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possible for non-profit use only. This document may not be printed
and/or distributed in any fashion in any for-profit manner whether
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written permission of Benjamin G. Sawyer.
===============================================
Improvements from Version 1.3
Fixed erratta
New and Improved Book Section
New and Improved Magazine Section
New and Improved Internet Resources Section
New and Improved Online Services Section
Now Featuring Karen Crowther's Shareware Gamers FAQ!
Now Featuring Ron Gilberts Design Document and Game Design
Advice!
Added Section on Rating and the RSAC
Added Section on Macromedia Director
===============================================
Contributors: The following people have assisted in the creation of
this document:
===============================================
NEWS ANNOUCEMENTS
===============================================
THE ULTIMATE GAME DEVELOPERS SOURCEBOOK
And...
===============================================
ANNOUNCING GAME DEVLOPERS CONFERENCES ON
COMPUSERVE'S GAMDEV FORUM
===============================================
WORLD WIDE WEB VERSION OF THE GAME DEVELOPERS
FAQ FROM THE CORIOLIS GROUP
Karen Crowther
Ron Gilbert
Swen Vincke
Swen came all the way from Belgium to help me to explain some
DOS Specifics like DOS Extenders and Midpak that programmers
should learn. Anyone else wishing to thank Swen should either
contribute to his collaborative game project titled Chronicles (visit
the CompuServe Gamdev forum for more info) or buy his upcoming
Adventure RPG Ragnarok.
Keith Weiskamp
Keith is the publisher of the Coriolis Group, which has recently
brought out such books as Visual Basic Multimedia Adventure Set,
Arcade Action Adventure Set, and PC Game Programming Explorer,
to name just a few. I cannot thank him enough. Keith spotted my
work early on and has served as an excellent resource, editor and all
around cheerleader. Anyone else wishing to thank him should buy
his books and even if you didn't initially want to thank him, you will
probably want to do ultimately, anyway since they are among the
best books published.
A lot more work than you will do once you start coding!
HOW DO I PREPARE?
1. First find a good Chinese food take-out place. You will be eating
in a lot.
Try to really flesh out your idea as much as possible. Put your ideas
on paper first. Diving in might seem like the quickest way but
sooner or later, you are going to hit design and programming snags.
Why? Because you have not completely thought through your idea.
Always remember: designing and coding are two separate tasks that
deserve equal attention.
Story treatment.
This is exactly like the ones for movies. It briefly describes the story
and major characters. Don't worry about it being interactive and
having branches, just write the main branch or the most important
ending. Other endings can be mentioned but don't spend time
flushing them out in the treatment. The treatment is for a quick
overview.
Design.
These are all VERY important issues that must be talked about in
the design document.
The design document is where all the interactive design goes. If you
are creating a adventure game style world, make a map. Show where
all the charters are, and where everything can be found. If your
story is branching, then make a flow chart with little boxes for each
scene and a once sentence description of what happens.
Scripts
The script resembles a movie script, but each represents each box, or
location or interaction in the design. The great thing about an
interactive script is that you can throw it up in the air, gather the
papers up and it DOESN'T MATTER.
Advice on submitting design documents to companies.
If you are trying to sell this to a company, do step 1 and step 2, don't
bother with step 3 until you get an OK (or you just don't have
anything else to do!). Any company that knows what it's doing
(which are very few), won't need to see a script to understand what's
going on. Unlike film and TV, the script is not early as important as
the design. There are thousands of people out there that can write,
but very few who can design.
Good luck
Ron Gilbert
Humongous Entertainment
TO DO
RESOURCES
Just as I said before, your game will have many elements besides
programming code. This section is a running list of the artwork,
sounds, data files, etc. which will need to created.
DECIDING ON A PLATFORM.
Lately, there has been a huge shift toward the Windows market for
games. Windows has been used mostly for applications. Recent
developments for Windows. The new WinG graphics library and the
upcoming release of Windows '95, means Windows is becoming
more and more the dominant form of PC Game development. Bill
Gates wins again.
On the other hand, many computers which do not use Windows still
exist. Some people refuse to give in to Microsoft. These people
remind me of people who say they can ride out hurricanes.
AM I UP TO IT?
What you mean you don't want to slave for seven to twelve months
and then give it away?
IS IT UNIQUE?
Remember: not every game need be a best seller. Just understand the
level of sophistication, polish, and uniqueness that such a product
requires. Even if you feel your game is not up to these standards,
press on, and you will see that there are many outlets beyond the
retail realm for showcasing and receiving credit for your work.
