Please click here if you do not see a Nav Frame at left

Lesson 11.

"Lesson 1 Redux - MORE about what to do with your original game concept."


Originally written: January, 2002. Latest update: June 1, 2010.


I. INTRODUCTION - THE TOPIC THAT REFUSES TO DIE

Q: "I have a great idea for a game. I'm not a programmer and I don't know anything about the game industry. How do I pitch it to publishers to get funding so I can develop it?"

I wrote extensively on this, in Lesson #1. But this topic just never goes away. I have been in many discussions about the topic since writing Lesson 1, some years ago now. And I've thought of a lot more to say that was not covered in Lesson 1. (It should go without saying that you ought to have read Lesson 1 before going further. After reading this lesson, should you decide to proceed anyway, make sure you also read Lesson 21, all about the submission process.)

Let's assume that you have written your game concept into a full-blown design document. Anyone reading the document will understand the full glory of your concept, in exacting detail.

You cannot sell it and make money.

You cannot pitch it to publishers and get funding to develop it.

Especially if you are just some guy on the street (that is to say, if you do not work in the game industry).

As is explained in Lesson 1.

IF YOU WANT TO GET THAT GAME CREATED, YOU NEED TO BE IN THE INDUSTRY. (Sorry for shouting there. I wanted to make sure that you heard me.)


II. POSSIBILITY VS. LIKELIHOOD

I'm not saying that it's impossible for you to sell your game idea. I acknowledge that it is, in fact, POSSIBLE.

It is ALSO possible that Santa Claus colluded with green men from outer space to get the dinosaurs killed off so that he could have humans to make toys for. I didn't say that this theory of life, the universe, and everything, was likely. I merely acknowledged that it is possible.

I just wanted you to get a realistic understanding of what I mean when I use the word "possible." Something that is "possible" in theory is not necessarily likely, in the real world.

Point understood?


III. TWO FACTORS

There are two factors to take into consideration in determining one's chances of success at getting anything for his game idea:

To examine these two factors in greater detail...


Below, you will see how the above two factors can be put together to form a matrix - a matrix that shows your likelihood of success depending on what you present, and what level you are at, in (or out of) the industry.


IV. WHAT TO DO WITH A COMPLETED DESIGN DOCUMENT IF YOU ARE NOT A GAME INDUSTRY PROFESSIONAL


V. WHAT TO DO WITH YOUR GAME CONCEPT ONCE YOU BECOME A GAME INDUSTRY PROFESSIONAL WITH A TRACK RECORD

Let's assume that you've got a game concept and you are not able to publish it yourself. Perhaps you have the wherewithal to create the game, but (as industry professionals know), publishing it is a hugely risky proposition, thus you probably need to get a publishing deal.

So you contact some publishers and find out who the submission manager is, and initiate contact with several. Let's examine one typical case.

After you first contact the manager of submissions, even if you are already in a business relationship with them (perhaps you develop games for them), they will probably require that you sign a submission agreement.

Then you can submit your game. Your chances of having it accepted (your chances of licensing the game to them or of getting a distribution deal) depend on the form of your submission. In decreasing order of likelihood:

REMEMBER THOSE TWO FACTORS I MENTIONED ABOVE (in section III)? HERE'S THAT MATRIX...

Taking the ideas presented above, and also taking into consideration the possible matrix from "I own a game development company" all the way on down to "I don't work in games, I'm just a guy with a game concept," you can consider it as being a grid like this:

REJECTION RATES

Professional game developer

Industry professional

Professional but not in industry

Not in industry; not professional

Complete game

90%

91%

92%

93%

2/3 complete game

93%

94%

95%

96%

1/3 complete game

95%

96%

97%

98%

Small interactive demo

96%

97%

98%

99%

Non-interactive animation

97%

98%

99%

100%

Written presentation

98%

99%

100%

100%

Verbal presentation

99%

100%

100%

100%

Idea in your head

100%

100%

100%

100%

Conversely, these "rejection rates" convert to "success rates" thusly:

SUCCESS RATES

Professional game developer

Industry professional

Professional but not in industry

Not in industry; not professional

Complete game

10%

9%

8%

7%

2/3 complete game

7%

6%

5%

4%

1/3 complete game

5%

4%

3%

2%

Small interactive demo

4%

3%

2%

1%

Non-interactive animation

3%

2%

1%

0%

Written presentation

2%

1%

0%

0%

Verbal presentation

1%

0%

0%

0%

Idea in your head

0%

0%

0%

0%

It is hoped that you get the general idea, without getting hung up in thoughts like "How did he calculate those numbers??" - the numbers are just to illustrate a point. There is no way to actually calculate hard numbers, so I made these up, based on my twenty-plus years' experience in the industry.

Here is how I arrived at these numbers:

A publisher probably gets ten finished games to review for every one game that they decide to publish. Or (another way of looking at it) a developer probably has to take his finished game to ten publishers before he finds one to publish it. And the finished game is, of course, the most likely to succeed, compared to any of the other possible submission formats listed above.

So I plugged in numbers to illustrate the point.

You may have noticed that the success rate for a non-industry, non-professional with a completed game is the same as that for a professional game developer bringing a 2/3 complete game to the table. If a non-industry, non-professional were to manage to actually make a completed game, then guess what -- that guy is THIS CLOSE to being an industry professional. When you make a completed game, guess what you are? Inside.

If you want to get your game accepted, you need to be in the yellow area on this matrix. You do NOT want to be in the gray area.


VI. WHY?

What do you mean, "Why?" Do you mean, "why does the industry make it so difficult for me to make money from my idea?" Isn't that the same question as "why doesn't everybody want to just throw millions of dollars out the window?"

It's all about managing risks.

The game business is... a business.

Some guy waltzes in with an idea, and they should just give him a million bucks? I don't think so!


VII. "THAT'S SO UNFAIR!"

No, it's not. Take off the rose-colored glasses and see the world for the way it really is. Besides, even if you could make a good case for it being unfair, what's your point? Who ever said the world was fair? Remember what I said in Lesson Three, about whiners versus winners. Whiners are people who go around constantly complaining about the unfairnesses of life. Winners are people who figure out how to deal with the unfairnesses of life and get what they want in spite of it all.

Which do you want to be? A whiner? Or a winner?


VIII. "I DON'T CARE IF I GET PAID..."

That doesn't change anything. I have often heard, "I dont care if I don't get paid - I don't care if my name is on it or anything - I just want to play the game." -- It doesn't make any difference. Games cost too much to make. Besides, even if you don't care about royalties at this moment, intellectual property laws would be invoked at some point by someone. Game companies can't take the risk of using someone's idea without paying. There's too much money at stake.


IX. A BETTER WAY

Now we've come around full circle to where we were at the beginning of this lesson. I don't want to discourage you from writing down your game concept. I want to show you a better way to proceed after you've written it down.

If you have a passion for designing games, and you are not yet in the game industry, then I hope that you are planning to get into it. It will require hard work, and you'll have to be patient and professional. But if you want to make games, I don't see any way to do it except from the solid footing of being an industry professional.

If you have game ideas, write them down.

If you love games, play them. Chat them up on the forums.

If you see opportunities to beta-test games, go for it. Participate in game contests and online events.

If you don't have a college degree yet (and you are of college age), then get that degree. Then go get a job in the industry. (It is harder to get a job without a degree, but it can be done. See Lesson 3, Lesson 4, Lesson 5, and Lesson 7.)

If you are learning programming, you might want to look into Microsoft's XNA program. Google it!

If this still doesn't make sense to you, then by all means post your questions on the Game Design bulletin board!

But I hope I've explained it sufficiently. If you want to make games, then where else should you be, but in the game industry?


390 times a month!

