Anyone had any joy with publishers?

Discussion in 'Public Game Developers Forum' started by Xammond, Oct 16, 2014.

  1. Xammond

    Xammond Well-Known Member

    Mar 22, 2014
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    A couple of decades ago I sent a game to a publisher.
    A couple of years back I sent a game to a publisher.
    This week I sent a game to a publisher.
    Publishers don't acknowledge.

    How long to wait this time?
    Move on to next publisher or save time and self-publish again?
     
  2. Destined

    Destined Well-Known Member

    Aug 11, 2013
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    You could always try for multiple publishers at once but I figure getting a publisher who will truly help you is pretty hard without some contacts and an awesome product.
     
  3. Xammond

    Xammond Well-Known Member

    Mar 22, 2014
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    Approaching multiple publishers at once is not something I've ever thought about. It has always been a pre-conception (at least for me) that the first people to approach should be an exclusive. In past experiences I have exercised various levels of patience but it soon becomes obvious to not bother people with unwelcome reminders.

    Lack of contacts is certainly not helping, I feel totally out of the loop and this is why I started out as an indie! It's not for me to say how awesome or not my product would be, but a publisher could easily fund the awesomeness out of it/me. Personally if I have to self-publish again then I think it is around the corner from a decent v1. I do tend to end up going at it alone, right now I'm arranging getting my iPad back and renewing licensing, then implementing Game Center and self-publishing as per usual. It just seemed like a good plan to partner up with someone, but it now seems to be holding me back waiting for some effort in return (days of creating book and movie to show game, distracting now waiting for a maybe... Of course 'they' announce due to the large volume of applications that they do not respond to everyone, so perhaps it is fair enough to recycle the additional efforts already?).

    Ultimately though it does seem counter-intuitive to send a pitch to multiple publishers at the same time. I might just skip trying others at all I think :) Cheers for the idea and comment.
     
  4. Xammond

    Xammond Well-Known Member

    Mar 22, 2014
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    I can see how after an appropriate amount of time from first contact it would be ok to presume PI, and then approach others. The idea was for them to do stuff like this though - the messing around while I get on with developing the game - but it is easy to spend my days chasing them (all) and I can't be doing with it.

    Your team's journey sounds very familiar. It is always great to hear that we all share similar strengths and aspirations, perhaps only developers speak this language. Cheers
     
  5. Destined

    Destined Well-Known Member

    Aug 11, 2013
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    You are looking at it totally wrong.

    You are still going to be exclusive to a publisher, you can easily approach multiple publishers and then if you get multiple offers decide which one you want.

    The idea you only approach one at a time is silly. If I was looking for a publisher I would ask everyone I could so if my product was good I could compare the offers.

    Someone at the unity forums got a publisher cause his product was great and he was constantly publishing screenshots and alpha builds. http://forum.unity3d.com/threads/staying-together-a-puzzle-platformer-about-relationships.260439/page-3#post-1809576
     
  6. Xammond

    Xammond Well-Known Member

    Mar 22, 2014
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    Yeah I kinda came to realise that my follow-up plan is non-existent as the thread evolved. I would have more patience if screenshots had already been released, it's very tricky to find direction without bouncing stuff around...the publishers are too proud they should send out postcards like in the 90s.

    The game you link to over at Unity is alright, I like how the concept has made it shine and get appreciation.

    Can't really talk about mine until either these guys acknowledge my application or if I time them out for being rude :p but my shadows are better haha
     
  7. Xammond

    Xammond Well-Known Member

    Mar 22, 2014
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    *postcards were sent out by C&VG - not really a publisher, but these were the days of cover-disks and zero interwebs!
     
  8. Destined

    Destined Well-Known Member

    Aug 11, 2013
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    Postcards a silly idea in the days of email! No need to chop more trees down.

    The problem is the best publishers have no shortage of contacts and submissions they don't need to be chasing more.

    The smaller publishers just throw your game on with no advertising budget etc, leaving you in not much better than self publishing on much worse financial terms.

    It certainly isn't easy. I posted his thread because I think that is the best way to get a publisher in a meaningful way for an indie. If you haven't publisher or got a publisher getting a following first puts you in a far better position for getting a deal and it being favourable.
     
  9. Xammond

    Xammond Well-Known Member

    Mar 22, 2014
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    I would be happy with an electronic version, though I would love to find the old retro version and frame it...gotta be worth a few leaves!

    Indeed the best publishers don't need to advertise so it does appear attractive when they do. I feel a bit of a mug though with the whole lack of response, I know I'm worth more than nothing. I have no interest in small publishers, being one myself (little tiny minute miniscule one man publisher).