IS IT BETTER?
One way to be unique that is it just simply better. Many games are
newer versions of older ideas. For example, NASCAR by Papyrus-
now certainly car racing simulations are nothing new-but NASCAR
is absolutely amazing. It is simply better, so not only will it sell
outright, but anyone with a love for car racing simulations will want
this game too.
All of the steps in the design stage above apply while coding too. I
just want to add a few things to this.
TAKE BREAKS.
Breaks help a lot remember to rest. Try to take breaks from time to
time. My trick is to take regular breaks, sometimes programming a
second project, a more mundane small application utility. This keeps
me programming, just not in the same manner.
As you write your game try to make sure you create code that can be
applied to other games later. For example my RPG game, which
features a tiled multiple scrolling map. Now certainly the map can
be used for other games, so I made sure it was wellcommented and
very open ended to apply to future projects I have in mind.
BRAINSTORMING TECHNIQUES
Every creative person needs to come up with ideas, and with games
even more so, as this medium has perhaps the most fickle customers.
So lets talk a little about brainstorming.
I don't have anything special to say here, but I always think of two
things I have read or heard from two great programmers when
dreaming up ideas:
Spend a lot of time reading about and playing other games. A lot of
great ideas exist which are merely new twists on existing themes.
Again, remember the unique rule-attempt to differentiate!
I'm lucky I have a few friends who play lots of games-so every once
and a while I take a trip over to their house and play all their games. I
spend several minutes with each, evaluating the way they play, the
documentation etc.
NEVER
BRAINSTORMING BOOKS
Game design concerns one thing tantamount to all else and that is
Interaction. What separates games from similar creative mediums
like, art, movies, music, and books, is that the player interacts with
the medium.
KEEP IN MIND:
As you sit down to design your games try to keep the following
things in mind as you decide on what it will be:
Good ones.
The are many types of games which do well. Game players come in
many shapes and sizes. Here is a list of game categories which seem
to dominate the shelves. Remember that GOOD GAMES will do
well regardless of the category, but by evaluating these categories
you can find a niche to write a GOOD GAME in. The following not
in any order of importance.
It's always good to keep track of new and interesting gaming types,
there are more than what I've touched on, and new hybrids emerging
every day. Keep track and you might just create a game that is either
a benchmark for its category, or the newest game for the next great
game type!
JOBS
AS A PROGRAMMER/DESIGNER
If you feel you have a special talent - like Art for instance - and you
feel you understand Game development as it relates to art (or writing
or ...) then you might want to put together examples
of your work and send them to the human resources departments of
companies.
THE CGDA
The most important reason for joining the CGDA is that it lets you
participate in a community of people with similar interests and
concerns. The CGDA will take an active role in helping to set
government and industry policy on important issues such as software
ratings. In addition, the CGDA will offer a variety of services to its
members, designed to assist them in their careers.
They also have a newsletter which has all kinds of good info too.
Please note: In order to keep costs down, this phone line is not
staffed by a live person. Leave a message and someone from the
CGDA will return your call as soon as possible.
CONFERENCES
This is held every year in the spring. In 1995 it is being held at the
Westin Hotel in Santa Clara, CA, April 22-24. Contact the CGDA,
an affiliate of the producer of the conference for more information.
These are business-oriented shows, I've never seen much in the way
of games at either show.
The fact is, just like in any other creative medium, ideas are
plentiful. This means it is unlikely a publisher would be interested
in your idea alone. In fact, the way copyright laws work, they
probably won't even look at it because it could open them up to a
lawsuit if you later claim they 'took' your idea.
In order to attract the talent to make the game you will need to have
capital, or some very friendly developers. However, if you're reading
this, you probably now know that you need to develop your ideas
yourself and that is probably what you had in mind to begin with.
So, read on!
OK! Enough talk about ideas and getting employed, lets find out
how to turn our ideas into finished games and our finished games
into products!!!!
C/C++
ASSEMBLY
With its portability and easier learning curve, C/C++ is much easier
than Assembly. C/C++ like assembly "compiles" to standalone
executable files.
VISUAL BASIC
You mean I can create great Windows products and actually get
some sleep too?
There are also third-party add-on products that extend its VB's
features which are referred to as VBX's. VB skills can eventually be
used in C/C++, especially concerning API calls. This makes your
skills here transferable to the next level of Windows programming
with C/C++.
