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Which is smartest?

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Patriarch
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Joined: 12/31/1969

Hi. Lets for arguments sake say that I have a really great gamewhich could be ready in 3-4 months. Lets also say a major company has the same type of game lined up, but its gone into development hell. Which would be smartest of me?

a) Release it before the major company to try grab sales from people tired of waiting, but risk the major company taking my ideas and maybe refining them based on the feedback I get from my game.

b) Instead I wait - see how the other game does and what critiques people have. Then fix those things in my game?

jwarrend
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Joined: 08/03/2008
Which is smartest?

I suspect this depends somewhat on how similar the games are. If they're simply about the same subject, then it may not matter much either way. If there are overt gameplay similarities as well, then being first to market may be prudent.

The conventional wisdom is that no one is going to steal your ideas. This generally applied to pre-published designs, but I think it must apply even moreso to games that are on the market, or at least, if your game is already on the market, your sales shouldn't be hurt by someone borrowing from you. One example is the game Citadels, which directly lifted a mechanic from the game Verrater, and by broadcasting this loudly, probably resulted in a lot of sales for Verrater as well. And if your game makes a big enough splash for the big company to even notice it and want to borrow from it, that probably means your game is selling well.

The one cautionary note is that you shouldn't rush your game to publication just for sales reasons unless it's really and truly done. If you don't playtest thoroughly enough and end up with some flaws in the game, your game will instantly be declared broken and sales will grind to a halt. So, by all means try to get your game out if you can but don't do it at the expense of thorough playtesting.

Good luck,

Jeff

Patriarch
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Joined: 12/31/1969
Which is smartest?

Thanks for your thoughts. I appreciate it. While I'm not worried about stolen ideas (I mean all games have ideas inspired by others)... Its more if people after trying my game say "i wish it had this and this" it would be very good info for the other game to try embrace those ideas.

I think it would be best to be out first. However if I start marketing the game, and announce it and its features - maybe a few good ideas could get snagged and redeveloped. Especialy if I offer the rules for download far in advance.

Hmmm.. what I really need now is some solid advice on how to procede with having the game manufactured.

jwarrend
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Joined: 08/03/2008
Which is smartest?

Patriarch wrote:
Its more if people after trying my game say "i wish it had this and this" it would be very good info for the other game to try embrace those ideas.

Ideally, you should be playtesting your game with a broad and varied enough audience that you get that kind of feedback before the game is shipped to stores. It's probably impossible to iron out every wrinkle in advance, but you should certainly try, and at least convince yourself that you've gotten as much feedback as was realistic.

Quote:

I think it would be best to be out first. However if I start marketing the game, and announce it and its features - maybe a few good ideas could get snagged and redeveloped. Especialy if I offer the rules for download far in advance.

Again, I really don't think this kind of thing happens. You can't not market your game for fear that your ideas will be stolen!

-Jeff

Patriarch
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Joined: 12/31/1969
Which is smartest?

Very true...

Regarding testing - well its been tested to no end and with very good feedback. But I'm working on a revision of a few things, that need testing again. I hope to do this soon.

Willi_B
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Joined: 12/31/1969
Which is smartest?

Things REALLY depend on how unique your idea is.

I really wouldn't put it out until it is truly done regardless. I watch games of a similar theme like a hawk. I play them. I make sure that my game is still different. I know that I do not have the money to market it myself, so I am at the mercy of game companies.

The KEY to playtesting is this:

People you don't know.

No Reward for the playtester (outside of a credit).

Run by someone other than you and you are nowhere around.

That way, you get truly unbiased opinion. Heck, sealing the reviews/remarks in envelopes unsigned isn't a bad idea either.

Sounds like you are ready, so good luck in the search for manufacturers... stay with experienced game manufacturers, or you risk roll the dice.

Patriarch
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Joined: 12/31/1969
Which is smartest?

Well, I'm not quite ready. Still have some minor things I need to do :)

My idea is not unique, just overall a good idea of how to make the type of game I have made. I guess I'm just being overprotective.

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