    Yes your suggestion was the way forward if I decide to pursue other publishers. And perhaps can help other developers plan how to approach a similar situation. Things are different here where I don't need the best deal, I just need a little funding. Without that I just go it alone and try to raise enough to survive, which I failed at previously.

    I feel like just announcing my game but I shall wait for Monday to pass first (waste a few more days!) and then go for it.
     
  10. Xammond

    Xammond Well-Known Member

    Mar 22, 2014
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    #10 Xammond, Oct 17, 2014
    Last edited: Oct 17, 2014
    Just did some more research and must say in hindsight I would have been better off not applying. It's a similar situation where the ones getting funding don't actually need it.

    edit: gonna try and do this myself, it's the same amount of work!
     
  11. gagack

    gagack New Member

    Feb 10, 2012
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    nda

    It is difficult to get someone that have partnered a publisher to openly share their data/results due to NDA. Most publishers look for graphical appealing games with a good iap eco gameplay.
     
  12. Xammond

    Xammond Well-Known Member

    Mar 22, 2014
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    Yes it is not the details so much more the general vibe how to approach that cliff-edge path. I see now that pitching and waiting is suited to a hat which doesn't feel right on my head! It's like freepost Dragons' Den or something.

    Well the graphics would pass imo. IAP would fail because I put it down as Premium. Reason being it's only me here more or less, so there isn't a team of people to pay wages yet at least. I was open to offers about that, the game has great potential to go that way but I would have to feel that it was in the player's favour to purchase. I was ok with just pay once, and a separate free version if that didn't work out at all.

    You are correct all around though, this is the market of today for sure. And especially the fact that my post is a mute point either way unfortunately. Except what I have gained from everyone's thoughts, which I am very grateful for thank you :)
     
  13. Destined

    Destined Well-Known Member

    Aug 11, 2013
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    Thats why many people have been turning to kickstarter, that said I don't believe it is really great for mobile games.

    If a publisher likes your game changing the payment model might be part of the deal. The premium only market is pretty hard to crack.
     
  14. Xammond

    Xammond Well-Known Member

    Mar 22, 2014
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    I gave Patreon a go last year for like 5 minutes! Great seems to be more about contacts with that stuff. After iOS I figured desktop games were free to make, but gathering interest requires additional team members again else it takes too much time away from the game's development (I wake up thinking about coding, not socialising!)...Maybe my new book would be a good start for a KS ;)

    I don't mind which payment model to go with. It does seem like superior major updates would evolve if some were IAP. Though if I can survive full time then it's all the same to me.
     
  15. Xammond

    Xammond Well-Known Member

    Mar 22, 2014
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    One iOS developer account renewed!

    My nan would always say "something will turn up, it always does". I gave it 7 days before implementing plan B, you see plan B is what turned up: A couple of days ago I wrote to my brother saying had enough of these fools, together with a short list of advantages and disadvantages of having a publisher partner. He agreed, it was most unusual. So I'm like cool, will drop the video off later then - nobody except publisher has seen the game. By midnight I had an email saying "Epic work"! Well that is high praise indeed. I was waiting for something or other, you know just maybe a naive observation to smile back at.

    So my old "Jez Hammond" account should be back up today yay! (can't afford to build my sky-scraper yet! haha Walter :p) I should probably find a way to update the old two apps, at least to fill widescreen devices if nothing else, but that will have to wait as my next job is to get a device back for further testing of the new game...
     
  16. Tynan

    Tynan Member

    Feb 6, 2012
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    Lol ! :)
     
  17. Vitamin Fun

    Vitamin Fun Active Member

    Oct 21, 2014
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    I'm working for a company (for income) and work overtime as an indie (for interest). Now I'm thinking of working with a publisher. This way I have money and satisfy my interest too. Is it too risky? Anyone experienced on this :)
     
  18. Xammond

    Xammond Well-Known Member

    Mar 22, 2014
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    Only leave the day job if you can survive without it. Or if like me the day job prevents your indie passion from happening as any work takes over your time - You will need to marry indie life, it is easy to feel the need to return to guaranteed income but most end up struggling either way and for me it is preferred to be struggling to get _somewhere_.

    There are lots of cases where developers are happier being in control of their creations and time. I would love to hear from others who feel survival is the easy part, because for sure 'earning a living' is far from trivial.

    tl:dr; only risky the first time, after that you just gotta love it
     
  19. Xammond

    Xammond Well-Known Member

    Mar 22, 2014
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    Seriously, it's like getting your best secret plans and putting them in a post box in the hope that your local worthy postman comes across them to give you feedback.
     
  20. Destined

    Destined Well-Known Member

    Aug 11, 2013
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    is your end resolution your brother lent/gave you some money to do it, or that a publisher was found?
     

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