Pitching your game, The Real Deal...
by Ted Southard · 12/07/2008 (6:40 pm) · 18 comments
I flew into London Friday morning on a red-eye. I arrived early, had no hassles at customs, and the taxi driver was top-notch (and if you know my relationship with taxi drivers, then me saying that should tell you just how well things were going up to this point). Suffice it to say that when I arrived at the hotel to check in at 10am, they told me that check-in did not occur until 2pm. No worries. I changed into "business casual" clothing in the handicapped bathroom, stashed my bag in the storage room in the lobby and made my way over Vauxhall Bridge towards the Marble Arch. Almost 3 miles to get where I was going, but I had 2 hours, and that meant time to smell the roses as I walked...
Where I was going was a conference for financing MMO's and casual online games (or really any online games that could generate significant profit), and I had booked the flight less than a week prior. I didn't even know about the event until the day after Thanksgiving when I was sitting at home organizing my Linked In contacts from the VGXPO in Philly (the results of which I also blogged about) and saw this little shindig happening across the pond. Despite the expense involved in this (the dollar is up compared to the pound lately, but honestly, it's still $1.60 to the pound- it friggin' hurts) for both registration and hotels (the airfare was pretty cheap), I decided that I probably wouldn't see another opportunity like this again- sort of like seeing Amy Winehouse sober, or Britney Spears sane. Sort of like Bigfoot, or possum guts stuffed into bigfoot suits (because that's rare too). So I booked a ticket.
So anyway, I walk into this conference, where the suit-to-developer ratio is way higher than I've ever seen in any conference- and I've been to how many... Three? Four? Oh... Well, anyway, also to put this in perspective, there were about 30-40 people there, or about as many as there were at the first IMGDC in Minneapolis the year before last. Not huge, but a healthy size. It's at about this time that my excitement at having a chance to pitch my project to actual venture capitalists is giving way to extremely disproportionate gravity being invoked on my upper eyelids courtesy of jet-lag and the three hours of sleep I had obtained on the plane. Yay for Murphy and his Laws...
Now, rather than go into excruciating details about the panels and whatnot, I have to say this: Go read a book on body-language and presenting yourself. I did that, and I do believe that it helps. It's not trickery, or a how-to-lie-to-the-money-people book, but rather how to better project your confidence when that may not be your strong-suit. Because if you pitch your project with no apparent confidence, no one will believe in you. Pitching your project is not rocket science, no matter what anyone tells you- even me. Because I don't know crap about rocket science, and yet I pitched my project. How's that for logic?
So, between the panels, I went to work trying to talk to different people. I have to admit it was a bit harder than developer conventions, as the environment was that of investors surrounded by those who wanted money from them, and people don't always yield their conversations as quickly (would you?). Now these are not publishers, mind you, they are investors. So a bit of understanding on where they're coming from is in order: They want to make money, and they may or may not know the technical details of what you are doing. Don't throw your game engine in their face unless they ask. Don't show demos or screenshots unless they clearly show what you want them to see. Don't act like you're going to pass out or ruin your pants if they ask you a hard question (even if you do- don't let on, let it be a surprise, they like surprises!). Remember, these people are... People. You're probably going to screw up anyway, so just relax... That said, I pitched my project for the first time between one of the panels, and got myself a business card and a let-us-know-when-you're-ready-for-us-to-look-at-it.
Wait... What, no promises of unlimited funding and development? No falling to their knees to worship your genius? Yeah, I was disappointed too, especially when he asked me why I had that makeshift halo glued to the back of my head. The fact is that this is business. It was a great five minutes: I pitched Epic Frontiers like an insane chimpanzee with Tourettes Syndrome and a broken jaw, and still got a business card and a "call me" out of it. I passed the test, amazingly. And later in the day I would pass the test again and again. Even with a former Dynamix employee who grilled the shit out of me on every aspect of the game that I talked about- and he wasn't looking to invest, but it was great to have someone beat the crap out of my project and still pronounce it as "interesting" and having "a lot of potential". It counts for a lot when you can weather more and more of "criticism-storms" like that, and you sensitive-types out there need to go looking for more situations where that occurs instead of saying "don't say anything negative about my project", because like it or not, being able to withstand negative criticism is of more use to you in life than never getting any, and will only help you improve your project. Of course, those idiots who senselessly flame need to take a course in intelligent discourse before running out and saying "ur projekt iz crapz! LAWLZ- see? I iz helpin ewe!".
