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Tom
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 |
Jaded Expectations (July
2004)
Dear Tom,
I am a very creative guy. I have a LOT of ideas for games. I have no doubt that these ideas would sell well in the marketplace. In researching how to write game ideas properly so I could submit them, I ran across sites like yours. And I must say, I am shocked by the callous disregard you have for hopefuls and their ideas.
What is it about the game industry that turns you oldtimers into jaded naysayers? We young folks brimming with ideas should be ENcouraged, not DIScouraged, in contributing to the industry.
After I finish high school, I plan to start my own game company. When my games take the world by storm, we'll see who has the last laugh.
Sincerely,
Mr. Bright
Dear Mr. Bright,
Firstly, I can only speak for myself, not for the other jaded oldtimers.
My intention in my various writings is not to discourage, but rather to educate. I'm all for having dreams, and I'm all for following one's passions. But I encourage industry hopefuls to have their dreams and follow their passions based on a realistic world view.
It's unrealistic for a high schooler to expect that he can have his idea made into a triple-A console game, given the realities of the game industry today. But he should write his ideas down, get more ideas, and write those down too. He should also look into indy opportunities, mod projects, and basically just try doing stuff in the realm of game creation. I'm a big believer in learning through trying.
It's unrealistic for a high schooler to expect to start a game company fresh out of college without first getting some industry experience. But he should by all means set a goal of starting his own company someday. Realistically, these things take time.
Someday when you make a game that takes the world by storm, I hope you will contact me so we can chuckle over this exchange. By the time you've managed to make a blockbuster game, you yourself will have heard from numerous bright-eyed high schoolers just like you "used to be". To those kids, you will sound like a jaded oldtimer... and we will have a laugh together.
My hope is to help hopefuls continue to dream - but without the false glow of rose-colored glasses.
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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.
© 2004 Tom Sloper. All rights reserved.