[games_access] A simpler tack
arthit73 at cablespeed.com
Tue Nov 6 19:00:52 EST 2007
I forgot to complement about the idea for consulting company. It sounds
like one of those things that I completely do not understand but makes
people a lot of money because people come for you for ideas don't rely on
you to make it happen. That's really funny cool it sounds like one of those
things that you watch in the movies were a guy in a cowboy hat sits down at
the airport and rich as can be an out of curiosity asking him what he did
and he said something like this "I created a company that goes to other
companies, which hires employees for those companies, and in return the
company is the third party employs these people, bring them people back to
me, and then I find them jobs and then they go out and start their own
company and then I find them jobs and help them find software things like
that." I always laugh when I hear that I'll find myself scratching my head
laughing thinking, what the hell does that mean?lol
From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]
On Behalf Of Reid Kimball
Sent: Tuesday, November 06, 2007 6:27 PM
To: IGDA Games Accessibility SIG Mailing List
Subject: Re: [games_access] A simpler tack
If you want to create your own game, I recommend you read many of the
Tom Sloper has over 60 articles about getting into the game industry
and what it takes to get your own game developed.
Publishers will not buy a game from us. The most we can ever hope for
by creating an accessible game of our own is the following. I'm merely
offering the below to illustrate what it takes to create and get a
- We start a game development company with a unique mission statement
to make Games for All, everyone, no matter their age, experience or
- We develop several game concepts that will satisfy our mission statement
- We work for several months forming the company, seeking funding from
VC, maybe government grants, angel investors, because of our unique
mission statement. Maybe we make it a non-profit and can accept
donations from other organizations to help with the funding?
- Once we can hire a large enough team, we begin creating a prototype
demo of the game concept we decided on earlier. Again, this can take
months depending on the complexity and scope of the design.
- After working on a prototype using funds we collected from outside
investors and more likely, our own money, we approach publishers to
show them what we have. IF they like it, they'll agree to fund the
rest of the development. This is not free money. This is money used to
ensure that we can pay our bills and have the resources needed to
finish creating the full version of the game.
- Once the game is done months or even years later, the publisher will
release it, hopefully with lots of advertising/marketing support so
that lots of people are aware of the game and want to buy it. If it's
successful, we can make a profit on the royalities. If not, we need to
have another game already in development so we can get another
publishing deal which funds its development.
That's a simplified version of what it takes for a new startup game
I think if we all unlimited resources and time, we'd start a
consulting company and offer our services for hire to game development
studios. We'd work with them closely, evaluating the accessibility of
their games and help them implement solutions to make their game more
accessible. I've thought about doing this, but it's a scary thing to
quit your day job without knowing where your next pay check will come
from. Also, if I start a consulting biz while still doing my current
employment, because I already work in the game industry, it could
create "conflicts of interest". If my employer ever found out I was
helping competing companies, I could lose my job. Whoops!
On 11/6/07, Robert Florio <arthit73 at cablespeed.com> wrote:
> Okay thanks Reid and it's good to know about how hard it is. It's going
> be hard to get started I guess I was hoping some others would be
> but that's cool. Talking about a game.
> However the talking to Eric from strange attractors they actually had a
> phone company that wanted to buy their game so I think they had more
> than you might be suggesting if that's what you mean Reid? I think they
> turned it down I'm not sure why.
> Things like that I guess that means the company would take over the rights
> but if it's notoriously difficult anyway is not a good thing to get a game
> picked up by someone like that? Is that something worth shooting for to
> a game and then shop it around to see which publisher game company wants
> buy it and take on with it?
> Maybe not if their agenda is not the same. Okay so now I'm further
> frustrated so what's the secret how do we get how does anyone get a game
> into mainstream media with the biggest influence to influence other
> designers for accessibility?? I think we need to start thinking way out
> the box and doing something like a large project.
> We could do a few things.
> 1.We can do picketing outside conferences.
> 2. create a booth and invite all the games we know to display.
> 3. actually get a federal government representative to introduce a bill
> mandatory to make all games accessible... That one seems really cool.
> know how Hillary Clinton when on the whole rampage of violence in video
> games and the government started mandatory needs for rating.
> 4. or create a game. But some are saying there are many are games out
> but the more the better I think games are on loudest voice. Sooner or
> one of them might reach really big and make that huge wave.
> -----Original Message-----
> From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]
> On Behalf Of Reid Kimball
> Sent: Tuesday, November 06, 2007 3:11 PM
> To: IGDA Games Accessibility SIG Mailing List
> Subject: Re: [games_access] A simpler tack
> I have to agree with Barrie's suggestions and we're some of them already.
> Robert, I read your ideas about making a game. Good idea at heart, but
> making a commercial game that will be picked up by the publisher is
> extremely difficult. Just ask Eitan or the creators of Strange
> Attractors. As pointed out by others, we do have many examples of
> games that already feature accessibility options.
> It doesn't look like we have the finances to get a booth at GDC but
> there's no reason to panic or even be frustrated. Michelle tried and
> it just happens to be really expensive! Then we move on to the next
> thing. Which is the FuturePlay conference and then waiting for the
> final selection of sessions for GDC 2008.
> In the meantime, each of us can do our part in educating and helping
> others to make their games more accessible for all. Several of us are
> creating guidelines to give to developers. Others are attending
> conferences to talk about what we do and network. Others are
> conducting interviews with software and hardware developers in the
> game industry. We're all contributing in valuable ways and we need to
> be persistent and patient because change does not happen over night.
> I also recommend that when people have ideas for doing something, by
> all means go ahead and try to get it started. Robert, if you can find
> people who want to make an accessible game, go for it. Barrie, can you
> start by creating a top 3 accessibility feature list for each genre of
> game you are interested in?
> On 11/6/07, Barrie Ellis <barrie.ellis at oneswitch.org.uk> wrote:
> > Why don't we try this...?
> > 1. Discuss a few game genres that can easily be made more accessible. I
> > suggest racing games, golf games and pinball. All easy to comprehend.
> > 2. Make a top 3 accessibilty features wish list for each type.
> > 3. Draw up our own Accessibility logos for those features.
> > 4. Contact specific developers. Not Sony - Not Microsoft - but actual
> > development PR and management.
> > 5. Offer our support via the IGDA GASIG.
> > 6. Keep a log of our progress.
> > Barrie
> > www.OneSwitch.org.uk
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