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Geek Culture / publishing

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Zeus
18
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Joined: 8th Jul 2006
Location: Atop Mount Olympus
Posted: 13th Dec 2006 20:01 Edited at: 13th Dec 2006 20:05
how do I get my games published nationwide?

Thank You!

Dared1111
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Posted: 13th Dec 2006 20:09
go to a publisher, if you dont have the money get a sponsor

Moenex is started in Dbpro!see:http://www.freewebs.com/memexthegame/index.htm
Zeus
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Posted: 13th Dec 2006 20:11
who would bee those publishers? i looked on a search but can't find any.

dark donkey
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Posted: 13th Dec 2006 20:13
Quote: "who would bee those publishers? i looked on a search but can't find any."


i am persuming companis like fasttrake, or game coponis like ubi soft.

Big Man
19
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Location: BEHIND YOU!!!! (but I live in England)
Posted: 13th Dec 2006 20:15
ummm i really dont mean to put you down but if your thinking about publishing any of your games any time soon, I would say you are a bit ahead of your self.

But any way ye have a look at fast trak.

BM

Our aim is to keep the loo's clean, your aim can help.

Matt Rock
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Location: Binghamton NY USA
Posted: 13th Dec 2006 22:23
For indie developers there's rarely more than two options: publish the game yourself, or formally submit a demo of the game to a major development and distribution company like EA, Ubi, Konami, etc. In either case, there's quite a lot you'll need to know.

I've never submitted a game for publishing with a major studio, and I never will. Not that I hate major studios or anything, but I personally would rather release my games how I want them to be without someone telling me what I should or must change, even if that means I'll make less money than others. I'm a firm believer in the concept that an indie developer can distribute on their own and still make a ton of money. It's rare, but some people have pulled it off. For example, take a look at the December 2006 issue of Game Developer Magazine. The postmortem in this latest issue covers Introversion's Defcon, which was self-developed and distributed and made on a relatively small budget. It's a lot of work... you'll need to be as much a salesman as you are a developer... but no one will tell you what you have to change about your game, and you won't be sharing the bulk of your profits with some other company. If you're going to self-release a title, the best way to do it (as far as I know anyway) includes these steps:

1. Make a website for your studio, and then a sub-site or page about your game
2. A few days or even weeks before the games release, advertise online as much as humanly possible. Drive up your site's traffic as much as possible (visit this thread for more on that), go into chat rooms and tell people about your game (don't send bots... do it yourself), hit up relevant forums about the game, etc.
3. Post your title on your site, but also distribute it on as many other download sites as you can find.
4. Keep advertising! You'll want to reach as many people as you can throughout the course of your game.

Then of course there's the finding-a-publisher method. Getting games published with major distributors is a lot harder than most people realize. In most instances, you won't be able to say "hey there Electronic Arts, I have this awesome idea for a game!" They'll want to actually see what it is you're doing and talking about, and they'll want some assurance that you know what you're talking about as well. For that, you'll want to make a demo of the game. That should be your very first step. Make a playable demo that showcases your concepts and gameplay schematics. Then, write up a design document to distribute with your demo. From there on, you'll want to do some studying on how to submit your demo and design document... I suggest you pay a visit to www.gamedev.net for more information on that. They don't have the friendliest forums in town, but they have dozens and dozens of interesting, helpful articles regarding this very topic (and tons of other topics, too). Gamasutra.com is a good resource as well.

I hope this post was helpful in some minute way Good luck getting published. It's not going to be easy... there's no point-&-click method of getting published, and you should be weary of anyone who tries to sell you anything that says otherwise. But if you're serious about and dedicated to your game, and willing to either work toward making a demo or work toward making a final product, there's options out there for you.


"In an interstellar burst, I'm back to save the universe"
Zeus
18
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Joined: 8th Jul 2006
Location: Atop Mount Olympus
Posted: 13th Dec 2006 23:05
thanks.

@Big Man: I am trying to see how much it would cost.

Jeku
Moderator
21
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 14th Dec 2006 00:57
Quote: "how do I get my games published nationwide?"


Make a demo for a game that people actually want to play, and the publishers may come to you. A huge % of shareware games are not worth a serious publisher putting its cash and time into, so don't hold your breath.

El Goorf
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Joined: 17th Sep 2006
Location: Uni: Manchester, Home: Dunstable
Posted: 14th Dec 2006 01:18
finding a publisher isnt actually that hard. i remember several years ago, when me and jrowe were working on the exor project (way back in DBC times, before DBP was out), I found a publisher, who even went on to organise distribution for me once i told them that we were only like 15 hence didnt have a clue how the whole publishing and distribution worked...

however, just like all our other projects, it never really took off.

but anyway, moral of the story.. wheres theres a coder, with access to google, theres a publisher ^_^
Zeus
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Posted: 14th Dec 2006 03:29
who was the publisher?

Matt Rock
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Location: Binghamton NY USA
Posted: 14th Dec 2006 03:32
I agree with Jeku. At the end of the day, there's zillions of demos floating around and most major distributors don't have that sort of time, staff, or even allocated budgeting to look at each and every one of them. Your best bet is to publish the game yourself, and if they come to you, awesome . If they don't, then at least you'll maybe make some new fans out of it.


"In an interstellar burst, I'm back to save the universe"
Jeku
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Posted: 14th Dec 2006 06:21
Okay, as a correction there are LOTS of publishers--- lots of "fly-by-night" publishers. I would be mighty careful with signing anything unless you can physically go to an EB and buy a game from that publisher. Value publishers are fine--- IF they can get shelf-space. But I've known a few developers who got screwed over by no-name publishers with grandiose tales of riches and empty promises.

Zeus
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Location: Atop Mount Olympus
Posted: 14th Dec 2006 13:57
thank you whole lot, I needed all the info!

Gamedesign er20
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Joined: 30th Jun 2006
Location: The one place you would never look...
Posted: 14th Dec 2006 20:26
Don't forget, If you are going to publish the game yourself, make sure you have dealt with all those legal issues such as copyrights and trademarks. After all, you woudn't want any one to steel your game or it's characters.

Cocacola and Pepsi aren't that differnt. Deal with it.

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