Oh yeah, let's get back to the "call me", because I think people can gain some business insight from this: You see, a VC (venture capitalist) wants to do what's called "managing risk". Part of this is done by look at the economy and markets to make sure that they aren't walking into an open manhole (though both Albert Einstein and the current economy shows that that does indeed happen in real life). Another part is what they call "due diligence", which is where they take a look at your company, its finances, progress, organization, and team, etc (ever been convicted of a pyramid-scheme? You're probably not getting any money). And another part, which I learned on the spot, was where they sit back and see both how far you get in creating the project (weeding out posers and projects that fail early), and also how the public reacts to the news of the project. This is actually very useful, because you don't want to fund a flop, and one indicator of that is the anticipation that the public has for your title. The short version of that is that my project should hit alpha/beta before I call anyone so that they know I'm serious about this.
OMGWTFBBQ?! Alpha?Beta?? They want you to actually do work before they give you the money you need to launch it? Yeah. Life's rough, ain't it? But they're also giving you a silver lining in that that most publishers won't give you: Freedom
You see, when a publisher gets its hooks into you, they can do things like market the product on their own timescale and then modify your development milestones to fit. They can also force you to add/remove features, cut budgets, and do other nasty things. So can a VC, in all truthiness. But a VC that wants progress out of you before committing is presenting you with a double-edged sword use can use. One side is not so great because you'll have to work on your project on your own without that funding, which is hard. But the other side allows you to work on your project from a point of strength whereas you have the freedom to develop it as you see the vision and not according to artificial deadlines or marketing, and then take that innovative project to them. Now, I cannot speak towards anything other than what I saw and heard at this conference (and if you even think of emailing me for names, I tell you right now that you will be spam-filtered, and for obvious reasons) but the VC's I met were, while enthusiastic about this market, cautious about it as well, due to the large number of failures. No one wants to lose money, especially those taking the bulk of the financial risk, and in that light, I believe that the "call me" approach is not only fair and reasonable, but generous.
Dude, you're a sellout! You're going to let some suit invest in your game when you're trying to be an indie? Damn straight, because those VC's aren't the only ones who like money, and if you're smart, you like money just as much as I do... Of course, this makes the path I have to take simpler and more expensive, but it also puts me in the position of knowing that self-publishing is not my only option now (and I've disabused myself of the notion of going to a traditional publisher years ago, so I don't even look at that possibility unless I get very even-handed clauses- the kind publishers just don't do).
Okay, good point... So, how do I become a sellout too, then? Go network with people at conferences. Go Google for information on VC's. Prepare. I came upon this conference by accident while scanning one of my Linked In groups and wondering why the site didn't send the notifications I wanted. Sometimes you come upon a chance, and sometimes you need to take it.
So to sum this all up: It doesn't take a super-duper refined pitch to get someone's attention for investment in your project, but you do have to do some work on areas other than the game, like pitching, presenting yourself, and schmoozing. If you fail at it, then just take notes and improve, and go back at it. I joke about the "anti-social" game developer, because honestly, that's how some of us come off. Some of us really are anti-social, which is fine as long as you can make that pitch when you need to. Some of us aren't, but can't pitch for our lives, which is fine as long as you won't need to. Go improve, because it's only going to get harder as this "MMO goldrush" feeling grows, and if you're not on your P's and Q's, someone else is going to get that money you want so bad, because they want it more.
Now, I'm back to the extra nine days I scheduled into coming out here (pshhhh, you didn't think I'd let this flight go to waste just for one day, did you?). On a personal note, if anyone out here in London wants to get a pint or some food (or both), hit me up by email and we'll see if we can hang out sometime later this week...
