Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!ceres.physics.uiowa.edu!news.iastate.edu!sharkey!caen!sdd.hp.com!wuarchive!hsdndev!bunny!bunny.gte.com!CAH0 Newsgroups: comp.sys.mac.games Subject: Re: Some Copyrighted Games... Message-ID: <10947@bunny.GTE.COM> From: CAH0@bunny.gte.com (Chuck Hoffman) Date: 9 Apr 91 17:54:04 GMT Sender: news@gte.com References: <1341@caslon.cs.arizona.edu> <10932@bunny.GTE.COM> <1357@caslon.cs.arizona.edu> Organization: GTE Laboratories, Inc. Lines: 66 In article <1357@caslon.cs.arizona.edu> jtgorman@cs.arizona.edu (J. Taggart Gorman) writes: > You assumed one thing wrong here - I never once said or even thought about > the word "sell." I don't want to make any money out of this. Not a cent. Aaaahh. You're right. I did make that assumption. Yes, yes. (blush!) If I were in the game manufacturer's position, I would find your enthusiasm irresistable, but, unfortunately, I'm not. I would love to hear other people's comments about this: the intention to give the computer version of the game away for free might actually hinder coming to an agreement with the game's manufacturer. They might say "great, that's more advertising for our game" but they might say "not so great, it could reduce sales of our board version." I would use a "co-opting" strategy. That is, I would try to do it as an "inside job." Get them to agree to having you do a no-cost demo for them. Show them some software you've written which would be similar, and present them with a real plan - including delivery dates - of actually doing the game "for" or "with" them. Finally, do a reasonable survey to predict the popularity of the game at various prices, or even *included* with the board game. Be careful with the survey. If you have a friend in a marketing position or school, get some help. Business people absolutely hate it when you show up with shabby market figures, or no figures at all. Besides showing them that you're a competent programmer, you also would be showing them that you've got your sh*t together, and you're not just some tinkerer who might leave them stranded down the road. It might even be helpful to propose some technology transfer (including costs) so "their" people could support it if you get sick or become disabled. And what if they aren't interested? Remember why it is that you want to do all this. Not to produce *that* game, though this attracts you the most, but to produce *some good* game and get some gratification and recognition. So at that point, I would come right out and ask them if there's some other game I could "help" with, or do they know someone else, by name, at another game manufacturing company who might be interested. What about personal identification with the game? Of course, I would try for the "vers" resource. If they wouldn't allow that, I would simply reply from time to time to messages in this games list, and identify yourself as the author. Also participate in symposia, conventions, round tables, or anything else that comes along to get your name before the public. What do other people think, especially those with business experience? P.S. Before sending your proposal, get on the phone and find the name of who(m) to send it to. Talk to that person, if possible. After sending the proposal, get on the phone and pester. Also, be prepared to wait. Businesses often don't act suddenly to a good idea. In fact, they often don't act at all. But keep calling. P.P.S. If you do end up writing as a contractor, don't forget to obtain some liability insurance which meets the liability limit in your contract. - Chuck Hoffman, GTE Laboratories, Inc. | I'm not sure why we're here, cah0@bunny.gte.com | but I am sure that while we're Telephone (U.S.A.) 617-466-2131 | here, we're supposed to help GTE VoiceNet: 679-2131 | each other. GTE Telemail: C.HOFFMAN |