>From: Wayne
>Sent: Wednesday, October 21, 2009 10:59:44 AM
>Subject: re: http://www.sloperama.com/advice/lesson11.html
>Hi Tom,
>I stumbled on your site today after doing a search for "how to sell a game", your page appeared as #1. It may interest you to know that the phrase "how to sell a game" is searched for world wide in various incarnations 390x per month.
>
>I have a question regarding your suggested success rate estimation. What if the designer brings a completed design document to a development firm, not a publisher and has skills in site promotion and business? I have a game design on paper, I'm not a programmer but I do have a creative mind. You mentioned in your article that getting the game on the market involves risk, this is true for any product. In my case, I have extensive skill in website promotion and since my game is intended as a PBBG, there would be no distribution costs and no "publishers". What is required is a designated server(s), a strong connection, and a website to host the game conten as well as programmers, artists, and community/game moderators. I assume you are familiar with PBBG's and their increasing popularity as a gaming niche....
>
>I'm gainfully employed in the SEM field (search engine marketing) and I manage a web marketing department in a small advertising firm. My skills allow for me to achieve rank on search engines and bring paying customers to sites so while I'm not a programmer, I could certainly bring something to the table that will help to reduce the risks involved. In fact I have a modest PBBG site now that brought in 955 absolute unique visitors last month and averages the same (this is about 50% of the US Market for people searching for PBBG's). In addition to this I also have a monetizing model to be applied to the PBBG, this model is well known and has worked for many great and successfull PBBG's, there is no need to reinvent the wheel, but I can certainly apply some oil. So considering what I can bring to the table, how much do you think this would factor into the success rate of selling my game to a development firm?
>Best Regards,
>Wayne M
>(AKA Whane The Whip)

Hi Wayne,
390 times a month, huh. How 'bout them apples. You wrote:

What [would likely happen] if the designer brings a completed design document to a development firm, not a publisher and has skills in site promotion and business? ... since my game is intended as a PBBG, there would be no distribution costs and no "publishers".
It costs money to host the game, maintain it, and market it. That is called "publishing." And apparently you are saying that it would cost nothing for the developer to create the game? Or your plan is to convince them to change their business model to yours, based on your confident sales pitch to them?

I assume you are familiar with PBBG's and their increasing popularity as a gaming niche....
You shouldn't assume. You should have gone to the extra trouble of typing the words "persistent browser-based game" and told me a little about the genre.

So considering what I can bring to the table, how much do you think this would factor into the success rate of selling my game to a development firm?
Despite your assumption that the developer will not have to spend any money to create your idea, my answer is:

As I understand it, you're saying that my chart in FAQ 11 doesn't apply to you because:
You are such a good marketer and salesman;
The game is a persistent browser-based game, not a typical MMO or console game or mobile game or Flash game or whatever;
You are pitching it to a developer (who has no money) rather than a publisher (who has money);
A "publisher" isn't needed (so you say).

I fail to see how these things invalidate the chart. If you want to explain to me what I'm missing, you're welcome to do so.
Tom Sloper
Los Angeles, California, USA
October 21, 2009


Name: George Collins
Age-Ed-Occ: too old, not enough, yes thankfully!
Date: 05 May 2002

Comments

Tom, I love your site. I really enjoyed your table in lesson 11. I was sharing it with co-workers. I love making games but I know we just come to publishers with ideas so they can say.. "wonderful concept, but why don't you make this sequel or that movie license instead?" Such is the way of the world.

I think your table neglects two things: friends on the inside of a publisher and unused / underused IP of the publisher. As you know often times publishers license something (or want to license something) but they don't have a team lined up for it. Those things help, but I still don't think they get you below the 80% rejection rate. Also development costs and platform also factor in. A PC project with very low development costs can be attractive because the cost to market is lower and more niches exist. Low development costs can help on console projects, but matter less then the reliability of the developer.

Really interesting-- George Collins


Name: Tom Sloper
Date: 05 May 2002

Comments

Hello George Collins,

Good to hear from you!

Re: friends on the inside - i.e., "Here's my great game, I can't get it made myself, but I know someone who can." Well, I suppose it might be possible to get your game funded if you are well connected with an industry insider. I guess it would be about as likely that way as if you were in the "professional but not in industry" column.

Re: "unused / underused IP of the publisher (often times publishers license something (or want to license something) but they don't have a team lined up for it)" - So you're suggesting that if the submission uses the licensed IP, that this increases the chances of getting the game funded? Perhaps so, depending on other circumstances...