Where I was going was a conference for financing MMO's and casual online games (or really any online games that could generate significant profit), and I had booked the flight less than a week prior. I didn't even know about the event until the day after Thanksgiving when I was sitting at home organizing my Linked In contacts from the VGXPO in Philly (the results of which I also blogged about) and saw this little shindig happening across the pond. Despite the expense involved in this (the dollar is up compared to the pound lately, but honestly, it's still $1.60 to the pound- it friggin' hurts) for both registration and hotels (the airfare was pretty cheap), I decided that I probably wouldn't see another opportunity like this again- sort of like seeing Amy Winehouse sober, or Britney Spears sane. Sort of like Bigfoot, or possum guts stuffed into bigfoot suits (because that's rare too). So I booked a ticket.
So anyway, I walk into this conference, where the suit-to-developer ratio is way higher than I've ever seen in any conference- and I've been to how many... Three? Four? Oh... Well, anyway, also to put this in perspective, there were about 30-40 people there, or about as many as there were at the first IMGDC in Minneapolis the year before last. Not huge, but a healthy size. It's at about this time that my excitement at having a chance to pitch my project to actual venture capitalists is giving way to extremely disproportionate gravity being invoked on my upper eyelids courtesy of jet-lag and the three hours of sleep I had obtained on the plane. Yay for Murphy and his Laws...
Now, rather than go into excruciating details about the panels and whatnot, I have to say this: Go read a book on body-language and presenting yourself. I did that, and I do believe that it helps. It's not trickery, or a how-to-lie-to-the-money-people book, but rather how to better project your confidence when that may not be your strong-suit. Because if you pitch your project with no apparent confidence, no one will believe in you. Pitching your project is not rocket science, no matter what anyone tells you- even me. Because I don't know crap about rocket science, and yet I pitched my project. How's that for logic?
So, between the panels, I went to work trying to talk to different people. I have to admit it was a bit harder than developer conventions, as the environment was that of investors surrounded by those who wanted money from them, and people don't always yield their conversations as quickly (would you?). Now these are not publishers, mind you, they are investors. So a bit of understanding on where they're coming from is in order: They want to make money, and they may or may not know the technical details of what you are doing. Don't throw your game engine in their face unless they ask. Don't show demos or screenshots unless they clearly show what you want them to see. Don't act like you're going to pass out or ruin your pants if they ask you a hard question (even if you do- don't let on, let it be a surprise, they like surprises!). Remember, these people are... People. You're probably going to screw up anyway, so just relax... That said, I pitched my project for the first time between one of the panels, and got myself a business card and a let-us-know-when-you're-ready-for-us-to-look-at-it.
Wait... What, no promises of unlimited funding and development? No falling to their knees to worship your genius? Yeah, I was disappointed too, especially when he asked me why I had that makeshift halo glued to the back of my head. The fact is that this is business. It was a great five minutes: I pitched Epic Frontiers like an insane chimpanzee with Tourettes Syndrome and a broken jaw, and still got a business card and a "call me" out of it. I passed the test, amazingly. And later in the day I would pass the test again and again. Even with a former Dynamix employee who grilled the shit out of me on every aspect of the game that I talked about- and he wasn't looking to invest, but it was great to have someone beat the crap out of my project and still pronounce it as "interesting" and having "a lot of potential". It counts for a lot when you can weather more and more of "criticism-storms" like that, and you sensitive-types out there need to go looking for more situations where that occurs instead of saying "don't say anything negative about my project", because like it or not, being able to withstand negative criticism is of more use to you in life than never getting any, and will only help you improve your project. Of course, those idiots who senselessly flame need to take a course in intelligent discourse before running out and saying "ur projekt iz crapz! LAWLZ- see? I iz helpin ewe!".
