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Ever had an idea for a new game, but no way to make that idea a reality? | Locked | |
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Sep 16 2013 Anchor | ||
Hello! Have you ever played a game and thought “If I was in charge of this game, I would have made this level different, or maybe changed this boss fight?” If you answered yes, then you could be part of the next generation of game designers. Looking forward to seeing your game ideas come to life in the future! EDIT: I've attached some frequently asked questions below. Teemplay Game Platform FAQ: What’s the point of all this? Well, at Teemplay, we have a few philosophies we hold dear: TL;DR We give gamers like you the power to influence the games they play. We are a month away from launching our crowdsourcing game design platform. You submit a new game idea, the community influences it, and we turn it into a real game, and share some of the money it makes with the people that influence it. We’re about a month away from launch, but we have a test case running at www.teemplay.com/story, and our forums are up as well! Please ask any questions you may have, and I will answer as quickly as possible. Edited by: Excallibretto |
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Sep 16 2013 Anchor | ||
Too many cooks spoil the soup... or something like that. What are you doing to prevent this from to becoming one giant discombobulated mass? |
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Sep 17 2013 Anchor | ||
Wow, an entire organisation of idea guys.
You really think there's a person involved in game development that isn't a gamer himself? Nope. Everyone there is an experienced gamer with game asset creation / art skills that you will need. There are no free riders in game development.
There are plenty of game ideas and only the best survive through to make an actual game, that is for a reason. Get this: nobody likes idea guys. You need to be able to do something for the project otherwise you're just dead weight throwing uneducated ideas around. A team of skilled game developers is able to come up with and refine the ideas BETTER without one or god forbid an entire community of idea guys that A) don't understand anything about game development process and what is viable B) will not sacrifice practically any time on it and C) will not commit to the idea. I hope you reconsider your approach although crowdfunding does seem to get all kinds of attempts. You have not done your base research for the project. For game idea refinement and community support in developing an idea there are actually good places already such as Gamesprout.com. |
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Sep 17 2013 Anchor | ||
^this I'm sure it will be a massive hit with idea guys, but how are you going to get actual devs to work on the project? In addition, there are some things that most gamers simply don't know about, like which engine is best for the job. If you asked them, most would just spout off something with good graphics like Frostbite, without knowing how easy it is to develop on. How would those areas be managed? |
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Sep 17 2013 Anchor | ||
Yeah.....I think Shadowflar3 pretty much covered it. -- I snark, therefore, I am.
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Sep 17 2013 Anchor | ||
Hello and thanks for the quick response! To answer Shadowflar3: First off, I made the mistake of not making myself clear. We aren't just idea guys. We aren't just the guys responsible for the web platform. We are a team of dedicated game developers, ranging from college grads to veterans in the industry, with decades of gaming experience behind us. Our web platform is being built specifically so that we can find the best game ideas, and get our professional team to assure they come out quality. "99,9% of the ideas are "WoW but better", "remake game X on engine Y", "DragonBall Z game" or "let's mash all the genres and gameplays into one game". Most ideas are worth not even published anywhere and still there they are." You're absolutely right. Our platform isn't for making the games that are part of that 99%. Our platform is for finding the ideas that really stick out, that are revolutionary, and having the community refine and polish those ideas. From that point, we take our our entire team and sit down every Thursday, and put all of the ideas through our gauntlet process (we see how feasible the ideas are, what our budget is, what the timeframe for each game is, etc) and see if the game is actually a good fit for us. With a web platform, it's no surprise that sometimes the community will choose ideas that are just not possible from a game dev standpoint, and sometimes, we need to be the ones that say "Listen guys, we know that you want Skyrim 2 with space combat, but we just can't do that." You really think there's a person involved in game development that isn't a gamer himself? Nope. Everyone there is an experienced gamer with game asset creation / art skills that you will need. There are no free riders in game development. You're right in saying that game developers are all gamers, but that certainly isn't the case the other way around. When I said there is a disconnect, I suppose it wasn't clear enough that I didn't mean "Game developers aren't gamers themselves!" I was simply referring to the fact that the gap between game developers, and the gamers that are playing their games, is very large. We believe that there should be a higher level of transparency between Producers and Consumers: Developers and Gamers. Isn't that the entire goal of the indie gaming community? I sure thought so! I think you don't have a clue on game development. It takes time and effort and because of that most of the time it takes money. Where did you cover funding the projects? You are either going to need charity funders which will want to donate their money to an unrefined idea with poor prognosis or professional developers that are both able to complete *any idea* into a game and willing to work for free on it. I can tell you with my experience that is not going to fly. We are actively pursuing seed funding, and we're received nothing but positive feedback from our investor network up to this point, so how are we covering funding? Angel investment for seed funding, and move towards venture capital if we achieve success. We've built this company from the ground up in the past two years, with our original business plan outlining the events that have led up to right now. You mean the idea guys that did nothing for the game or the developers that actually put the game together?There are plenty of game ideas and only the best survive through to make an actual game, that is for a reason.