I don't think you'll see Doom being created with VB any time soon.
Yeah! DELPHI!
Delphi allows you to do a lot of things VB can't like write your own
DLLs and .VBXs and of course it compiles. A tip here is check out
The Coriolis Groups web page at http://www.coriolis.com they've
constructed a complete index to Internet resources for Delphi
programmers.
Many multimedia developers have been using this product for quite a
while and some have even shipped games with it. I believe Journey
Project (the original not Turbo) was done in Director as was Myst on
the Mac and HellCab.
With the current release, Director is true cross platform. It's amazing
how a product of this kind can create binary compatible files for
both Mac and Windows. Basically, you take your multimedia app,
create it all on a Mac, copy everything to Windows, and it runs
without a hitch, identical to the Mac version. OR THE OTHER
WAY ROUND. There are some exceptions, but they are mostly
minor, like remembering (on the Mac) to stick to the stupid 8.3 file
name conventions, etc.
On the downside. Director has to move a lot of stuff around. It's too
slow for arcade games. Lingo is an interpreted language, which
means that it's in the Visual Basic performance class. Definitely not
C. But if your goal is to develop something than can convey an
aesthetic experience, and you expect your audience to have time to
enjoy a development of character and narrative quality, it seems to
me that Director is a good choice.
SUMMARY
ANYTHING ELSE?
It pays to be multilingual.
While you may have chosen one language to become proficient in,
take the time to learn about some of the other languages I've
mentioned.
Graphics files can come in many shapes and sizes. You should be
somewhat familiar (if not thoroughly familiar) with the various
formats and how to load them into your program for later use in
animation and such. the new PNG, PCX and BMP are Examples of
these formats.
ANIMATION
ARTIFICIAL INTELLIGENCE
DOS SPECIFIC
SOUND
MODE_X
Much has been written about it in the books listed in the Book
Section of this FAQ.
FASTGRAPH
DOS EXTENDER
WINDOW SPECIFIC
WINTOON
Level II CD-ROM
COMPILERS
Everyone has their favorites, but the most popular version of C/C++
seems to be Watcom, followed by Borland, and then Microsoft.
All of the products above have a Linker option which will let you
produce DOS EXEs even while developing in Windows.
This is the last great compiler. From what I hear, Borland will no
longer be supporting their DOS package any longer. It's got
powerful tools and just about every library on the market supports it.
And once you get a feel for using it, you can easily zip up a file that
has the command line compiler, basic library files for all memory
models, all include files and even one or two 3rd party libraries in it
and still be able to fit it on a single disk to take with you when you
program on another machine.
You don't get a library reference so you will probably have to buy a
TurboC++ specific one....The BGI is slow and limited.... It comes
with NO Windows tools, so if you ever decide to write Windows
games, you will have to get another compiler.
Hmmm, this is cheaper than the DOS package and it comes with
many more tools...I wonder what Borland is trying to tell us? This is
a good solid package with lot's of features. It comes with an
application wizard, written by a 3rd party outfit, that will develop the
shell for your applications totally...leaving you to do the boring
tedium of actual programming.
This compiler will not link to a DOS EXE....If you develop in it,
make sure you run Windows in High Res SVGA Mode or you'll be
ALT-TABing back and forth.
The interface is great. You have a TAB type interface where each
note tab is a seperate programming function, i.e. EDIT, DEBUG,
etc.. Either version will compile a DOS EXE in Windows, but the
Pro version comes with a DOS Command Line version that allows
you to develop solely in DOS if you want.
However:
Most stores are selling the 6.0 version. If you buy it, immediately
upgrade to 6.1. If you don't you will find that Windows will start
crashing in your house and I know you don't want to step on all of
that glass ...On the same note, I have WFWG and if you run 6.0
or 6.1 in it and you have 32bit File Access turned on, you will
TRASH your system. I had to reinstall WFWG twice before I
figured out what it was. My system ran slower, but it ran happier.
This is a good package and most of the games you see that bring up
the DOS\4GW message are using this compiler for development. I
only had 1 oppurtunity to use the compiler and I found that it was
different but still excellent for developing games.
However:
Be careful to make sure that the package you buy has everything you
need, including Windows support. Windows is, as we have said, the
emerging dominant game platform, so you will need Windows
support.
A PAINT PROGRAM
This program, from Electronic Arts, allows for editing images in 256
colors in many different resolutions. Also included is a good
conversion program to output your graphics in many different
variations of size and graphic formats. It also is fairly cheap, costing
less than $100.
