[casual_games] Meet Publishers & Distributors AND Protect my IP? ... and other questions!

Tim Turner tturner at cmpgames.com
Thu Jun 7 10:47:30 EDT 2007



To be clear though- Real does not fund development anymore right? You are
speaking from the position of distributor not publisher...

The NDA thing is also a different story since Real isn't involved in
development. All of the publisher/funding sources I've worked with start
any relationship with a mutual NDA.



-----Original Message-----
From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
On Behalf Of Eric Trudel
Sent: Thursday, June 07, 2007 7:34 AM
To: 'IGDA Casual Games SIG Mailing List'
Subject: Re: [casual_games] Meet Publishers & Distributors AND Protect my
IP? ... and other questions!


:) thanks for the input M. Snook!


Eric


-----Message d'origine-----
De : casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org] De
la part de Jeremy Snook
Envoyé : 7 juin 2007 10:12
À : IGDA Casual Games SIG Mailing List
Cc : casual_games at igda.org
Objet : Re: [casual_games] Meet Publishers & Distributors AND Protect my IP
? ... and other questions!

Good, timely questions. I'll chime in from a publisher perspective, even
though you asked for dev responses.


> 1- Should I make them sign and NDA before the meeting? How does that

work usually?

No. Requiring an NDA will probably result in zero meetings with the bigger
names. Game concepts are cheaper by the metric ton; the secret is
production quality and execution. If I like your game, I'll distribute
your game. It doesn't make sense for me to feed the ideas to another
studio and have them build it from scratch.


> 4- What do publishers and distributors want to know during those meetings?


Don't show me a trailer, powerpoint, or design doc - show me the _game_.
I want to see a playable build. Your goal should be to get me to play
your game for 3 minutes and make me want to keep playing.


> 5- Any dos and donts?


Realize that I'm looking at games from the perspective of what my
customers like & buy; I'm not judging your game in an absolute light.
Just because I don't think the game won't sell well to my customers
doesn't mean that it's crap or won't sell like gangbusters on other
portals. If I tell you "no, thank you", I'll explain why. It's not
personal - it's me making (hopefully) sound decisions for my business.

Relationships are important. While a good game is ultimately the selling
point, I want to work with devs that are pleasant, polite, and aware of
the industry's hits, trends, and hot points. But relax and be yourself -
I can smell a phony. :)


~Jeremy

Jeremy Snook
Producer, RealGames
206.926.5743
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