George Clingerman:If it's not in the game and I need a
document to explain my idea of what I WOULD have put in the game, I'm not ready
for investors.
I don't know if you
need a formal design document, but I do think you need some supporting
materials in addition to the game itself.
If I was going to
invest in a company, no matter how much I liked their demo I would also want
answers to some questions like:
- Who are you? How many people?
Who makes the decisions? Are you a bunch of kids who are about to go off
to college next year and lose interest in this project? Are you a group of
friends who are going to fall out with each other and be unable to finish
the project? How do I know you're going to stick with this to give me a
return on my investment?
- What is your track record?
Any other finished games? Do you have any experience of testing,
localization, and suchlike issues? If not, how are you going to get that?
- How much work is left to be
done on the game? What additional things are planned for it? How much is
that going to cost? I'd want to see financial numbers to convince me
you've thought everything through properly.
The other thing to
bear in mind is that people with lots of money tend to be very, very busy. It
is unlikely they will play your game for 30 minutes: more likely you will get
5, but they might even quit after 60 seconds if you haven't grabbed their attention.
So giving them a
full version of an actual game is probably not a good idea. A real game starts
the player out gradually, has a copyright screen, some menus, then a tutorial
that introduces the gameplay. Most games only start to get really fun by level
2 or 3. But in a sales pitch, if your copyright screen takes 10 seconds and
then your main menu takes 20, you've wasted half your initial pitch time for no
gain at all! It's much better to make a special build that takes out everything
that could possibly slow things down, and makes 100% sure they will see the
things you most want them to see straight from the outset. When I was pitching
game ideas we would often also build a special level just for the sales pitch.
Forget it making sense or having a good progression of difficulty: we would
just pile all the cool stuff right into the first 10 seconds to make sure they
got to see it all. We'd also tweak it to be ridiculously easy to make sure they
didn't die before they got to see everything we wanted them to (if they die and
have to respawn, that might be it: they might well not have time to play
through again to get past that monster to the next part of your carefully
constructed level).
I've been on the
other side of that a few times in the past, for instance I once made it into
the annual meeting of all the directors at Eidos to demo a prototype. It all
went wrong: took too long to drive from the start point to the interesting bit
of the level, then I died and respawned in a boring place, and after literally
about 30 seconds we got the "ok, thanks guys, we'll let you know".
And of course they never got back in touch :-) I learned a lot from that about
the importance of constructing a demo to make sure all your good stuff is
visible right from the outset...
The final problem
is, how do you even get your game in front of these people? This is again not a
document, but it is possibly the most important thing of all. You have 30
seconds (maybe talking to someone you met at a conference, or in the subject
line of an email) to grab their attention and make them want to look at your
demo.
This would not be a
good email:
> Subject:
"Game demo"
> Hello, please
check out this demo for a game I've been working on.
> Attachment:
game.zip (90 megabytes)
That tells me
nothing to make me want to unzip it.
But an email with a
couple of pages of design document text and pictures isn't good either: busy
execs probably wouldn't bother to read so much information.
If you can come up
with a description of your game that is short enough to fit in an email subject
line, but interesting enough to make someone want to look further, that's a
hugely important part of getting your foot in the door so that someone will take
a look at your full demo.
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