Path: utzoo!mnetor!uunet!cbmvax!campbell From: campbell@cbmvax.UUCP (John Campbell SW) Newsgroups: comp.sys.amiga Subject: Re: Questions, questions... Message-ID: <3002@cbmvax.UUCP> Date: 22 Dec 87 21:40:15 GMT Organization: Commodore Technology, West Chester, PA Lines: 54 Summary: Game Market Expires: References: <1633@van-bc.UUCP> Sender: Reply-To: campbell@cbmvax.UUCP (John Campbell SW) Followup-To: Distribution: Organization: Commodore Technology, West Chester, PA Keywords: In response to a number of individuals who have asked about the marketing of recreational software, I have some opinions on the matter. I would suggest that you solicit interest from the "top" companies, i.e. the EAs, Activisions, etc... At the same time you should be cognizant that each company has certain strongsuits (be it a category like Gamestar for sports simulations or Microprose for air simulations, or specific function like EA for merchandising). Each company has weaknesses also, for instance one company may not advertise much or one company may copy-protect everything to death, possibly hurting sales. In short, the company best to deal with depends on both your product and your demeanor. Your product may not need much advertising, or may be certain niche, and maybe you like a certain type of contractual agreement. As far as submitting your product, you may find it necessary to protect your work with legal documentation, but I have never heard of a major company stealing work. It would be somewhat suicidal. I would recommend that you not send just a letter, many companies find it difficult to send every submitter an authors guidebook, etc... They are much more likely to respond if they have some indication that you have produced some marketable program. In this way, tapes are an expensive but somewhat sensible starting point if you are concerned about illegal copies. An alternative method is to number your diskette in the code, and tell the publisher that you did this. The reviewer will automatically be more careful with disseminating copies. You can't review a videotape game (because of gameplay), so that method does cause time delays. Finally, it is foolish to guess royalties on an imaginary game. Usually it is some advance against royalties plus some fixed %. Generally these two are inversely related (the more the advance the less the %). Sorry for the long response. John Commodore Intl. Commodore pays me to make decisions, not opinions. Opinions I make for free, but sometimes you get what you pay for. The opinions are therefore mine and not Commodore's.