Oh yeah, let's get back to the "call me", because I think people can gain some business insight from this: You see, a VC (venture capitalist) wants to do what's called "managing risk". Part of this is done by look at the economy and markets to make sure that they aren't walking into an open manhole (though both Albert Einstein and the current economy shows that that does indeed happen in real life). Another part is what they call "due diligence", which is where they take a look at your company, its finances, progress, organization, and team, etc (ever been convicted of a pyramid-scheme? You're probably not getting any money). And another part, which I learned on the spot, was where they sit back and see both how far you get in creating the project (weeding out posers and projects that fail early), and also how the public reacts to the news of the project. This is actually very useful, because you don't want to fund a flop, and one indicator of that is the anticipation that the public has for your title. The short version of that is that my project should hit alpha/beta before I call anyone so that they know I'm serious about this.
OMGWTFBBQ?! Alpha?Beta?? They want you to actually do work before they give you the money you need to launch it? Yeah. Life's rough, ain't it? But they're also giving you a silver lining in that that most publishers won't give you: Freedom
You see, when a publisher gets its hooks into you, they can do things like market the product on their own timescale and then modify your development milestones to fit. They can also force you to add/remove features, cut budgets, and do other nasty things. So can a VC, in all truthiness. But a VC that wants progress out of you before committing is presenting you with a double-edged sword use can use. One side is not so great because you'll have to work on your project on your own without that funding, which is hard. But the other side allows you to work on your project from a point of strength whereas you have the freedom to develop it as you see the vision and not according to artificial deadlines or marketing, and then take that innovative project to them. Now, I cannot speak towards anything other than what I saw and heard at this conference (and if you even think of emailing me for names, I tell you right now that you will be spam-filtered, and for obvious reasons) but the VC's I met were, while enthusiastic about this market, cautious about it as well, due to the large number of failures. No one wants to lose money, especially those taking the bulk of the financial risk, and in that light, I believe that the "call me" approach is not only fair and reasonable, but generous.
Dude, you're a sellout! You're going to let some suit invest in your game when you're trying to be an indie? Damn straight, because those VC's aren't the only ones who like money, and if you're smart, you like money just as much as I do... Of course, this makes the path I have to take simpler and more expensive, but it also puts me in the position of knowing that self-publishing is not my only option now (and I've disabused myself of the notion of going to a traditional publisher years ago, so I don't even look at that possibility unless I get very even-handed clauses- the kind publishers just don't do).
Okay, good point... So, how do I become a sellout too, then? Go network with people at conferences. Go Google for information on VC's. Prepare. I came upon this conference by accident while scanning one of my Linked In groups and wondering why the site didn't send the notifications I wanted. Sometimes you come upon a chance, and sometimes you need to take it.
So to sum this all up: It doesn't take a super-duper refined pitch to get someone's attention for investment in your project, but you do have to do some work on areas other than the game, like pitching, presenting yourself, and schmoozing. If you fail at it, then just take notes and improve, and go back at it. I joke about the "anti-social" game developer, because honestly, that's how some of us come off. Some of us really are anti-social, which is fine as long as you can make that pitch when you need to. Some of us aren't, but can't pitch for our lives, which is fine as long as you won't need to. Go improve, because it's only going to get harder as this "MMO goldrush" feeling grows, and if you're not on your P's and Q's, someone else is going to get that money you want so bad, because they want it more.
Now, I'm back to the extra nine days I scheduled into coming out here (pshhhh, you didn't think I'd let this flight go to waste just for one day, did you?). On a personal note, if anyone out here in London wants to get a pint or some food (or both), hit me up by email and we'll see if we can hang out sometime later this week...
About the author
Recent Blogs
• Last push...• Crunchy demos
• Accruing Interest at GDC Austin
• Vacation, Demos, and Help Wanted
• Killing Noob
#2
12/07/2008 (8:00 pm)
Nice two plans and insightful read, thanks Ted!
#3
But you confirm one thing pretty clear, a game has to be finished in order for investors to jump in ;-)
And things are just getting tougher in these money shortage times...
12/07/2008 (8:29 pm)
Sounds like a nice trip to europe ;-)But you confirm one thing pretty clear, a game has to be finished in order for investors to jump in ;-)
And things are just getting tougher in these money shortage times...