Whatever paint program you use, make sure it can output to different
sizes and formats, and additionally be able to paint in 256 colors in
multiple resolutions (especially 320*200 and 640*400).
SCANNING
Any developer worth their salt may scan, but they always touch it up
in a paint program to clear up color distortions and imperfect scans.
GRAPHIC CONVERSION
ANIMATION CREATION
WINTOON
AUTODESK ANIMATOR
DELUXE ANIMATOR
This product uses the Dpaint engine, but only works in 320x200
mode and creates animation. Go to the GamePubA forum and
download EA's C source code for controlling playback with your
own routines.
3-D CREATION
Looking to create neat 3-D scenes or programs like 7th Guest? Then
you will need a 3-D modeler.
CALIGARI TRUESPACE
This program was originally created for the Amiga PC more than 5
years ago and is now steadily finding users among DOS-based
machines.
This was the main 3-D modeling program used by many program
houses before they could afford Silicon Graphics Workstations.
SOUND EDITOR
GoldWave
MUSIC CREATION
Music is the hardest thing to get if you're going it alone and don't
have a lot of money.
A tip here is to use public domain MIDI files, though always check
with the author of the Midi file before including it to make sure the
song is actually public domain. While a song may be public domain,
the actual arrangement created by the author may not be.
WinJammerPro
Music Programming
MidPAK/DigPAK
We've already talked about MidPak and DigPak a little.
DigPak/Midpak costs a one time $1000 fee for use in commercial
programming and free for noncommercial programs. You can
contact the creators of DigPak/MidPak at there BBS:
This package has been out for several months now in a real mode
version and has been getting good reviews. Called Diamondwares
Soundkit, it offers the same functionality of the stalwart
MidPak/DigPak, and, according to the company, has a much cheaper
and better royalty arrangement. In addition a protected mode version
is just about shipping check with Diamondware for more info.
On the high, high end there are pacakges like HMIs Sound Operating
System, but I suspect most of the readers of the FAQ will find all
they need in the above two solutions or will be using Windows API
or Direct Sound libraries.
At this point I'll take some time to discuss some issues and tools
concerning game-developing for platforms other than MS-
DOS/Windows.
APPLE MACINTOSH
As for tools, the Mac perhaps has better graphic, and music tools
than the IBM/Clone world.
Without going into much detail, let's talk about developing games for
such platforms like 3DO and SEGA. These systems were
traditionally, cartridge based and are now becoming solely CD-ROM
based. These platforms are developed to play only interactive
entertainment, and are not computers. Yet now, many are even more
powerful than computers you and I are using, especially concerning
graphical output and sound, which is of course the basis for games.
The best way to find out more is to write directly to the particular
company about what the contents of their development kits and what
hardware they work with.
Keep in mind though that writing a game for a Video Game machine
is expensive; if you can't find a publisher, chances are you won't be
able to publish the game, given the methods of distribution
associated with Video Game systems and the royalties the
manufacturers collect in licensing fees.
SUMMARY
Well, say no more. I've compiled below one of the best lists around
(if you find a better one, send it to me!!!). If you can't learn game
development after reading this stuff, then I don't think anyone can
help you.
EDITABLE GAMES
In order to edit and experiment with levels in Doom, you might want
to check out CyTech CodeHouses, DOOMWARE developers
network CD. This is packed with WADS, Editors, Sounds, and
Graphics.Sold for $34.95 Call 1-800-382-5656
This is a game construction kit which helps you make neat arcadish
products, which can be distributed free-of-charge when you're done.
Example creations exist on CompuServe GamDev forum.
WHAT TO READ
MAGAZINES
Game Industry/Reviews
Computer Gaming World
PC Gamer
Computer Strategy+
GameFan
Next Generation\The Edge
New Type Gaming
Wired
General Programming
Dr. Dobbs Journal
CD-ROM Developer
Visual Basic Programmers Journal
Software Development
PC Techniques
Multimedia
New Media
Morphs Outpost on The Digital Frontier
Multimedia World
Interactivity
Artwork
Computer Artist
Computer Graphics World
Others
Ziffnet Threads (For Ziffnet Subscribers)
Zshare (Available On-line GO SHAREWARE) Lots of
Shareware Development Coverage
BOOKS
GAME SPECIFIC
This new book covers WinG and WinToon and other Windows
programming tenants for gamers and multimedia developers. Topics
covered are full-motion video, animation, music, image
manifpulation and special effects. All of the source and resources
are included on an accompanying CD-ROM.
