Tuesday, 29 January 2008

Time to network

Before we go on let's have a little recap as to what we've got so far...

A knowledege of who the game is designed for and what makes it fun!
A solid design that reflects all of the elements discussed so far
A (semi) complete list of all resources required across all areas of the project
Proof of concept protototypes including (but not limited to) technology demos, storyboards, concept artwork, character and level designs, background story etc etc
A schedule forcasting a (hopefully realistic) completion date
A business model detailing route to market and profitability forecasts

If you wrap all this lot together, you'll find that you've actually got a complete presentation that you could pitch to any of the major publishers. Obviously getting them to answer your calls or let you set foot in their offices is another matter altogether.

The easiest way to get your foot in the door is to have a proven track record of commerical success (but if that's the case then you probably wouldn't be reading this anyway).

Following on from that, presenting yourself and your product in a professional light is a must. Remember publishers are in business to make money, and everyone is always on the lookout for the next big money spinner, the next market to exploit.

However video game publishers (like any profit-centric businesses) also tend to be very conservative and don't like to take risks (especially with their shareholders money). The more information you can provide, the more proof you can give that not only does your design have the potential to make them millions but also you (as a team or company) can bring that design to fruition the more likely they are to take you seriously and want to do business with you.

Ok, so the next question has to be - HOW do you get the chance to make your pitch. All businesses are (or at least should be) in the market of establishing relationships with likeminded firms, all the major publishers actually do a lot of the hard work for you - attend trade shows, make appointments (in advance) to meet with people and discuss your pitch, attend E3, ECTS, IGDC etc etc, subscribe to trade magazines, arrange contacts via websites, ring them up, email them, send them a pitch in the post - be creative (but most importantly remember to NOT be pushy and if need be take no for an answer - there's always another company round the corner)

But what about publishers ripping off your ideas ??? Ok from time to time it happens (although not as often as you fear), I would doubt that these days many would do it intentionally (maybe your idea was geninuely similar to one they already had in pre-production), besides you've got copies of all the source and reference materials you used to create your design (which can be used to help prove ownership).

If you feel you have been ripped off, react and respond in a professional manner, talk to a lawyer (IANAL) state your case (most people / companies tend to be reasonable if approached in a reasonable / professional fashion) - For what it's worth, most countries don't allow you to copyright or patent ideas, but any work that is created has automatic protection under copyright law (although it never hurts to put "(C) 20??, Your name here, All Rights Reserved" at the bottom of the page!).

Even if you don't plan to go down the traditional route and decide instead to self publish, going through the networking process and making contact with people is never a bad thing - nothing is ever created in a vaccum, establishing yourself and your company gives you credibility, get's you noticed, allows people to find you if your game is ever up for an industry award... If you want to make a name in the games industry, then you have to be a part of the games industry.

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