#4
I got laid off at the end of October, so you're preaching to the choir on that one, lol. It hurts, yes, but I think that if you want to keep your vision, then maybe hitting alpha or beta and getting an anticipating crowd for your game is a very good start.
A few years back, I wrote up my first business plan for the game and set out for a bank (HSBC). I sat down with the small-business loans officer and laid out my case, which included HW/SW, personnel, bandwidth, office space, etc, and a 5-year ROI projection for five different population levels, showing that I not only knew what the game could bring in, but what it would bring in versus the loan for five years.
I got shot down. The actual words were "never gonna happen", and the loan officer explained that the problem was that while everything looked fine, number-wise, banks have a problem giving out loans for things they can't repossess later- like manpower. And my plan was about 90% manpower. And I knew this walking in, and tried to "pad" the business document with emphasis on the value of IP and such, but for a bank, that's really like selling them second-hand smoke. And as well, even for a loan against physical assets, the bank expects you to put 25% of the amount in from your own pocket before they dive in.
It's sort of the same thing with VC's, but they're willing to take more risk in giving you money to launch a game knowing that they can't really recover it if it flops. It's high-risk, and they also want high-returns. At the VGXPO, I commented to someone how I toned down my plan to show a 300% ROI to investors because some of the wilder predictions I had didn't seem realistic and they commented how 300% was way too high and I should aim for 150% because that's all I'll get. At the conference, the panels told us that they wanted 10x their money (1000%). And these are not all inexperienced people who have never worked with online games. Some of them have worked high-profile projects, and know how to turn a buck.
So, yeah, it's a pain in the ass to do the work, but look at what may be at the end of the road if you do it right... Or if not, maybe you return them 1.5x-2x on their investment, they call it a wash, and your company gets to live to fight another day... There's not enough room to go into all the moving parts that make this process work, but I'm just presenting the little pieces I learn to help people because I can and I know others out there know and don't tell out of some misguided thought similar to why people don't say what their game idea is while saying it's "revolutionary". This is the same kind of information used for other businesses, except maybe the ROI and market details differ, but it's all the same principle.
12/07/2008 (9:07 pm)
Quote:And things are just getting tougher in these money shortage times...
I got laid off at the end of October, so you're preaching to the choir on that one, lol. It hurts, yes, but I think that if you want to keep your vision, then maybe hitting alpha or beta and getting an anticipating crowd for your game is a very good start.
A few years back, I wrote up my first business plan for the game and set out for a bank (HSBC). I sat down with the small-business loans officer and laid out my case, which included HW/SW, personnel, bandwidth, office space, etc, and a 5-year ROI projection for five different population levels, showing that I not only knew what the game could bring in, but what it would bring in versus the loan for five years.
I got shot down. The actual words were "never gonna happen", and the loan officer explained that the problem was that while everything looked fine, number-wise, banks have a problem giving out loans for things they can't repossess later- like manpower. And my plan was about 90% manpower. And I knew this walking in, and tried to "pad" the business document with emphasis on the value of IP and such, but for a bank, that's really like selling them second-hand smoke. And as well, even for a loan against physical assets, the bank expects you to put 25% of the amount in from your own pocket before they dive in.
It's sort of the same thing with VC's, but they're willing to take more risk in giving you money to launch a game knowing that they can't really recover it if it flops. It's high-risk, and they also want high-returns. At the VGXPO, I commented to someone how I toned down my plan to show a 300% ROI to investors because some of the wilder predictions I had didn't seem realistic and they commented how 300% was way too high and I should aim for 150% because that's all I'll get. At the conference, the panels told us that they wanted 10x their money (1000%). And these are not all inexperienced people who have never worked with online games. Some of them have worked high-profile projects, and know how to turn a buck.
So, yeah, it's a pain in the ass to do the work, but look at what may be at the end of the road if you do it right... Or if not, maybe you return them 1.5x-2x on their investment, they call it a wash, and your company gets to live to fight another day... There's not enough room to go into all the moving parts that make this process work, but I'm just presenting the little pieces I learn to help people because I can and I know others out there know and don't tell out of some misguided thought similar to why people don't say what their game idea is while saying it's "revolutionary". This is the same kind of information used for other businesses, except maybe the ROI and market details differ, but it's all the same principle.
