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Just finished designing a game.

Started by June 01, 2016 02:26 AM
26 comments, last by Tom Sloper 8 years, 8 months ago

The idea I proposed was that I could lay in an amount to debunk the idea-guy theory.


The only difference between an "idea guy" and an "idea guy contributing $50K" is a little bit of money.

-- Tom Sloper -- sloperama.com

The idea I proposed was that I could lay in an amount to debunk the idea-guy theory.


The only difference between an "idea guy" and an "idea guy contributing $50K" is a little bit of money.

Where I said I could lay in perhaps 50K and max 100K you pick the lowest number for what reason? To make a stronger point?

And if big companies are not an option and taking them out of the equation.

If you have a 10 guy team and each member can contribute 100K you have a million dollars. This is a decent amount to start with and produce something nice to put on kickstarter. Finding 9 other guys who have a little bit of cash like that seems to be another issue though. It's complicated.

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The idea I proposed was that I could lay in an amount to debunk the idea-guy theory.


The only difference between an "idea guy" and an "idea guy contributing $50K" is a little bit of money.

Where I said I could lay in perhaps 50K and max 100K you pick the lowest number for what reason? To make a stronger point?

It didn't matter if he chose the higher number - both numbers are basically irrelevant when it comes to medium up to larger developments.

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Some notes

You mentioned that you have developed some card games and board games in the past. Did you ever pursue these into commercial enterprises?

You can imagine an idea, work out it's math and it may seem by all accounts and feedback to be the bee's knees of a great game idea, only to find that in practicality at the game development stage that it simply does not translate into a game people are interested in/enjoy playing (prototyping is where you hopefully learn these problems).

It is not an uncommon occurrence on these forums that we have someone new join and talk of their game idea and how they have developed it out on pen and paper. The advice given to you here may at times seem harsh or cynical or even may be interpreted by you as being rude or wrong. Please understand that you have been answered by some who have shipped many games in their careers, some who have worked on projects that incorporate 10's of millions as their budgets, but mostly you have been answered by some that are and continue to be in the "industry" of game development i.e. they have the experience and understanding of issues that you are unaware of but will no doubt face if you pursue this. This is not meant to say forget about it and piss off, it is meant to say "reality check". Accept the reality that there are a crap ton of issues you will need to wade through (regardless of what particular stratagem you utilise to get the game made) and that some of those issues are why people are questioning, advising and at times acting as devil's advocates.

It didn't matter if he chose the higher number - both numbers are basically irrelevant when it comes to medium up to larger developments.

--------

Some notes

You mentioned that you have developed some card games and board games in the past. Did you ever pursue these into commercial enterprises?

You can imagine an idea, work out it's math and it may seem by all accounts and feedback to be the bee's knees of a great game idea, only to find that in practicality at the game development stage that it simply does not translate into a game people are interested in/enjoy playing (prototyping is where you hopefully learn these problems).

It is not an uncommon occurrence on these forums that we have someone new join and talk of their game idea and how they have developed it out on pen and paper. The advice given to you here may at times seem harsh or cynical or even may be interpreted by you as being rude or wrong. Please understand that you have been answered by some who have shipped many games in their careers, some who have worked on projects that incorporate 10's of millions as their budgets, but mostly you have been answered by some that are and continue to be in the "industry" of game development i.e. they have the experience and understanding of issues that you are unaware of but will no doubt face if you pursue this. This is not meant to say forget about it and piss off, it is meant to say "reality check". Accept the reality that there are a crap ton of issues you will need to wade through (regardless of what particular stratagem you utilise to get the game made) and that some of those issues are why people are questioning, advising and at times acting as devil's advocates.

I didn't make the card and board games, it was OP who never showed up in his thread again. I don't want to hijack his thread so I'll leave it now.

I understand it won't be easy and I see reality. Thx for replies

I didn't make the card and board games, it was OP who never showed up in his thread again.

My apologies - I can only blame 5am as an excuse for my inattentiveness.

Hire a game dev company, not to make your game, not even to prototype it ... but to REVIEW your paper ... you've got professionals backing the doability of your product


Several points:
  • You'll probably have to make a lot of inquiries before you find a development company willing to do it.
  • A publishing company isn't going to be swayed to take the risk with the concept just because some professional(s) say(s) the concept is doable.
  • When I was working at Activision, someone would ask me if a concept or a feature was doable ("possible"). Long after I left Activision, people ask me the same thing. I always told them (and still tell them), "anything is possible, given enough time and money." So doability is not really at issue. Anything IS possible*, given enough time and money.
  • So what's really to be gained by getting a professional doability verdict?
*Except time travel to the past, and the Star Trek holodeck.

Because there's a whole lot of difference between "i'm clueless and pretty sure i can do it" and "this feature was evaluated by studio X to take Y man days with people with Z skillset at an approximate cost of A $". Of course anything (well no, but i get your point so let's not nitpick) is doable, but it's obvious it's not what i mean by doable, what i mean is "reasonably doable at a cost in both terms of time and money relative to the price point and market share expectation the same document describes as a target". And that he can't do alone.

At no point did i say it would get him through the door, nor that a company will take the risk based on that, but it will definately put him above those who have Nothing but paper (and of course still far behind those who have a prototype)

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Note that if your budget is 50 to 100K, honestly you could most likely outsource the making of a proof of concept / prototype with that kind of cash. Don't expect AAA quality of course but you could show the concept with crappy placeholder art and scaled down requirements (depends once again on how complex your game is but a lot of full games with an indi look can be made for that amount, so a prototype for Something better with crappy art definately should be easy)

1. Where I said I could lay in perhaps 50K and max 100K you pick the lowest number for what reason? To make a stronger point?
2. And if big companies are not an option and taking them out of the equation.
If you have a 10 guy team and each member can contribute 100K you have a million dollars. This is a decent amount to start with and produce something nice to put on kickstarter.
3. Finding 9 other guys who have a little bit of cash like that seems to be another issue though. It's complicated.


1. Sorry. I totally did not see $100K in your post. But it's still just a drop in the bucket. All you've told us is your idea is an ARPG that's bound to be a franchise. That suggests something along the lines of Diablo. $10MM would be a very low budget for something like that. $100K is just 1% of the budget (assuming a very low budget of $10MM). "Here's my idea - I'm contributing 1% and I want a modicum of creative control." That'll never fly.
2. Your idea is to make an ARPG that'll become a franchise, with just a 10-person team to make the Kickstarter demo. That's unlikely to fly.
3. Yes, isn't it.

-- Tom Sloper -- sloperama.com

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