Good find in gamesprout.com! Though, our concept is different than theirs. Gamesprout is a hub for the crowdsourcing of game development, where users work together to actually create pieces of games and put them together, hopefully creating a real game. Teemplay is a game company that uses a web platform to crowdsource game ideas for games that we will actually create. Why do we do it this way? It seems to make more sense to us to create a community of people that are excited and emotionally connected to games before development starts (because they helped play a part in its creation), rather than create a game we think is fun and HOPE it will be successful. If you have ever seen www.Quirky.com.. They are a web platform that lets people submit ideas for household items: new power plugs, or phone cords, or knife racks, etc. When those ideas are thought up, Quirky's in-house team of professionals builds the item, and sells it through their website. The difference between Quirky and Gamesprout is that on Gamesprout, you have to do physical work to help contribute to making games, but on Quirky, all you have to do is think of an idea, and Quirky does the rest. That's what we're doing for games. You think of the great idea, the community improves it, and we build it. Thanks again for the long response, looking forward to speaking with you again! |
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Sep 18 2013 Anchor | ||
I don't get it. You are doing the exact same job any game publisher is doing while dealing with the ideas. Only here you are throwing the ball back to an internetful of people rather than the selected pro team that is developing the idea. It's going to be chaos if you ever make it popular (seeing you have 6 members plus 3 admins on your forum currently). It's like trying to poll a world full of people which toppings to put on a giant pizza and think everyone will enjoy the result because everyone got to vote and have their say. There will be everything from garlic to orange to living chicken to cobblestone and an asteroid on your table and you're going to need to figure out how to make it into an edible pizza. If you'll pull it off, it's still by no means thanks to the community that gave you the ingredients but despite of it.
The gap is large, in which respect? Gamers that know how to make games don't specifically need to communicate with gamers that don't know how to make games. It is painful and unfruitful. Gamers that know how to make games should communicate with each other to improve on their game quality.
As I said before, gamers who know how to make games (aka developers) have nothing to learn from gamers that don't know how to make games. Gamers on the other hand have everything to learn from the developers. So what does the "transparency" mean here? Developers explaining why you can't have that Skyrim 2 with space combat. Over and over again. To everyone who doesn't have the insight to game development aka the people you specifically want to interact with.
No. But that seems to be a common misconception. Indie community's main point is to support people who want to make games, not people who have neither skills or will to learn how to make games themselves (aka idea guys).
Except you just said you need to turn down some parts that are unfeasible. That is natural but it means you won't be simply making what the community wants. You want something that fits your budget and within that you try to do the best you can and instead of planning yourself you put so much effort into building a channel to receive any ideas from anyone in any phase. For your benefit. I know what the site I linked you myself is about, thank you. And I know what you are about in contrast. The difference is GameSprout is the beautiful, open, share-your-ideas-and-see-what-comes-out-of-it thing and you are "everybody throw us anything for free and we'll catch the part we think we can use for our own and our funder's profit". While the latter sells better to investors I suspect it sells much worse to the community.
Edited by: shadowflar3 |
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Sep 25 2013 Anchor | ||
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