#5
Burger wars info The game had a built in engine that sparked a great deal of interest with Konami. Dylan Sale created a binary download of jpeg images that I used in game to display advertisments. They loved it because it was dynamic. I could change the ads when ever I like. Using basic AW stats reports off of my website I could give stats as to who donaloded the image and when.
I could use the ray cast function in game to show who actually looked at the advertisement. I told Konami and Microsft and others, I can charge 30k a month for a billboard on the side of a highway because 60 thousand people pass by every month. But I cant tell you who saw the add on the bill board.
With my in game advertising engine, I could tie this advertisement download information back to the game registration and give you not onely who saw it but detailed demographic information.
Konami ran with the idea, Micrsoft could not see the point in it. Konami partenered with a web advertising company called Massive who tried to pattent the idea (word for word) 6 weeks later. They raised 20 million in VC, and nver gave me a call. Last year, Microsoft, who could not see the point when I showed them my beta, bought massive for 50 million. www.massiveincorporated.com/
Take a look at burger wars... read the downloads its all working and was working as of 2003. The Massive / Konami / Microsoft patent is not worth the paper its written on. I can easily invalidate any claims to it. Dylan sale can too.
But... trust me what your are doing is pretty much a dead end. Prove me wrong. I think the only way to go is to build something small and sell it on your own through garage games. The game industry is filled with a bunch of snakes out there. watch your self. I never got a call back from any of the big guys, but I sure hit a home run with my ideas.
12/07/2008 (9:11 pm)
I pitched the beta of Burger Warz at the San Jose GDC in 2004. I cant speak for what your exact results will be, but I can say my experience of pitching a game to a VC or Publisher is pretty much a dead end. Like you I had done my research. I had a full beta and a working example of a dynamic in game advertising engine. I also tailored my pitch to the audience that I would encounter. I asked a series of questions about the back ground of the people we met with, to learn their knowledge of the gameing industry and tailor my pitch to their level of understanding. The had never played games and had no idea what a first person shooter was. They had a background in finance and accounting and they did know what advertising was.Burger wars info The game had a built in engine that sparked a great deal of interest with Konami. Dylan Sale created a binary download of jpeg images that I used in game to display advertisments. They loved it because it was dynamic. I could change the ads when ever I like. Using basic AW stats reports off of my website I could give stats as to who donaloded the image and when.
I could use the ray cast function in game to show who actually looked at the advertisement. I told Konami and Microsft and others, I can charge 30k a month for a billboard on the side of a highway because 60 thousand people pass by every month. But I cant tell you who saw the add on the bill board.
With my in game advertising engine, I could tie this advertisement download information back to the game registration and give you not onely who saw it but detailed demographic information.
Konami ran with the idea, Micrsoft could not see the point in it. Konami partenered with a web advertising company called Massive who tried to pattent the idea (word for word) 6 weeks later. They raised 20 million in VC, and nver gave me a call. Last year, Microsoft, who could not see the point when I showed them my beta, bought massive for 50 million. www.massiveincorporated.com/
Take a look at burger wars... read the downloads its all working and was working as of 2003. The Massive / Konami / Microsoft patent is not worth the paper its written on. I can easily invalidate any claims to it. Dylan sale can too.
But... trust me what your are doing is pretty much a dead end. Prove me wrong. I think the only way to go is to build something small and sell it on your own through garage games. The game industry is filled with a bunch of snakes out there. watch your self. I never got a call back from any of the big guys, but I sure hit a home run with my ideas.
