Aloha, Chipp: Thanks for the encouragement. I appreciate the positive attitude.
We have negotiated contracts with magazine distributors in 8 countries, have correspondents working for Hinduism Today in about 16 countries, one full time, get photos for the magazine for Hinduism Today from the likes of photographic giants like Thomas Kelly, have running contracts with 4 artists, and get books printed in Ukraine Trinidad, Malaysia, India... so, yes, we do have just a little history in working out win-win relationships.. everyone of these situations is a happy one for both sides. Right, it's all about scale.
I do think we need to dial back on expectations for giant fantasy style gaming QTVR and over the top animation and find a simpler path.
We can close this thread now. I have some good positive input from everyone. Obviously we now need to do our homework in terms of coming up with a solid functional specification for the game we want, and then hammer out a business plan based on that scope and see what we can do with a small team of 1 + our graphics input or a small team of 2-3. Buy when I read about Electronic Arts 3 Billion in revenues and complaints about their sweat shops, its a bit scary. Way out of our league. I think we will need to have some kind of royalty scheme. Our market is niche for sure, but if the developers got $XX.00 for each game sold and we sold 5,000 copies in a year, that might be enough to make it attractive.
It's all rather vague at the moment, but all the input has been very valuable. We really don't see this engine getting started till early 2007, so, until then. Thanks
It's also about a lot more than money (though of course any developer has to put food on his plate and $ into his kid's higher education fund....) As someone wrote me off line:
"I just read the Karma management document and I must say I fervently wish the blazing success of your project! I feel that the the shoot-kill-maim ethos that apparently dominates the game sphere desperately needs a counter."
Best wishes from fabulously beautiful Kauai. Sivakatirswami
So, speaking from another professionals perspective, one who does understand 'scale' in game development, I think Sivakatirswami's approach is just fine.
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