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Each month, industry veteran Tom Sloper provides career guidance to game biz wannabes, newbies, and junior professionals with the goal of helping them break into the industry, and stay in. Submit a question to Tom for developer-oriented advice in this column (IGDA members only).
![]() by Tom Sloper |
Making a Career Move... (February 2005)Dear Tom, Some friends and I have formed a game business together. I admit, it's a hobby for us - we all have other jobs for our regular lives. But we're sure we have something here, and we want to take our game to the next step. We want to get it published. The game we're building is already a lot of fun. We have some work to do to dress it up and make it commercial, and we're working on that. We are convinced that this game would be a valuable addition to an online gaming site like Yahoo, GameZone, or RealArcade. So can we make a lot of money that way? Do those sites pay a flat license amount, or do they pay per play? About how much money can we make, so we can justify to our wives how much time we spend doing this? Thanks, Hi Anonymous, I think it's great that you and your buddies have been enjoying making a game together, and that it's turning into a good game. I'm a little concerned that your leisure time hobby may be impacting your marriages, though (just reading between the lines here). I'd like to offer you some interesting ideas along with the bad news, so bear with me. I have to say I'm doubtful about your chances of getting a deal with any of the big gaming sites you mentioned. Those types of sites aren't really in the market for single titles from hobbyists. They'd rather make deals with entities who can bring titles that'll stand out in a long list, and who can support a game should problems arise - or replace it entirely if it doesn't succeed. And even if you did get a deal, it wouldn't bring in enough money to make your wives swoon. That doesn't mean you shouldn't give it a go. By all means, contact them and see what they have to say. Since you're hobbyists, whatever they might possibly offer you wouldn't leave a lot of room for negotiation, though - you don't have much leverage. How about instead you host the game on your own site? You wouldn't get nearly as many players that way, but you'd have a finished product you can point to and say "we did that." If anyone on your team is interested in switching careers, this could be his ticket into the game industry. Or if your team works exceptionally well together, you could establish yourselves as a game development house. But to come back to your wives. A career change should be something you discuss realistically together. Especially if any of you have children, you need to plan and consider how to pursue your passions without neglecting your familial duties. It wouldn't do to act unilaterally. That's how divorces happen. My main point, though, is this. You were talking about how to get rich from one game. It doesn't work that way, and you're missing the bigger picture. If you enjoy making games, why not make more? You're thinking one game. I'm thinking career. PS: Check out the IGDA's Online Games SIG. They have several published papers, one specifically covering the web/downloadable game market. |
Please note that there is no guarantee that Tom will be able to respond to all the questions he receives. It is up to his discretion which questions he uses for this column. For further advice and resources, check out the IGDA's discussion forums, the Breaking In web site and the Students & Newbies Outreach section.
Tom's Bio
Tom Sloper's game biz career began over twenty years ago at Western Technologies, where he designed LCD games and the Vectrex games "Spike" and "Bedlam". There followed stints at Sega Enterprises, Rudell Design, Atari Corporation, and Activision. In 12 years at Activision, Tom produced 36 unique game titles (plus innumerable ports and localizations), designed four games, and won five awards. Tom worked for several months in Activision's Japan operation, in Tokyo. He is perhaps best known for designing, managing and producing Activision's "Shanghai" line. He is currently consulting, writing, speaking, teaching, and developing original games. Find out more at Sloperama.
© 2005 Tom Sloper. All rights reserved.