This book and disk combination covers how to directly access the
VGA hardware for fast graphical routines with over 170 programs
and an example game. Included is Jungck's ProGraphx Toolbox
which he has used to develop various shareware products. The main
languages used are Assembly and C with some Pascal examples as
well.
This book offers the latest and greatest version of Lary Myers ACK
3D raycasting engine including graphics, source code and map
editors. Covers both DOS and WinG versions. Just a note here if
you've seen versions of ACK before they may be derivatives of the
original 2 year old version this book is the official source code guide
to the latest version.
Chris Lampton has written many books and while his Flights of
Fantasy and Gardens of Imagination contain information useful to
many game programmers today. For absolute beginners and
especially young children interested in programming, in 1986 he
created two small titles on game programming which might still be
found in your local library. Both of the texts cover creation of
games in generic Microsoft Basic. Definatly out of date but I told
you I was going to get every last book I could find!
Don't know too much about this but SAMS is doing a MAC oriented
Tricks book
Don't know too much about it but it does include an 800k disk.
Programming Games for Beginners: Visual Basic for Fun and Profit
by Chris Howard (SAMS, New York, NY, 1993, ISBN: 0-672-
30313-2)
This book is a nice introductory level book for people new to both
VB and game programming. It includes source code for many
different types of games VB is well suited for like card games and
other less real-time-graphics oriented products. Chris rights very
well and all in all this book makes for a good first stop.
Build Your Own PC Game in Seven Easy Steps, Using Visual Basic
by Scott Palmer (Addison-Wesley, 0-201-48911-2)
This book due out in September 95, covers both VB4 and VB3 game
design. It covers three specific games, a text adventure, a graphics
adventure and an arcade game. The accompanying CD-ROM has all
the source and ready-to-use games, art and sounds.
GRAPHICS PROGRAMMING
There have been guides to graphics file formats and then there is
this. All others pale in comparison. Just some of the formats
included are BMP, TIFF, GIF, Kodak Photo CD, Dore raster file,
Pixar and Rayshade to name a few. The CD-ROM includes all kinds
of source code and vendor tech documents.
The Zen master himself Michael Abrash weighs in with all his
ModeX expertise and then some. Over 1000 pages of awesome
graphics programming power. An Included disk provides the latest
version of his Xsharp graphics programming routines.
This is probably the single most referenced and used book in the
entire history of computer graphics. It is the one programmers turn
to over and over, for fundamental and theorectical discussion of high
performance computer graphics and animation programming. If
you're doing anything polygon based or even a good raycaster this is
a book that probably should be open and in your lap much less on
your shelf.
Every time I see someone ask Chris Crawford himself for a copy of
this book he says its quite outdated. Of course the optimist in me
says it's not, the fundamentals contained in this book are essential to
people who need a course in the early axioms created in the
industrys begginnings. Originally published by McGraw Hill. This
is available in unbound form. To order send a $25 check made
payable to "Chris Crawford Games", PO Box 360872, Milpitas, CA
95036.
This book covers the design concerns, strategies and thoughts about
this classic game of international diplomacy.
Zap! - The Rise and Fall of Atari By Scott Cohen (McGraw Hill
Press, New York, NY 1984. ISBN)
One can't but wonder what might have been if Atari hadn't blown it?
Would we even have heard of companies like Nintendo, Sega or even
Microsoft? The fact is for a breif moment Atari was everything
there was in the consumer marketplace. However blow it big they
did and if you want a hardcore look at the people, problems and
mistakes that caused it check out this book. Hopefully others will
learn from Atari's mistakes.
Did just Atari blow it? Well yes and no others were there trying to
stake out turf and still others today have revived the entire industry
to a new era. This book is about as complete of a history of the
Videogame industry past and present as one could possibly get. It
covers all the major machines and their associated stories Magnavox,
Nintendo, Sony, Sega,
This a great book, albeit a little dated, about the early days of the
computer biz and the computer game biz specifically. Doug Carlston
is president and one of the original founders of Broderbund
Software, makers of such hits as Karateka, Print Shop,
Lode Runner, Living Books and of course Myst!
