Everyone thinks they have the next great game idea. The problem is, ideas are a dime a dozen, it's the implementation of them that matters. So Xiau, start learning to code, or donate your idea via Creative Commons or GPL. Otherwise the concept could die with you.
An Idea may not be worth much... if its a simple idea. However, a Great idea can
be worth Billions.
Plenty of people implementing Crap... which loses millions, or losses millions of
potential.
As for learning to code... my mind doesnt work like that sadly. However, if it did,
I probably wouldnt have as creative and artistic of a mind. Its Very rare that any one person is an expert in two very different fields.
It takes all kinds to make the world go round.... and to make the best of the best... you dont want a person who is So/So doing everything. You want the best Artists doing the Artwork... and the Best programmer doing the programming..ect.
Xiaou2, You'll notice I said "first game" should be released free, not every game we ever create from now till the end of time. Our overall goal is to get into the gaming industry as our full time careers (it's even in the mission statement of our team) and the best way to do that is to get noticed and the best way for a small nothing team to get noticed is to get their game into the hands of as many people as possible and the best way to do that is to give it away for free. If the game happens to be fantastic, then it'll go out to much more people.
I know a guy who made a few partially playable DEMO's, and made a good impact.
However, once his Full game was released, it sold Very well... and is very well known.
In fact, if you look around, new game Demos spread like wildfire around the net.
Good ones always stay out on top, very visible to the public.
Send a full game to a few key reviewers... and that can skyrocket your responses
and team recognizability/sales.
If you were browsing the game sites... and saw a new game that looked really
cool... How would you know if that was their first game or their tenth? Would you
really care? You give a demo a try... and if it Rocks the house... you get the full
version and support the teams efforts.
I Do however think that price should be very affordable. People who overprice
their software are just persuading many to pirate, or not bother with it.
Also, lets say the game is incredible... and no sales are made. Then comes a big
company who snaps the game concepts up, makes slight modifications here and
there... and makes a 5 million on your teams hard works. How pathetic would you look?
A good game is worth paying for... and there is no need to give away all the cookies
to make people realize you have something special. All they need is a little taste.
(Demo)
In addition, giving away something from free only serves to devalue it, and
devalue the team. People would slap their foreheads stupefied if a great game
was not given any money in return. (In fact, there are people who would gladly
Donate to a project in the hopes that it would be competed.)
One team spent years working on a game called Eternal Daughter. Its all over the place, free for anyone to play. Yet, it was Worth paying for. In fact, if the Authors had put a mid-game popup requiring purchase... I would have reached into my wallet happily (so long as it was reasonable). What did it get them? Im sorry, but none of the further future efforts really come close to E.D. Not only that... but because its free,
people will assume its crap. The major sites wont even place it on the top
spots either... because its old news that they feel everyone probably knows about
already. I was actually very lucky to find it myself... and that was years after it
had been out. Being that I was hunting religiously for games... may have been the
only reason I found it.
I also know a good guy who was foolish enough to sell his first game to a
publisher for less than a grand... which was basically free. If he would have
hung in there... he would have had the +$100,000 profit instead of that swindler
getting rich. Maybe he is happy with what he feels was good exposure... but Ill
tell you what... he would have gained that exposure all himself and then some,
as well as pocketing enough cash to fund many more large projects.
Odds are our very first game won't be all that great (and may even suck), which is why it's called a learning experience. Anyone who thinks the first game they create is going to become a "new classic" does not have even vaguely realistic expectations. I have no delusions of grandeur (unlike some other people here Wink )
Ive been designing games all my life actually. And while I know Ive had some bad
ideas in my past.. Ive gotten to a stage in my development where I can tell when
something is going to be very good, should it be carried out to its intended potential.
Experience isnt delusion. Just as the artists who has oil painted fantasy art all their
lives knows he can create a fantastic work. The artists doesnt sit there thinking
"Man, this is probably going to suck". He has a vision, he knows how to achieve it,
he believes in it... and he does it.
Ill close in saying this...
Look at the freeware games given out at something like Remakes.org and
even many other sites. Some of these are top notch. Yet, nothing has become of
them. A copy means little. A crappy effort, shows a team that makes crappy games.
Hows that going to help make any positive impact?
You dont get people riled up over hamburgers. You get then fired up over
a tender mouth watering fillet minion... and even the Smell of it will drive them wild.