclusive rights as part of the contract. Publishers generally require exclusive rights before making serious investments.<br />
3) You can keep whatever rights you negotiate in your contract. That seems like an odd choice, but whatever you want.<br />
4) You can find an agent if you want. If you do, part of working with the agent will involve a contract with them which will specify payments for their services.<br />
5) That is not usually how business works.<br />
<br />
<blockquote>Problem is that you gave alotta pertinent advices in Lesson #21 (The Submission Process), but they don’t apply to where I stand now.Why do you think the advice on Tom Sloper's site does not apply to you? If you don't have a contract with a publisher, then you will still need to go through the submission process to get published.
I worked hard for more than half month to put it on paper and then PPA it
Two weeks is a very short time.
Is this the same "billichess" game you were pushing last year? Since you started in May, you've had seven months to work on it. That is plenty of time for a homebrew game to get polished, especially something small like you previously described. What actual work have you done?
1) How much (%) do publishers pay?
2) Can I have more than one publisher, or they only go for exclusive rights?
3) Can I keep the rights to organize tournaments to myself?
4) Would it be better to use an agent (and if so, then what’s his %)?
5) Would you be my agent/mentor/adviser?
1) Assuming you get a publishing contract --- which is a difficult process --- you will negotiate those details as part of the contract.
2) You can negotiate non-exclusive rights or exclusive rights as part of the contract. Publishers generally require exclusive rights before making serious investments.
3) You can keep whatever rights you negotiate in your contract. That seems like an odd choice, but whatever you want.
4) You can find an agent if you want. If you do, part of working with the agent will involve a contract with them which will specify payments for their services.
5) That is not usually how business works.
Problem is that you gave alotta pertinent advices in Lesson #21 (The Submission Process), but they don’t apply to where I stand now.Why do you think the advice on Tom Sloper's site does not apply to you? If you don't have a contract with a publisher, then you will still need to go through the submission process to get published.
1) and 4): As I've already mentioned, I'm a newbie in this biz. So what are the usual numbers (in between min and max)? 0.26%, 3.14%, 30%, 89%? I have no clue and I always feel better when I base my decisions on numbers.
Thanks,
Dan
P.S. 5) who was talking about ... "usually"?
[font="Arial Black"][font="Arial"]“a.Why nobody will just buy your idea from you.</span> [font="Arial"]You didn't expect me to betalking about these things, did you? <br /> I went through the Lessons…<br /> So now I want to make the most ($) outta it, but I have no clue as to how to do it. How much (%) do publishers pay? </blockquote><br /> That's great, Dan. You read FAQ #1. But you didn't read any farther than that. FAQs 11, 21, 31, 35, 29, 60… <br /> I'm proud of my student. (<img src='http://public.gamedev.net/public/style_emoticons/<#EMO_DIR#>/rolleyes.gif' class='bbc_emoticon' alt=':rolleyes:' />)
-- Tom Sloper -- sloperama.com
'creatip' said:
[font="Arial Black"][font="Arial"]“a.Why nobody will just buy your idea from you.</span> [font="Arial"]You didn't expect me to betalking about these things, did you? <br /> I went through the Lessons…<br /> So now I want to make the most ($) outta it, but I have no clue as to how to do it. How much (%) do publishers pay? </blockquote><br /> That's great, Dan. You read FAQ #1. But you didn't read any farther than that. FAQs 11, 21, 31, 35, 29, 60… <br /> I'm proud of my student. (<img src='http://public.gamedev.net/public/style_emoticons/<#EMO_DIR#>/rolleyes.gif' class='bbc_emoticon' alt=':rolleyes:' />)<br />
not to rain on your FAQ's, but only the MOTTO was from FAQ #1, the rest of my posting was related to The Lesson #21, The Submission Process (as the Subject Line clearly suggests). My point being that I'm not a dreamer trying to sell an idea. I believe that I'm at a point (in developing/promoting my game) that hasn't been covered in your FAQ's. You've mentioned Nobel winners and Paris Hilton, or kids making a drawing etc, but that (while quite informative and good to know; Thanks!) does NOT cover my specific situation.
If you're not already pissed let me ask you one short question: What would you do in my shoes as of right now? (I know your 1st answer: "read the damn FAQ's!!!!!" Any 2nd answer?) If I send you the game and Abstract will you be my agent?
Thanks,
Dan
As you are a programmer, I would have spent a good part of the last seven months actually programming your game.
A publisher's job is not to give you funding. Their job is to publish and distribute the game. They will generally not fund nor will they develop indie games. This is especially true of publishers that focus on small games.
For example, it would be reasonable to get your games onto Xbox Live Indie Games, or into Garage Games or into Big Fish Games. They can publish your game after you've finished it. But they won't develop or fund it.
A publisher's job is not to give you funding. Their job is to publish and distribute the game. They will generally not fund nor will they develop indie games. This is especially true of publishers that focus on small games.
For example, it would be reasonable to get your games onto Xbox Live Indie Games, or into Garage Games or into Big Fish Games. They can publish your game after you've finished it. But they won't develop or fund it.
As you are a programmer, I would have spent a good part of the last seven months actually programming your game.
A publisher's job is not to give you funding. Their job is to publish and distribute the game. They will generally not fund nor will they develop indie games. This is especially true of publishers that focus on small games.
For example, it would be reasonable to get your games onto Xbox Live Indie Games, or into Garage Games or into Big Fish Games. They can publish your game after you've finished it. But they won't develop or fund it.
I'm an inventor, a screenwriter, but no programmer. As I mentioned, this game hit my neurons outta da blue. I DO NOT expect any publisher to "develop or fund" it. It's already up and running, MP version included (no AI yet). I just want to: 1. Make sure I know the right numbers (%); 2. I'm not cheap, I'll gladly hire the right agent since everybody knows that 30% outta something is much more than 90% outta nothing
I just want to: 1. Make sure I know the right numbers (%);
See FAQ 35.
But since the game is already finished, maybe as much 30%. Depending on whether it's a packaged product or an online/downloadable game or what. The platform and the delivery method matter to this question.
It's odd, though, that the game has won competitions but no publisher noticed.
-- Tom Sloper -- sloperama.com
'creatip' said:
I just want to: 1. Make sure I know the right numbers (%);
See FAQ 35.
But since the game is already finished, maybe as much 30%. Depending on whether it's a packaged product or an online/downloadable game or what. The platform and the delivery method matter to this question.
It's odd, though, that the game has won competitions but no publisher noticed.
30%!! (give or take, I can understand that). Finally I got a number. As for "no publisher noticed", well the top publisher for casual games is waiting for my playable demo since June 2009. For reasons that I won't delve into details now, I'm not sure that I can submit (as of right now) my game to a publisher. So I'm working on a second game (which is on no winners' list with whatever clauses) and submit this one as a KO (in probably less than 10 days).
It's just that I dunno how to negotiate, video games is not my field, without some info (NUMBERS, PLS!!) I'm lost.
Thanks (and my offer is still up and kicking).
Dan
P.S. sorry for having to go, but I need to read FAQ 35
'creatip' said:
I just want to: 1. Make sure I know the right numbers (%);
See FAQ 35.
But since the game is already finished, maybe as much 30%. Depending on whether it's a packaged product or an online/downloadable game or what. The platform and the delivery method matter to this question.
It's odd, though, that the game has won competitions but no publisher noticed.
I know it's hard to believe, but I have some guests and I had some drinks and I entered "FAQ 35" in Search and took me nowhere. Gimme the link, pls, I have to read it 2nite
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