From: Charles Ryan <[c--e] at [vt.edu]> Newsgroups: rec.games.frp.misc Subject: Re: A question to/about gaming companies Date: 29 Jan 1994 18:21:33 GMT In article <[1994 Jan 26 161910 93] at [unislc.slc.unisys.com]> Steve Spencer, [s t v] at [unislc.slc.unisys.com] writes: > So does anyone know of companies that will look at new stuff? Do >they have E-mail accounts? HELP ME! I've been trying to show this around >for two years!! And only one comapny has even looked at it! Obviously, I can only speak for my own company, but I think many others share similar points of veiw. The basic problem is, we're not really in the market for new games. How can a game company not be in the market for a new game? Well, try selling a new car design to Chrysler. Chrysler has its own projects, most of which have been in the works for years. They've already decided on this year's budget, and have probably allocated personnel and financial resources even farther ahead. They know nothing about your qualifications--or more importantly, your dedication to the long-term commitment that a new line requires. Your proposal may have a few new gizmos or good ideas, but Chrysler has to consider all of the marketting and support efforts that must go along with it. That analogy works for game companies, but there!s even more to it. If you send a proposal in with several revolutionary concepts, and it just so happens that we've included a few similar ideas in an upcoming release, we risk a lawsuit if you think we stole your ideas. For that reason alone, many mainstream game companies will return unsolicited submissions unopened. And finally, there is the fact that the game market is nearly glutted, and doesn't have room enough for all of >our< great ideas, let alone those that arrive unexpected in the mail. Is there nothing you can do? In the short term, probably not. But here's some advice. First, package your game as a proposal, not just a manuscript. Include a cover letter with a strong hook, make the whole package look good, and above all else stress a strong and unique concept. No RPG can sell without an identifiable and engaging background concept--if you can't communicate that in a brief proposal there's no reason to believe that you will in a finished game. Second, get yourself published elsewhere. That means writing for other game systems. No game company is going to trust the birth of a new line to someone who's skills and dedication are unknown. The more big projects you can get under your belt--especially work for the companies you want to target--the better your chances that they will even consider your game. And lastly, keep up with the industry. Know what's out there, so you aren't duplicating old technology. Go to Origins and GenCon and maybe even the GAMA trade show, and talk to the editors and presidents of the game companies. Stay on top of industry news, so you know what will be coming out in the next six months or a year. I hate to sound discouraging, but I don't think highly of your chances. I've been in the industry for several years, and I can't think off the top of my head of >any< game company that has picked up and published an unsolicited game system (I could be wrong there, though--I'm not privy to the internal workings of every company). The best course of action, as you've already heard, is to get your foot in the door by writing. With any luck, you'll land a few projects that let you write some rules, like a ship-design system for an SF game, or a campaign or world book for GURPS or TORG. Then you'll get a chance perhaps to work some of your ideas into an existing game. And if your RPG is really that good, you may be able to revive it a couple of years down the road, when you've got the ear of a few game companies. Charles Ryan Chameleon Eclectic [c--e] at [vt.edu]