#6
All because people want to escape reality. Whether they do that with a pint, a book, a TV show, a movie, or a game is up to them, but videogames as a market has been steadily growing, and in tough economic times, when a month of MMO service is cheaper than a night at the movies, what market do you think is going to see an increase in profit? ;)
12/07/2008 (9:12 pm)
Also, understand that entertainment is a recession/depression resistant market. In the Great Depression, radio and TV did great as far as investing went, whereas traditional markets hit rock bottom. Today, not much has changed. Sure, there are some game companies that have taken hits, but like the car companies in Detroit, those companies have had it coming, and the economic jolt just made it happen faster. Many entertainment companies are actually on the way up.All because people want to escape reality. Whether they do that with a pint, a book, a TV show, a movie, or a game is up to them, but videogames as a market has been steadily growing, and in tough economic times, when a month of MMO service is cheaper than a night at the movies, what market do you think is going to see an increase in profit? ;)
#7
Well, two things on this:
1) I have no problem doing just that.
2) I'm not married to funding this project through outside people. I can actually self-fund and launch a "limited area" version of the game that grows dynamically as funds come in. That's something that was designed into the designing of the game. If the VC's don't call, then fine. If they do call, even better. And if it all works out, then that would be best. But don't mistake my persistence as being dependent on people whose own needs and goals may have changed by the time I'm ready to do business with them.
I can't comment on what happened with your deal, because I was not there and can't judge without knowing what everyone said and did and what laws apply where. I can say that nowhere in your experience do you mention dealing with VC's, but you do lump them in with publishers, which I think we both agree are very shady entities- but still, lumping one group in with the other might be a little reflexive. Maybe you dealt with some and found them to be the same- I wouldn't doubt that, because some people are just assholes, and maybe you ran into them. I also don't doubt that you sincerely don't think they'd do any better. But to limit yourself because of that is just bad business.
While I like GG very much and credit them for the chance I have to get this product off the ground, indies literally cannot afford to say "well, I like such and such portal so that's the only people I'll sell through". I'm sure they would agree with me on this, and I have never heard them say anything to the contrary to anyone who has ever asked. If that's your preference, then that's fine, and you obviously have reasons for it, but one bad experience cannot be used as the rule rather than the exception.
12/07/2008 (9:46 pm)
Quote:Prove me wrong.
Well, two things on this:
1) I have no problem doing just that.
2) I'm not married to funding this project through outside people. I can actually self-fund and launch a "limited area" version of the game that grows dynamically as funds come in. That's something that was designed into the designing of the game. If the VC's don't call, then fine. If they do call, even better. And if it all works out, then that would be best. But don't mistake my persistence as being dependent on people whose own needs and goals may have changed by the time I'm ready to do business with them.
I can't comment on what happened with your deal, because I was not there and can't judge without knowing what everyone said and did and what laws apply where. I can say that nowhere in your experience do you mention dealing with VC's, but you do lump them in with publishers, which I think we both agree are very shady entities- but still, lumping one group in with the other might be a little reflexive. Maybe you dealt with some and found them to be the same- I wouldn't doubt that, because some people are just assholes, and maybe you ran into them. I also don't doubt that you sincerely don't think they'd do any better. But to limit yourself because of that is just bad business.
While I like GG very much and credit them for the chance I have to get this product off the ground, indies literally cannot afford to say "well, I like such and such portal so that's the only people I'll sell through". I'm sure they would agree with me on this, and I have never heard them say anything to the contrary to anyone who has ever asked. If that's your preference, then that's fine, and you obviously have reasons for it, but one bad experience cannot be used as the rule rather than the exception.
#8
12/07/2008 (10:40 pm)
Hey Ted. Good read.. I'm in the UK, about 45 minutes away from Liverpool street in London. So if you wan't to meet up for a pint some point towards the end of the week and talk about this further and maybe a few ideas on investment. I actually managed to get my initial funding from an investor (another small games company in Canada) to help kick-start the first year of development from an ebay listing I posted.
#9
12/07/2008 (10:49 pm)
There was a whole lot more to my posting, but it got cut off.. may have been my upgrade to Firefox 3, that GG site didn't like :) - anyway, if you want to meet up for a pint, drop me an email.
#10
12/08/2008 (12:08 am)
@Julian: I'll drop you an email when I get back from Paris (the 11th)!
#11
12/08/2008 (12:09 am)
@Ted: Ok, sounds good - don't eat too many snails!!
