Plan for Jeff Tunnell
by Jeff Tunnell · 10/13/2005 (5:22 pm) · 36 comments
NOTE The response to my email box for this message has been overwhelming. I would ask that if you are interested in working with GarageGames in the following manner, please fill out your GG Profile in great detail, fill out the GG Project Profile in great detail, then send me links to those profiles (or your website if that has the information). Also, please don't send me an email asking for more information. The following message gives you all that I know right now. I can tell you that we already have at least six games working under these new ideas (they were started prior to this message being written). Jeff
Now that Mark is running all of the day to day stuff and making sure our technology development efforts are heading in the right direction, I will be concentrating more on the "exploitation" of everything we are creating here at GarageGames. This includes things like growing the community, making the web site better, setting strategies for game distribution, and lastly and probably most interesting to all of you... making games!
Some of these games in internal, but GarageGames is way too small to make all of the games we need. That is where you come in. Last week at IGC during Associates Day, we announced this Game Making initiative to the 40 or so Associates that attended our behind the curtain look at what is going on at GG. We were not really ready to announce what we are doing at the conference, and maybe even now we are not ready, but I do think it is time to start talking about helping you make games.
In the six years since we started GarageGames, we have found that simply sitting back and waiting for games to be made is not bringing them in fast enough or good enough for us to keep up with the market needs. Six years ago, I would have guessed that we would be looking at hundreds of games by now, but that has turned out not to be the case. Actually, in the course of a year, we do get several hundred submissions, but most of those are not worth looking at. In order for the GarageGames to be significant as a publisher, we need to be turning out at least 10 great games per year.
I have a lot of ideas for how to fix this problem, and I will be writing about this at length in this blog, in ebooks, and articles over the next year. For now, the base of the theory is that we will be willing to help promising developers by "filling in the blanks". For example, if you are a good TGE programmer that needs art, we will help find the artists, vice verse, if you are an artist looking for a programmer. We can help with finding funding, design ideas, product strategy, technology, etc. The idea is to have literally hundreds of people working together in a tight ecosystem, the results of which will be enough games allow Jay to set up even more distribution channels to sell more games. These games will range from casual to hard core and the target platforms range from PC to console to mobile phones.
If you are interested in the opportunity, send me an email at jefft at garagegames dot com. We are only interested in people using Torque technologies or are interested in porting their games to TAP. It is not that we need to make the money from the technology, it is just that we know that if we invest in a game, we need to know that the technology behind it can take advantage of all of the opportunities (cross platform, console, mobile, etc. that TGE product can). If you have a great product written on another technology, we will give you TGE, T2D, etc. as well as help you get it ported to our technologies.
Oh, and one last point. I will try to reply to every opportunity, but sometimes I get so many that I can't reply.
Edit: I posted some thoughts on the games shown at IGC in this thread:
www.garagegames.com/mg/forums/result.thread.php?qt=35528
Now that Mark is running all of the day to day stuff and making sure our technology development efforts are heading in the right direction, I will be concentrating more on the "exploitation" of everything we are creating here at GarageGames. This includes things like growing the community, making the web site better, setting strategies for game distribution, and lastly and probably most interesting to all of you... making games!
Some of these games in internal, but GarageGames is way too small to make all of the games we need. That is where you come in. Last week at IGC during Associates Day, we announced this Game Making initiative to the 40 or so Associates that attended our behind the curtain look at what is going on at GG. We were not really ready to announce what we are doing at the conference, and maybe even now we are not ready, but I do think it is time to start talking about helping you make games.
In the six years since we started GarageGames, we have found that simply sitting back and waiting for games to be made is not bringing them in fast enough or good enough for us to keep up with the market needs. Six years ago, I would have guessed that we would be looking at hundreds of games by now, but that has turned out not to be the case. Actually, in the course of a year, we do get several hundred submissions, but most of those are not worth looking at. In order for the GarageGames to be significant as a publisher, we need to be turning out at least 10 great games per year.
I have a lot of ideas for how to fix this problem, and I will be writing about this at length in this blog, in ebooks, and articles over the next year. For now, the base of the theory is that we will be willing to help promising developers by "filling in the blanks". For example, if you are a good TGE programmer that needs art, we will help find the artists, vice verse, if you are an artist looking for a programmer. We can help with finding funding, design ideas, product strategy, technology, etc. The idea is to have literally hundreds of people working together in a tight ecosystem, the results of which will be enough games allow Jay to set up even more distribution channels to sell more games. These games will range from casual to hard core and the target platforms range from PC to console to mobile phones.
If you are interested in the opportunity, send me an email at jefft at garagegames dot com. We are only interested in people using Torque technologies or are interested in porting their games to TAP. It is not that we need to make the money from the technology, it is just that we know that if we invest in a game, we need to know that the technology behind it can take advantage of all of the opportunities (cross platform, console, mobile, etc. that TGE product can). If you have a great product written on another technology, we will give you TGE, T2D, etc. as well as help you get it ported to our technologies.
Oh, and one last point. I will try to reply to every opportunity, but sometimes I get so many that I can't reply.