Re: development costs and platform - Again, it depends. Lower development costs sound good on the face of it, but there is also an implication of concomitant lower production values. And platforms are very much publisher-dependent. Some publishers specialize in PC, some in console. So the pitcher has to make sure that the pitch is being made to someone with the right kind of catcher's mitt.

I had a couple of goals in mind when I made that grid - (1) I wanted a clear illustration of the reality of the situation for outsiders who have "a great game idea," and (2) I wanted to keep it fairly simple. Certainly there are several other factors besides the two sliding scales of (a) who is making the pitch and (b) the level of completeness of the game being pitched.

For a situation where there are more than two sliding scales, a simple grid such as I show in Lesson 11 won't hack it. One would have to have several sliding scales, then, I suppose, and even one or two "binary" (true/false or yes/no) attributes. Then one would have to supply numerical scores to each scale and binary attribute, and the overall score would then show one's chances of making a successful pitch.

I'll probably add this discussion to Lesson 11, in order to more completely flesh out the concepts therein. If you have more thoughts, send'em on over!

Oh. And I hope to run into you at E3 (assuming you are the George Collins I think you are). - Tom


Name: [Omitted]
Age-Ed-Occ: 18Teen
Date: 06 May 2002

Comments

I would like to know if you could make a better bloody roar game for the x box system because it is hard to get into game development . But if you can create a better bloody roar game please make it for x box or playstation either is fine with me .But please if you can make it add these players,Yugo,Long,Greg,Alice,Gado,Xion, Shina,Stun,Bakaryu,Fox,Mitsuko,or if you can't do this well thanks for listening but if you can i'll buy it for $600 dallors.Or Make A RPG Fighting Game With a Tiger,Ape,Fox,Warthog,Lion,Wolf,Leoard, Rabbit,Mole,Unborn,Beetle,and more,you know like bloody roar games,so if you make i'll pay $600 or more.


Name: [Omitted]
Age-Ed-Occ: 13;Community High School;still in school
Date: 10 May 2002

Comments

You should make a game where you start out with $300,000.00 called "Hoppin' Hydraulics." You go to the car lot and buy any kind of car you want. Then you go to a place where you can paint your car. Then go to a place where you can buy hydraulics,NOS,tires,or anything you need. Then,if you are ready,go and enter all kinds of hydraulic contests,racing contests,or just ride the steet showing off you car. Make it for Playstation one and two,and computer. Thank you for listening.

P.S. Can you send me one to test? I will write back telling you if I like it or not.


Name: Tom Sloper
Date: 10 May 2002

Comments

Guys, guys! What you are suggesting just isn't possible. It costs $2 to 3 Million to make a video game, and it takes about 2 years! That's nice that you're so enthusiastic about your idea, but nobody can make a video game just for you, unless you happen to be rich and can supply the $2-3 Million - and are patient enough to wait the 2 years. Why don't you take a look at Lesson 10 to learn a little about the process, and Lesson 7 to learn a little about the different jobs in games (look at all the people it takes!). And see Lessons 1, 11, 2, and 13 for information about what to do with your ideas.


Make sure you also read Lesson 21 and Lesson 35, all about the submission process.

And Click here to read Lesson 31 ("What If I Have The Ultimate Idea, Though?").

Gamasutra used to have an excellent article that goes much more in depth into this subject. It was at http://www.gamasutra.com/features/19990305/winters_01.htm but now that link takes you to some completely different article. Maybe I ought to delete it.

And read Dan Marchant's guide for pitching, at http://www.obscure.co.uk/the_pitch.shtml.

Further reading on this topic - an article at http://www.discovergames.com/rla.htm by Richard C. Levy on the realities of pitching your board game concept to board game companies.

Click here for extracurricular reading material, about the finances involved in game development.

I hope this lesson has been helpful. If you have suggestions for improvements to this lesson, please put them on the bulletin board.
Click here to go to the previous lesson.
Click here to go to the next lesson.

Click here to return to the School-A-Rama main page.

© 2002-2010 Tom Sloper. All rights reserved. May not be re-published without permission of the author.