Guy was one of Apple's first Evangelists and was just recently named
as an Apple fellow putting him in prestigous company with people
like Alan Kay. No not Apples answer to Jimmy Swaggert. He spent
time trying to get companies to produce products for the Macintosh
when it first shipped. He later went on to become president of Acius
which makes 4th Dimension, a powerful database product for the
Mac. This book is sort of a neat hybrid of marketing advice and
anecdotes from the computer business. It is also a laugh riot, Guy is
somewhat of a comic.
How To Sell Your Software by Bob Schenot. (John Wiley & Sons:
ISBN 0-471-06399-1)
This book from the author of the online document The Shareware
Book covers a wide range of issues about selling software including
Shareware, Catalogs, Retail Channels and Bundling.
These haven't yet been published but keep an eye out for them.
MARKETING
ONLINE DOCUMENTS
You can find this on the CompuServe GAMDEV forum among other
places.
COMMERCIAL NETWORKS
America On-Line
Compuserve
INTERNET
These are sites on the Internet from which you can download various
development oriented stuff from via FTP (File Transfer Protocol).
For more about USENET NewsGroups and FTP in conjunction with
CompuServe GO INTERNET.
USENET NewsGroups
Rec.Games.Programmer
Rec.Games.Announce
Rec.Games.Design
Rec.Games.Video.Programmer
Rec.Games.Video.Sega
Rec.Games.frp.misc
comp.sys.ibm.pc.games.misc
x2ftp.oula.fi
ftp.uml.edu
Ftp.Microsoft.Com
http://www.coriolis.com
I would reference a lot of other game sites that are coming on but if
you just go here there will be an index waiting for you.
508-368-7036
508-368-7139
Trying to keep track of Japanese Based Consoles and Games? A look at the
Import
Business can help.
Many companies both in the games business and outside looking in are trying
to
keep constant tabs of gaming development around the world. In addition
rabid
game players crave not just the latest releases here, but anywhere they can
get
them. With the Saturn only recently released, and the SONY PSX not out in
the US
yet as well as the imminent release of the Ultra 64 next spring many game
players
and watchers who refuse to wait turn to importers.
Japanese consoles like Saturn and PSX have been out in Japan for quite some
time
and much of the software for those machines is released first by a factor
of several
months at times over there as well. This time lag and the ability for most
games to
be playable without any knowledge of Japanese or instructions coupled with
deep pocketed
gamers has given rise to a small niche group of importers who deal with
Hong Kong and
Japanese trading companies to import in the hardware and software. Prices
can be
sometimes double what they will be here when the US version debuts
One company specializing in serving this market is NY based Tronix
Multimedia
(+1 212 447 5980). Tronix President Joe Catuadella says, "We'll there are
a few factors
behind this, number one are rabid game fans who want games as soon as
they're available,
or want games they hear may never be shipped in the US, number two, we get
some companies
who want to evaluate new products as well and find it easier to deal with
us than tracking
down Japanese contacts of their own."
Either way it's an interesting trend, to combat this there may be changes
in hardware to
cause incompatibility (which are overridden by adapters and hardware
fixes). Mostly this
is to create roadblocks for Pirating, and to ensure worldwide licensing
compliance with games
based on licenses. For the most part prices keep importers business to
just a small number of
gamers. Adds Catuadella, "It's interesting, companies should understand
that due to the
prices and obstacles to get them, these game are only played by diehard
fans. As a benefit
these people alert all their friends to upcoming hot games, it's the best
word of mouth
you can get! I don't think it's going to grow beyond that."
You aren't done yet, its time to order some more Chinese food!
You're far from done.
BETA TESTING
Before you start showing the world your game, you might want to
make sure there are no bugs or problems.
Even with many promised solutions with Windows 95, there are
many slight differences among machines out there. Even moderate
Beta Testing will let you know if there are any problems. Beginners:
don't make the mistake of not asking some friends, online or across
the street, to check out your game prior to releasing it, to make sure
it runs properly.
(Editors Note: Some of this was edited and outright lifted from a
nice earlier piece on game design by Travis S. Casey titled
Design.153, last updated in Nov. 94. It is available on the
Internet and may be referred to as the Rec.Games.Design FAQ)
That said, including a copyright notice in your work does give you
one benefit: it makes it easier to collect damages if someone does
copy your material. If there is no copyright notice, the copier can
claim "innocent infringement" (that is, "I didn't know I couldn't copy
it") and get off with a slap on the wrist.
In addition, you may want to look into registering your copyright. In
the U.S., at least, this provides definite proof that you wrote your
material first, and allows you to collect money from copiers beyond
simple damages.