Edit: I posted some thoughts on the games shown at IGC in this thread:
www.garagegames.com/mg/forums/result.thread.php?qt=35528
About the author
#22
I'm glad you are back. I really hope you get a chance to check out the game. I'll have a "golden" beta installer up within a couple days.
10/14/2005 (8:09 am)
@Jeff: MoM is going to be a monster of an indie title. There is simply no other game with it's feature set. None. We've got (massively) single player, multiplayer, and are even leasing servers to expand it into no-monthly-fee MMORPG territory. We've got OSX and Windows. We've got an integrated patching system. We've got modding. We've got user run persistent worlds and a match making server... We have a ton of content.... We have....I'm glad you are back. I really hope you get a chance to check out the game. I'll have a "golden" beta installer up within a couple days.
#23
I like the idea but probably won't send you an email until we have our website up and have done a proper announcement of our project. Hopefully in the next month.
Nick
10/14/2005 (9:12 am)
Sounds like a great idea Jeff! I would really like to know some more details though about how you are going to help us "fill in the blanks" to find artists/programmers, find funding, help with design ideas, strategy, etc. like you mentioned. Will there be any restrictions or fees or will there be a requirement to publish through GarageGames?I like the idea but probably won't send you an email until we have our website up and have done a proper announcement of our project. Hopefully in the next month.
Nick
#24
Step 2: ???
Step 3: Profit!
While it's kind of silly, it is the way a lot of developers run their companies. Helping people make a good business model will fill in step 2, and is the only way to actually get to step three.
That being said, the first and foremost thing indies need is investment capital. This is one of the things that is needed to even finish step 1. It's extremely difficult working 40 hours a week at some totally unrelated job and having barely enough money leftover to contract 1 other person. It makes it so much more difficult to finish a casual game that most people just aren't willing to do it, and those who do do it take 3 to 4 times as long to make it.
So yeah, investment capital. That'd be a big help. If there's any way the GG could help connect indies with that (assuming the indies has presented a great prototype or demo), that'd be a great boon.
At least that's what I figure anyways.
10/14/2005 (12:28 pm)
Step 1: Make game.Step 2: ???
Step 3: Profit!
While it's kind of silly, it is the way a lot of developers run their companies. Helping people make a good business model will fill in step 2, and is the only way to actually get to step three.
That being said, the first and foremost thing indies need is investment capital. This is one of the things that is needed to even finish step 1. It's extremely difficult working 40 hours a week at some totally unrelated job and having barely enough money leftover to contract 1 other person. It makes it so much more difficult to finish a casual game that most people just aren't willing to do it, and those who do do it take 3 to 4 times as long to make it.
So yeah, investment capital. That'd be a big help. If there's any way the GG could help connect indies with that (assuming the indies has presented a great prototype or demo), that'd be a great boon.
At least that's what I figure anyways.
#25
- Brett
10/14/2005 (1:57 pm)
@Phil: I hear ya on the "having a demo" for IGC. Everyone asked me "Where's dRacer??" when I was in conversation with them. It's hard to keep telling everyone, it's hard to tell a difference and that it wasn't in a shape to show it. A lot of people gave me the response "So what?! It was awesome last year, it can only be more awesome." I felt like I was walking around just taking up space, at times. But I was among friends, and seeing everything they were producing made me feel better. I saw Air Ace and was blown away by how much fun flying and strafing could be. Realm Wars 2 was a ton of fun, and in the course of 10 minutes we had all figured out strategy to get past the quirks. My point is, that even though I didn't personally have anything to show anyone (although, secretly I did -- it was in a hidden directory on the machine just to the left of the entrance as you came in) I still had fun. It was a chance to just shoot the breeze with everyone and not be focused on the game. Next year, dRacer is gonna OWN IGC! Well, except that Air Ace and Realm Wars 2 are going to be there... hrmm, I see a good year ahead for Independent Games Developers...- Brett
#26
-Ajari-
10/14/2005 (6:22 pm)
I personally like the idea. I have the same concerns as Nick though. I'm looking forward to hearing more about this.-Ajari-
#27
My point being that essentially GG are the *ONLY* ESD publisher I know of that even consider the likes of Air Ace, Realmwars etc.
But yeah, I agree completely that its a huge uphill battle to try and launch a multiplayer only game without a big userbase already there.. I dont have an answer there either.
But I do appreciate the support in terms of actually encouraging us to actually MAKE these kind of games. There for sure is still a niche to fill there, but I honestly havent got a 100% clear plan on how to reach them.
But I do see that the "casual" game, like Diner Dash, have a clear route to market.. making a high enough quality polished "puzzle/arcade" game with a small download is really the no-brainer route right now.. Even more than the likes of say Orbz or whatever maybe.
I guess my problem is that when I think of a game I'd love to make, I always think back to games like Red Baron, LHX, M1 Tank Platoon etc... those type of games...
But as you mentioned before, those are actually the AAA titles of thier era.. which means they are probably too big for my team anyway.
Anyway, there are some "causual delivery" games that I DO want to make, so I'll see if I can get those under way..
I just hate coming to IGC every year and missing out on the opportunity to actually SELL something :) So my motivation is really just wanting to get games shipped. Its hellish frustrating.