#12
@Britton: I'm very sorry to hear about your experience. Not much crushes a person's soul, more than having an idea laughed at, then later stolen. Although I am sympathetic to your encounter, I must also say that I dislike your idea. I have absolute hate for in-game advertising, and people who try to stick advertisements in your face every chance they get. When trying to watch the news online about the latest attacks in Mumbai, I was forced to watch a cellphone commercial before I could see the news.
12/08/2008 (9:08 am)
@Ted: I agree with the thought that a person should develop a beta before looking for investors or a publisher. Just some kind of prototype that they can wrap their heads around. I don't think it's that unreasonable for a person to want to see some dedication before giving you their money. Also, they probably see something similar to what you'll see in the indie community where a person has this personality: "Well I can't write a story, make a model, do artwork, program, or design a level...but I have a GREAT idea for a story. Who wants to join me and make an MMO?".@Britton: I'm very sorry to hear about your experience. Not much crushes a person's soul, more than having an idea laughed at, then later stolen. Although I am sympathetic to your encounter, I must also say that I dislike your idea. I have absolute hate for in-game advertising, and people who try to stick advertisements in your face every chance they get. When trying to watch the news online about the latest attacks in Mumbai, I was forced to watch a cellphone commercial before I could see the news.
#14
Okay, good point... So, how do I become a sellout too, then?
12/08/2008 (6:45 pm)
First off you should write a book of your adventures in gaming and secondly I love this line:Okay, good point... So, how do I become a sellout too, then?
#15
I'm probably going to write a book on my travel adventures first- they're funnier ;) Though, I admit that staying in the hotel in Paris tonight isn't the best plan, but I hurt my ankle somehow and need it more for tomorrow (which is completely ridiculous to me since I just walked the Inca Trail for four days just last month).
Hopefully my next blogs- which will probably go back to dealing with development- will be as informative, and I appreciate the kind comments!
12/08/2008 (7:17 pm)
Quote:First off you should write a book of your adventures in gaming
I'm probably going to write a book on my travel adventures first- they're funnier ;) Though, I admit that staying in the hotel in Paris tonight isn't the best plan, but I hurt my ankle somehow and need it more for tomorrow (which is completely ridiculous to me since I just walked the Inca Trail for four days just last month).
Hopefully my next blogs- which will probably go back to dealing with development- will be as informative, and I appreciate the kind comments!
#16
I can say from your ideas and your plans that you will make it in the long run.
This model does not require outside intervention, and will probably sell better than expected. The reason being, people play games for fun. People invest for totally different reasons. You've already done your homework on this, so I'm sure your pitch is good.
I hope you do get your funding and have nothing but best wishes for you. I still think, however, that the best thing for you in the long run is if you do it all on your own.
12/09/2008 (3:29 pm)
Before I made my pitch at the GDC, the guys at Garage Games pretty much told me the current business model for the Game Industry is broken. That was not enough for me I needed to at least try and see it first hand. I met tons of people who were pitching games too. They were all good, and showed signs of promise. We met with publishers and anyone who wanted to fund a game. For the first time a French company who helped host the San Jose GDC had organized a meet the publishers event. We signed up months in advance, and I was quite pleased to meet all these people face to face. It was great. I have a whole wad of business cards that I've kept to this day.I can say from your ideas and your plans that you will make it in the long run.
Quote:I'm not married to funding this project through outside people. I can actually self-fund and launch a "limited area" version of the game that grows dynamically as funds come in.
This model does not require outside intervention, and will probably sell better than expected. The reason being, people play games for fun. People invest for totally different reasons. You've already done your homework on this, so I'm sure your pitch is good.
I hope you do get your funding and have nothing but best wishes for you. I still think, however, that the best thing for you in the long run is if you do it all on your own.
#17
12/09/2008 (9:25 pm)
Very interesting read, Ted. Thanks for the insight.
#18
12/10/2008 (10:52 am)
Yeah, great post Ted :) Thanks for sharing your insight / experience too Britton :)
Community Manager David Montgomery-Blake