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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 |
Run away! Run away! (June
2007)
Dear Tom,
I was doing some web design work for this guy, but all of a sudden he doesn't return my phone calls. And I've observed some other worrisome things. So what I'm writing about is to ask if the things I'm observing might be warning signs that he's maybe unreliable, or if I just don't know enough about how these companies work.
I spent three years working on a board game, my flagship project. This company seemed right for the game, so, to get their attention, I did a redesign of their website and made a new logo for their company. I talked to the head guy and he seemed really impressed, and he wanted to use the new designs. I told him about my board game. He said they'd have a "slot" this fiscal year. I asked him to sign an NDA. He said he'd send me theirs. I keep nudging him occasionally, but so far, no NDA and no movement on the site. It's been dragging on for 6 months now.
The guy said they were short of cash to pay for the web work and the new logo, but should have funding soon. A lightbulb went on in my head - if they can't pay for those little things, how are they going to manage to make enough copies of my game and market it on a meaningful scale?
I've also noticed they announce new titles and then don't release them on time. Playing devil's advocate, I guess they could be valuing quality over speed. But some of their more recent products haven't even looked that great.
I have a mixed mind about this. On one hand, I have vague suspicions that something's not right. On the other hand, I realize I don't know much about the game industry. My paranoia could prove a hindrance in getting my game published with what is, for all I know, a company doing things the standard way.
Should I be worried? This project means a lot to me. I don't want to make him mad at me. I need your help figuring out what's best to say to him when I get him on the line again. Like they say, "hope springs eternal," and "beggars can't be choosers."
Quandrous
Hi Quan,
They also say:
- Wake up and smell the bacon.
- Wishin' and hopin' won't get you into the stores.
- Be afraid. Be very afraid.
- Run away! Run away! Do not pass Go. Do not collect $200.
- Oh wait, that last one was a hodgepodge of Monty Python and Monopoly. And the one before that was from the remake of "The Fly." And the one before that was badly rephrased from a moldy old Dusty Springfield song. Here. A couple more (much more to the point)...
- There are plenty of other fish in the sea.
- Feets, get walkin'!
Six months is far too long to be kept dangling. I wouldn't have recommended doing that design work unasked in the first place. Move on, and don't look back. Get back to where you once belonged. Oh. Sorry, there I go again.
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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.
© 2007 Tom Sloper. All rights reserved.