What should I do?
by Pacific · in Jobs · 08/26/2008 (6:48 am) · 3 replies
OK, this sounds like a lot but I'd like some advice from anyone who knows or can help me.
I have made a game in another language, and I'm thinking of getting Torque for Wii. I'd like to publish it as a Wii ware game, ultimately, and if you could find any way that goal can be achieved it would be appreciated.
first, is a liscence necessary?- can you work independently and publish later without needing to register a company?
second, if you need to start a company, who owns the rights to your game?
third, how do you publish it?
thanks.
I have made a game in another language, and I'm thinking of getting Torque for Wii. I'd like to publish it as a Wii ware game, ultimately, and if you could find any way that goal can be achieved it would be appreciated.
first, is a liscence necessary?- can you work independently and publish later without needing to register a company?
second, if you need to start a company, who owns the rights to your game?
third, how do you publish it?
thanks.
#2
if not, developing without a liscence seems like a good idea. do you think I could use an indie liscence for TGE, and publish independently on the Wii later? I gather TGE and Torque for Wii are the same code, but TGE doesn't have motion sensing detectors. if this is possible, it would probably be a better place to start. would I still be able to get published as easily, and directly? (rather than having to go through a publishing company?)
09/01/2008 (2:12 am)
Is there any way to get investors?if not, developing without a liscence seems like a good idea. do you think I could use an indie liscence for TGE, and publish independently on the Wii later? I gather TGE and Torque for Wii are the same code, but TGE doesn't have motion sensing detectors. if this is possible, it would probably be a better place to start. would I still be able to get published as easily, and directly? (rather than having to go through a publishing company?)
#3
09/02/2008 (6:48 am)
That is a *HUGE* topic in and of itself with any number of solutions. Angel investors are hard to find, and unless you have a proven project history, traditional publishers may fleece you. You could definitely start with TGE and work towards a console license in the future. You could also target the PC and Mac with the console in mind later, using the PC/Mac releases as your proof of value in investment.
Associate David Montgomery-Blake
David MontgomeryBlake
Regardless, with a small devkit cost (estimated at between $2000-$5000, depending on your project, company, and release model) and certification cost (quite expensive depending on how many passes you go through), and the total dev-cost, you're probably looking at around $150,000-$250,000 for most projects on a console. You can most likely shave some things here and there, but the certifications are a killer. People often see the devkit as the costly problem, but even with the expensive devkits in the past, getting greenlighted by Sony or Nintendo or Microsoft was an expensive certification process.