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THE BUSINESS ASPECT OF STARTING A GAME STUDIO

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Alright, so as some of you know, I'm working on a 2D Platforer RPG called Dragonstar. It's coming along nicely, and I' hoping to be able to give you a tangible demo sometime by the end of the month at the latest. I have some questions for the community though:

I'm mostly a writer/composer/in-progress artist, and I plan on doing games like this one, and eventually my own 3D games, as a career. My question is how should I tackle the business aspect of this game? I know I'll need to copyright my studio's name and such, but there are several things that I need to know. I'm basically out in blank space as far as anything business related goes with game design. Does anyone know of a book, an online article, something that might help clarify how to get an actual game studio off the ground? Any help would be awesome! Thanks! :)
My advice, as defeatist as it may sound, is to get a real job.
A career in video game design is one of those knee-jerk reactions by artists with a limited scope in seeing what they can do with their lives. Kind of like a writer with the famous-novelist-or-bust attitude. The market is so saturated with video games of all shapes and sizes that you're bound to live a "humble" life, to put it mildly. Particularly when the general price of games is being lowered by people like us on this forum who make them for free.
There are some individuals who have their sights set and are going full throttle, but they're doing so with an intelligent plan in mind, knowing exactly what they're doing each step of the way. People with clear direction usually succeed at whatever they do. The fact that this thread exists should tell you that you need to take a step back, rethink your plans, and maybe even reconsider your lofty ambitions.
So yeah, I would prioritize financial stability before venturing into the unknown in an unpromising field.
Financial stability isn't necessarily a problem for me. I'm going into college with plenty of scholarships and drive.
And to be honest, the phrase get a real job is something I'm not too tolerant to. I'm one of those people that will probably strive after my goal until it ruins me, or success comes alive. So I'm going at this with everything I've got, and I'm firm in my decision.
As far as planning goes, I have a very firm plan, and a game studio is further down the road. I just wanted to clarify how I should go about organizing it as a measure of 'planning ahead'. This thread is actually a perfect example of me trying to make a plan.
I understand your trying to help, and I thank you, but this is a decision I've firmly planted a while back.
You could try and get a job with an established game studio. That is both a 'real' job and doing what you want (hopefully). Many, many successful game companies were founded by folks who got their start in other game companies, often with like-minded people they met there. It would probably also help to teach you about the nature of the work, without having all the risk of doing it yourself, at least not right away.
Adon237
if i had an allowance, i would give it to rmn
1743
Well, you should definitely spend time getting more experienced with game creation. No matter how firm you are with your decision, if you don't have the know how or creative flair, there is a good chance that you won't be too successful as an independent game studio. Nobody wants to pay for some mario clone when there are plenty of better, less expensive alternatives.

Also, you overused the word firm, from that paragraph, it just seems like you WANT TO BE A GAM MAKKER, but that is it. So you discovered game making software and think you will be making some bigshot games everybody knows, like Call of Duty or Angry Birds or whatever games people play today. That is the initial feeling of awesome when you discover it.

It is possible, there are people who have done it in the RM community, but you should really build up on your skills before planning at this stage.
I had this dream once. What I would say is if you are really 100% sure about making games for a living, then get an internship at a games company, doesn't matter what it is just get one and then get to know people, ask them about their job, what projects they are working on. That would get you in the industry as you would have been working for them and have some experience in how things are done.

Second of all you should decide what you want to specialize in, if it's making the game itself then you better start programming and make some games in programming languages, same thing for if you want to be an artist, level designer, and so forth.

In the business sense I believe it's a lot more complicated than you think, most big game studios just milk out games according to their "trends" that they have found from compiled data and other stuff like statistics that gives them an idea of what customers want in a game, what console platforms and etc. You would also need usual staff that every other company has, such as recruitment staff, accountants for finances, publishers, copyright protection, consultants, researchers, and etc.
author=FlyingJester
Many, many successful game companies were founded by folks who got their start in other game companies, often with like-minded people they met there.

Nicely put. That's how it goes in any industry. You work in a glass jar factory, then start a glass jar lid company. If you're not on the inside, you're on the outside.

Otherwise, supremewarrior summed it up. If you ever want to be 'big', you'll have to discard everything that makes game-making fun. There's the remote possibility that you'll make the next Harry Potter/Twilight-esque franchise, but if you like those odds, buy a lottery ticket.
If all doesn't turn out as well as you had planned, then you could always just make games and then sell them as a hobby. GO indie and make games in Game Maker, RM VX and etc obviously you have to buy the software. There's no harm in earning a bit of money from your game ideas, who knows it might just be the next big thing.
Thanks for the advice guys.
I think I'll go with just staying indie for a while and try publishing them independantly. I think that's the answer I was looking for in all this. Lol.
I'm still not even into my freshman year of college, and I live in a small town in West TN, so getting hired or getting an internship at a game company isn't happening any time in the near future.

