Hi everybody, and thanks to the moderators for letting me back in:-)
I don't want to revive the thread about Rube that I had started, because that clearly was not going well. But I still really would like to get advice about what I might do to actually get to make my games, the first 4 of which have been worked on for over 20 years now. Together, all 12 games are a “Big Three-like” gaming universe the likes of which has not been seen since the 1980's. They tell a single story, through a “timeline”, what you know as “JMS of B5's famous Bible”, which was actually just a Star Fleet Universe inspired timeline just like the one than encompasses my game universe. I have been designing games for about exactly 40 years now (obsessively, non-stop, since I was 7!!!!!!), with half of that time spent on these games. I've had quite a bit of time to work on them... and make them better, and better over the years. A pretty big advantage on most, or even all others. Right?
In the other thread Tom Sloper had said that it is not actually impossible for me to find an existing game company that would consider something like this, as I had believed for many years. He also suggested finding a partner to handle the business aspects of this... If I could do that I would do it in a heartbeat. I am really bad at this, I just make games and simulations. Really, that is pretty much the ONLY thing I do. So, since I am apparently not inherently incompatible with the modern game industry, and the possibility of someone actually having the capacity to make my games if they wanted to does exist... How do I go about even doing that? I've been trying to do that for over 20 years without ever having any hint of success, and probably only 2 or 3 actual responses in a lifetime of doing that. That's what I tried for over a decade and gradually determined, through what they were saying too me, that such a thing does not exist and the only way to make my games is to fund it all myself. If I have been wrong about this, that is great, but what do I even do about it? I already have 20 years of experience with exactly that which tells me if I could get so much as a single response saying “No thank you” in under a decade I'd be doing great! I am 48, I don't have a decade to get a first answer back from someone.
So, is it really possible for a designer to make their games through an existing company? Or do they already know the games they are making, and the only way to do it is if I can find millions of dollars on my own... which isn't going to happen? This has been my entire life. I either find a way to make my games or literally my entire life has been a waste of time. So I'd really like to find out how I should even be trying to go about this before I even begin to try this time around, and only the people in the industry can tell me that. I KNOW that my ways don't work.
I would think that 20 years of work on the first 4 ought to be a hint to at least somebody that this might be worth looking into. How many computer games spent 20 years being designed and refined before they were made? Does this actually happen regularly to where it is an uninteresting regular kind of thing? I'd think somebody would at least be interested in such a thing. Especially space ship games... a lifetime of work on space ship games... coming from a former member of the SFB Staff!!! I would think that somebody might be at least interested in taking a look at it...
My games are completely and totally unique, because of Rube. That's what Rube is. It's how I have always made games that was so different and unique that I could never get anyone to understand. Now I have Rube which is simply, in the end, my finally being able to articulate exactly what it is about my games that are so different than everyone else. Exactly how they work that makes them so different. Instead of getting into Rube, I'll just give an example of those differences. I pretty much specialize in space ship games and strategy war games. 7 of the 12 games of my universe are strategy war games. So now you are thinking.... “So there must not be much of a story to this universe.” Yes, there is. That's one of the differences between my games and everyone else that is easy to point to. As a byproduct of how Rube (or simply my games) functions, my strategy war games tell stories almost as well as an adventure game or RPG, but in a very different way. They really do. Maybe even in a better way... you read about it little-by-little, and then it unfolds around you in the near future little-by-little. Constantly, all the time, over the course of the entire game. My games don't work anything remotely like any game you have ever played before. They really, really don't. My games are “alive”, because that is what I do and have always done. I make games that play themselves around you as you play them.
So, what should I even do? Who should I even be trying to contact? What options do I really have from the perspective of you people who are inside the industry, and therefore understand it? What I thought I had learned the first time around was that the only way this can be done is to fund it myself, but now that is apparently not the case. But how do you even go about finding anyone who might be interested? I don't see how I would do that, or even know who to contact other that just sending something to random game companies like I used too... and that never came close to working. How do even I do this? This is my problem, this is probably the one thing I am worst at. I am worse than bad at this, and over a decade ago ran out of ideas for even trying anymore.
In our industry the phrase "Design by Committee" was known by anyone involved with it. One of the most often heard phrases in our industry. It translates as "the worst possible way to make a game". This is the method that the modern game industry has institutionalized. "Too many cooks spoil the pot". This is not an insult, it is an observation I would hope those in your industry would at least contemplate.