10/15/2005 (1:20 am)
Jeff, I still see that the majority of the sales space is still thinking "casual" in terms of the puzzle variety.. cheap download cheap turnover and easy sale into the soccer mom demographic.My point being that essentially GG are the *ONLY* ESD publisher I know of that even consider the likes of Air Ace, Realmwars etc.
But yeah, I agree completely that its a huge uphill battle to try and launch a multiplayer only game without a big userbase already there.. I dont have an answer there either.
But I do appreciate the support in terms of actually encouraging us to actually MAKE these kind of games. There for sure is still a niche to fill there, but I honestly havent got a 100% clear plan on how to reach them.
But I do see that the "casual" game, like Diner Dash, have a clear route to market.. making a high enough quality polished "puzzle/arcade" game with a small download is really the no-brainer route right now.. Even more than the likes of say Orbz or whatever maybe.
I guess my problem is that when I think of a game I'd love to make, I always think back to games like Red Baron, LHX, M1 Tank Platoon etc... those type of games...
But as you mentioned before, those are actually the AAA titles of thier era.. which means they are probably too big for my team anyway.
Anyway, there are some "causual delivery" games that I DO want to make, so I'll see if I can get those under way..
I just hate coming to IGC every year and missing out on the opportunity to actually SELL something :) So my motivation is really just wanting to get games shipped. Its hellish frustrating.
#28
I don't think this effort will ever be cast in stone with a website, set rules, etc. It is much more fluid than that. It's kind of funny that the people that I want to work with are already flooding my email box.
@Brian Edds: Don't misread my statement about funding. There is no "investment capital". From time to time, we may provide capital to fill in the blanks for some art, music, production, etc. to finish up promising products, or test prototypes, or even complete key code bases that we feel would be important to making certain types of games. I am not of the opinion that funding is the biggest missing part of the equation. I think that making games is much more like making music than making movies. If I'm right, then how many rock bands do you see get funding before they are great?
There are companies now that are providing money in the downloadable space. They are acting much more like traditional publishers, ownign the IP, and taking a much bigger cut of the royalties. We have little interest in acting the traditional way. Anybody in this community has access to those people, and we wish you great success if you choose to use them.
-Jeff
10/15/2005 (1:46 am)
@Nick and Ajari:I don't think this effort will ever be cast in stone with a website, set rules, etc. It is much more fluid than that. It's kind of funny that the people that I want to work with are already flooding my email box.
@Brian Edds: Don't misread my statement about funding. There is no "investment capital". From time to time, we may provide capital to fill in the blanks for some art, music, production, etc. to finish up promising products, or test prototypes, or even complete key code bases that we feel would be important to making certain types of games. I am not of the opinion that funding is the biggest missing part of the equation. I think that making games is much more like making music than making movies. If I'm right, then how many rock bands do you see get funding before they are great?
There are companies now that are providing money in the downloadable space. They are acting much more like traditional publishers, ownign the IP, and taking a much bigger cut of the royalties. We have little interest in acting the traditional way. Anybody in this community has access to those people, and we wish you great success if you choose to use them.
-Jeff
#29
10/15/2005 (2:21 am)
Hmm... I think I'd rather be published by GG, even if there isn't any investment capital. I have a hell of a lot more confidence GG than the traditional publishing route any day.
#30
10/15/2005 (2:33 am)
#31
10/15/2005 (4:06 am)
While I wouldn't say that this could *save* Gearo the Hero, it would certainly see his story told alot sooner. : )
#32
@Josh: I agree with you, MoM will be one of the bigger Indie stories for 2006.
10/15/2005 (4:44 am)
@David: Gearo is one ofthe more interesting games that has shown up in the GG community. Please don't give up.@Josh: I agree with you, MoM will be one of the bigger Indie stories for 2006.
#33
10/15/2005 (9:25 pm)
Exactly. We haven't given up... we've just been rethinking our strategies. Which is why I said what I said. Gearo will get made somehow, I'll see to that. I just thought a sort of game creation "match-making" service could alleviate some of our staffing problems!
#34
10/17/2005 (2:48 am)
Great idea! Too bad turn-based games aren't really TGE's forte :P
#35
Shon
10/19/2005 (2:28 pm)
Jeff your plan is phenomenal. We at ATOMIX Productions will be in contact very soon with our concepts. I regularly come to Eugene, about once a month to visit our business associate who manages money and other sundry stuff for us. No sales tax in Oregon, so we process and ship from Eugene. We only do Research and Development in California. (Still no sales tax) Anyhoo we would love to get together and figure out how to discuss our projects with you on the QT. Love to hear more about your plan.Shon
#36
If you have seen them at all, chances are someone funded them. This entire conversation is quite interesting to say the least.
10/27/2005 (2:12 am)
"then how many rock bands do you see get funding before they are great?"If you have seen them at all, chances are someone funded them. This entire conversation is quite interesting to say the least.
Torque Owner Anton Bursch
Well said.
Pirate games... swashbuckling, sailing, looting, peglegs, parots and... lime disease. Sounds like my kind of game!!