If you only create games for your own play, then stop reading. I
suspect, however, you want some tips on how to let others enjoy
your work and maybe even make some $$$.
First off, before you do, you need to realistically ask yourself: Do I
think this is a game a publisher will want. If not, see self publishing.
RESEARCH
GET A LAWYER
I am not a lawyer and I don't play one on TV. If you plan to submit a
game professionally to a publisher, get a lawyer first-- preferably one
with a good background in contract law and copyright law and, if
you can, find one in the computer games industry.
Now before you go getting the wrong idea, let me explain. I refer
you to a lawyer not to have you march in a bunch of suits to do your
negoiating for you. That's a fast way to nowheresville.
BE PROFESSIONAL
Make sure you include all background details, manuals and other
necessary materials and be patient-if your game is truly good, a
publisher will eventually take interest.
WHAT IS SHAREWARE?
Shareware has been noted recently with the success of DOOM and
other products from companies like APOGEE, EPIC and MVP
which have used the Shareware method.
Shareware's main attraction is the low cost for marketing and the
high margins of direct orders (cutting out the publisher, the
distributor and the retailer means more money per copy for the
creator). It's other attraction is the ability to publish special interest
stuff for example: a sailing, simulator--that otherwise might not sell
in a crowded retail environment.
What is shareware?
Not for games. The people pushing distribution are for the most part
either vendors who stand to make far more money than you on your
game or well-intentioned business application authors who don't
realize
that shareware games are a completely different market.
First, games are in high demand for retail. So you have the
opportunity to ask for and get royalties on all retail distribution of
your game. Second, a business program customer is looking for a
single solution to his problem. Once he finds it, he'll continue
using it longterm. He'll register it because most operations and
government organizations require that all shareware on their
computers be registered and because he'll want updates. Many
business aps such as tax programs, zipcode programs and the like,
need to be updated on a regular basis and any way that the author
can get a user, is going to make them money.
Now, how many gamers do you know that are looking for the one
perfect game which they will then play over and over again? Not too
many - eh? Not only that, when the corporation MIS manager finds
the game on their computer, do they demand that it be registered?
Not likely!
What are the good and bad shareware distribution channels for
games?
Retail Sales - Retail sales run the gamut from disks in sleeves sitting
in a cardboard box on some store counter to beautifully packaged
games indistinguishable from ordinary retail games.
Cdrom Sales - CDROM discs are the pits as far as game registrations
go. Why would anyone pay you $20 or $30 for two additional
episodes if they still have 2,999 of the 3,000 games on their cd
unplayed?
The bottom line is that you need to keep control of your cdrom
distribution and use it to help you, refusing permission to cd
publishers who are just going to make themselves money while
decreasing your chances for retail royalty contracts.
First, you need to ask for royalties for retail distribution. The going
rate seems to be 10 cents per unit although some companies require
more.
CDROM vendors will whine at you that they can't afford to pay 10
cents per unit for the 3,000 games on their disk. Your reply will be
that you only allow distribution that will lead to royalties or
registrations and that unless they have a popular BBS-ready disc,
you are not there to provide them with free product.
LCR license sales can net you 50 cents to $1.00 in royalties per unit.
Be careful of contracts that ask you to do tech support. You do not
want to do that since you may find yourself answering thousands of
calls if your publisher makes a manufacturing mistake. Ask for 50
cents to $1.00 per unit MORE if you do tech support. That is what
most game companies budget for tech support. Also, be sure you get
a
NONexclusive contract so that you can license your game to many
publishers.
LCR publishers come and go. The big guys of last year are this
year's duds. Figure that only 1 out of 10 contracts is going to make
you much money. And remember, a bird in the hand is worth two in
the
bush. If choosing between two vendors, choose the one who gives
you up front money. ALL of them will tell you they are going to sell
100,000 units. And all of them are to put it charitably, unduly
optimistic.
If you don't explicitly say what can and cannot be done, you run the
risk of losing control of your work. You'll publishers getting rich
off of your game while you don't see a penny. You worked hard.
You
deserve to be paid for your work.
Vendinfo also allows you to brand your program with the RSAC
game ratings, if you so choose.
You may want to include a game ratings symbol. At this time, only
Walmart requires that games be rated. RSAC is the organization of
choice for shareware authors since we had a hand in it's design and
have a shareware member on its board of directors -- not to mention
it is cheaper than Nintendo's ESRB rating organization.