Thanks again for the advice. It's at least clarrified some things that I needed clearing up, and helped me get a grasp on how I need to plan from here on out!

Sorry if at times I seem like the newbie little kid who found a game maker and said, "I'm gonna make a new game and be RICH!! XD!!!" Lol. I've been studying games and what makes them great for around five years now. The joke around my family is that I can't play games for enjoyment anymore, because I'm always analyzing them and trying to figure out how they became so successful. I guess I thought that meant I was ready to just get up, fill out some paperwork and start a game company. But "Sacre Bleu"... I'm only 17... Lol.

Sorry if I wasted anyones time trying to organize my own plans and such. Still, thanks for the advice! :)
author=DanielLWall
Sorry if at times I seem like the newbie little kid who found a game maker and said, "I'm gonna make a new game and be RICH!! XD!!!" Lol. I've been studying games and what makes them great for around five years now. The joke around my family is that I can't play games for enjoyment anymore, because I'm always analyzing them and trying to figure out how they became so successful. I guess I thought that meant I was ready to just get up, fill out some paperwork and start a game company. But "Sacre Bleu"... I'm only 17... Lol.

Sorry if I wasted anyones time trying to organize my own plans and such. Still, thanks for the advice! :)


Don't worry about it we're here to help, truth is everyone on this forum had such an ambition one time or another in their younger days. It's only right that we pass on what we discovered to the younger people of today looking for help.

I'd say go indie if you can see yourself working hard enough to make money from it. Going indie is probably the best option you got, since you control and do everything. You have so much more freedom with a small indie company, you get to make the games you want, publish them yourself and get all the profits. I don't see a better way to be honest.

Indeed. As far as legal protection, should I just copyright the names and such myself?

Honestly this takes a little bit of a load off. I'm not trying to dig and make sure that I can set up a company just to make this game.

And I have plenty of drive to make profit. 1:00 is usually my earliest bed time as I'm usually staying up trying to organize assets and debug. So drive and creativity will definately not be a problem. ^_^
author=DanielLWall
Indeed. As far as legal protection, should I just copyright the names and such myself?

Honestly this takes a little bit of a load off. I'm not trying to dig and make sure that I can set up a company just to make this game.

And I have plenty of drive to make profit. 1:00 is usually my earliest bed time as I'm usually staying up trying to organize assets and debug. So drive and creativity will definately not be a problem. ^_^

http://www.obscure.co.uk/copyrighting-game-designsideas/

Well according to this article. You can only copyright the characters and stuff that can be protected. You cannot really copyright the title of a game, or the game idea itself. So for example, you can't copyright a class system or a rune system and claim it's your idea and that it was stolen or anything like that because anyone can produce the same idea. I still find copyright somewhat confusing...
So I can still copyright all the characters and such of the game... But is it worth it?
^ Nah. If someone tries to steal your stuff, it's because he played and liked it, which means others did too. The internet kind of polices itself that way.
Alrighty.
And my apologies Dyhalto if I came off as rude. Just kind of trying to piece everything together and sometimes it overloads and I tend to not filter very well when that happens. Lol.
edited post: welp.

my initial kneejerk reaciton was unnecessary, this topic appears to be solved!
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
Just a heads up that asking us for copyright advice might not be the best option. We can discuss the subject as much as we like, but ultimately you'll need to find someone with real expertise in legal matters to get a clear and absolutely correct answer.

Basically, we aren't legal experts, so take what we say with a grain of salt!
Nightowl
Remember when I actually used to make games? Me neither.
1577
Get a real job or just join some other company like Valve, Mojang or something.

Or then just publish your game on Steam.
slash
APATHY IS FOR COWARDS
4158
Making your own games (or games with a friend or two) is completely possible, but don't expect it to support you financially; at least, not right away.

If you really put your heart and soul into it, you may find that after 10 years of doing it for peanuts, your games can make enough money to quit your day job, or maybe only work part-time, etc.

The vast majority of smaller, independent developers/teams had years and years of experience before they set out on their own. The people behind Super Meat Boy, VVVVVV, Minecraft, Braid, etc. all had starved and sweated games in their spare time, and didn't make any money for years, decades. That's not why they made games.

Even if you put in the work, you may never make enough to live off of. If you want to make games, and if you love making games, make games. Make lots and lots of little games, small projects that teach you the process and have the rewarding feeling of finishing. The money will come, but don't rely on it.

In summary, don't do it for the money because you're not good enough for that yet. Do it because you love to make games and you want to get better.
If I was you I would start working with some companies left so you know how to work in the business and then move on once you have an idea on how to start your own business.
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