March/April 2001

In this issue Jay answers questions on hot platforms with publishers and successful pitching.

Q: Hi, I work for a small development company and we are in the finishing stages of a contract deal we are working on. It's time for us to start thinking about what's next and I wondered if you knew which platforms are hot right now with publishers?

A: Good question. The publishing community is in a state of flux right now with the lack of PS 2's on the market. Many publishers have invested far more money in the development of these games than they can hope to re-coup in the near future. With this in mind, many publishers have put "holds" on new acquisitions or they are looking for deals involving much less risk than long term development contracts. 

Aim for an Xbox deal and submit your game to Microsoft for their incubator program (www.xbox.com/dev). Approaching a publisher with a title developed to Xbox specs will make your title much more appealing. These programs do not ensure the Microsoft stamp of approval for your title, but they are a great step to publisher deal.

If you wish to do a Playstation 2 game, submit a playable demo on the dev kit to the publisher. A large part of the problems that have been encountered this far with PS 2 development is that it is much harder than many developers (or publishers) imagined. By sending a demo that a publisher can run on their dev kits you can prove that you have the knowledge and talent to pull this game off.

Game Boy Advance is a good idea for short term projects. These titles cost much less to produce and they can be done with a relatively small team. I expect to see the same trends in sales with the Advance as we did with the GBC. Essentially, make sure you have a solid license with the game. Contacting a publisher and picking up a contract job could be your best bet. I have seen several great original games for the Advance, but make sure you clearly state why your game is head and shoulders above the rest.

PC games are a little more complicated right now. The big selling PC games are aimed for the casual market. Titles with a long shelf life are very appealing to publishers and these titles are generally much cheaper to produce. With products such as shooters, RPG's, and RTS's technology is the key. You should be certain to show the publishers the power of your engine, why it is better than others out there, and how this technology will be incorporated into the design of the game to make it great.

Jay 

Q: My team and I have just finished the pitch for our new game. We had a bad experience with our last pitch and want to make sure all our bases are covered on this one. What do we need to send to a publisher to make sure we don't hear "Looks great, call me when you have more"?

A: The more information you can provide a publisher with, the better off you will be in the long run. What you need will depend on the state of your project. 

If you have a very early game that you are seeking development funding on you will need to show the publisher as much of the gameplay as possible, but the user interface and a technology demo are essential. You should also provide a design treatment that will show your budget, timeline, and the unique selling points of your game. Finally, let the publisher know who your team is. What have you done in the past as a team or individually?  If a publisher feels confident that you can deliver a quality game on time and on budget you will have a much better shot at a deal.

If your title is at beta, you are presenting a publisher with much less risk. You should show them the game in its present state, an idea of the budget you are looking for, and a synopsis of the unique selling points. If possible, compare and contrast your title with any of the big sellers on the market right now. Let them know that your game will be a good buy for them and everyone can profit from it. 

With both of these scenarios, you should provide the publisher with a walkthrough of the demo you are sending. Always assume that the person reviewing the title has no idea how to play the type of game you are submitting. This will make sure that no one misses anything that is shown in your demo. It can also help you make a better presentation because the tester will not enter the areas that are not finished yet, or try commands that have not been implemented. I always recommend that developers sit down, define their selling points, and structure their demos and walkthroughs to show these off.

Hope this helps.

Jay 

You can learn more about Jay and Octagon Entertainment at their website www.octagon1.com

 

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