OK. You put incentives in your game. You TOLD your customer
about the incentives and how to register. You wrote your
VENDOR.DOC and your FILE_ID.DIZ.
READ
Shareware is all the rage right now, because Id hit it big time with
Doom and Wolfenstein and MVP, Epic and Apogee have created
excellent businesses and the margins are higher. Remember, though:
Successes of any kind are exceptions to the rule. The fact is most
shareware products don't make the millions that Id
made. Don't get discouraged, you may be the next exception, just be
prepared to be happy for a mere trickle of orders. Shareware success
is about good products and great effort--read the stuff about
shareware I referred you to, and you'll see.
QUICK RULES
Self-publish via freeware if: (That is, simply give the complete
product away for free). Remember to maintain that it still
copyrighted.
2. You don't have a desire for the money you might make.
2. If you really are someone who enjoys the idea of creating the next
successful publisher, not just the next great game, and you're seeking
a potentially higher profit margin.
RATINGS
All political and freedom of speech stuff aside what are the facts
about game ratings.
Well the fact is game rating is a major need now for publishers,
many retail outlets like Wal-mart are requiring ratings. There are
two main ratings agencies the ERSB (Entertainment Ratings Service
Board) which is a secretive panel (a la the MPRA, motion picture
ratings agency) and was formed by the major software publishers
with the cooperation of SEGA and Nintendo.
In response to the fees and process that the ESRB used a group of
PC oriented small publishers formed the RSAC or (recreational
software advisory council) which has a much cheaper process which
includes a program you run that generates a filled in questionaire to
submit for a rating from the RSAC.
Right now the RSAC is trying to push for it's ratings process to be
acceptable as well as the ESRB, citing the need for the RSAC for
smaller publishers. In a cooperative move the CGDA (The
Computer Game Developers Association) has endorsed the RSAC
process.
We've talked a lot from the developers prespective but the other side
of the equation is equally if not more important. I asked Dave
Snyder of MVP GAMES to write up a little something about what
goes through his mind as a publisher when he approaches game
development and submissions. Here's what he had to say:
Moreover, while every publisher will tell you that they will consider
any type of game, the fact is that most publishers specialize in
certain types of games. Familiarize yourself with what types of
games a publisher has done well before submitting anything.
Here's another thing not to expect from publishers these days: an
advance, unless you are an established developer with at least one hit
under your belt.
Advances are big risks for publishers. All of us, MVP included,
have paid advances at some point in the past and have not gotten a
product in return. Since these days there are more good games than
can possibly sell or even be published, you are selling in a buyer's
market. Consider that lots of publishers, including major ones, have
faced recent financial difficulties, with more to come, and you will
see that publishers must be very careful how they spend their money.
Having said what I cannot tell you, I will say what MVP expects.
You have to convince the publisher that the investment is worth it.
You should have ideas on how to complete a cool game, but you had
better be willing to listen to direction. MVP, and, I suspect, most
other publishers, are not interested in prima donnas.
Yes and no. Dave certainly conveys the seriousness of the business
and the time it takes and the competition.
Overall, have fun. Just don't get stary-eyed ideas that your work will
make you a millionaire. Work hard, regardless of your goals.
CONCLUSION
Well, I hope you've found the above informing. I've found Game
Developing to be a big trial-and-error process.
Only now have enough books, experts, and tools come together that
give people the power to create their own products. There are not
too many businesses like that left--surely no one can go out and
make a hit movie with a camcorder. But even with a 4 meg 386 that,
maybe even millions will want to play. Hopefully, with some
devotion, hard work, skill and a little help from (this FAQ) above, it
will be your game. GOOD LUCK!!!
NOTES
DISCLAIMER!!!!!
ANY ADVICE GIVEN HERE IS NOT LEGAL IN ANY WAY, I
AM NOT A LAWYER. ALL OF THIS ADVICE IS GIVEN TO
YOU AS IS AND IS NOT MEANT TO COVER EVERY ISSUE
AND HEREFORE USE IT AT YOUR OWN RISK. I TAKE NO
PERSONAL RESPONSIBILITY FOR ITS CONTENTS. I DO
NOT TAKE ANY RESPONSIBILITY FOR ANY OF THE
PRODUCTS MENTIONED ABOVE AND HAVE NOT
RECEIVED COMPENSATION FOR LISTING THEM AND TAKE
NO RESPONSIBILITY FOR THERE USE. HAVE A NICE DAY ;-
)