RangerWickett said:
And I reply that if great ideas are a dime a dozen, why are so many game companies penniless?
Because a great IDEA doesn't always mean a great game, and even a great game can cost 2 million dollars and never sell, because the market shifted in the three years of development time, or something in the same genre that was inferior but had more brand 'oomph' came along to push it out, or marketing/editorial changes turn the great game into a mediocre game sometime during development or...
I am speaking from real, professional, experience. I worked for GameTek (now defunct) from 1995 to 1997.
There is no really delicate away to put this: An idea, in and of itself, ain't worth diddly. If you go to a game company and say "I've got a great idea -- give me a hundred grand and I'll let you make a game based on it!" they'll laugh. If you say "I've got a great idea, pay me nothing for it, and we'll split the huge profits my idea will make when you've made the game for me", they will laugh.
The way the game industry usually works is one or several of the following:
a)A development house secures some venture capital, and begins developing a game. They then try to shop it around to major companies, who may buy it and pay the develpers just enough to keep food on the table -- if the game sells. Maybe.
b)A group of really skilled programmers, artists, and musicians (figure you will need a team of 5 to 10 people for even a simple game, or DOZENS for a really complex game. Yes. DOZENS. The age of the solo developer is over, except for some excellent shareware products) get together and form a company, which hires itself out to major game companies to do all the coding for them. If they're lucky, the plug doesn't get pulled on development before the game is completed. If they're VERY lucky.
c)A large, established, company has permanent game designers, etc, on staff. They come up with proposals, run them past marketing, get some prototyping done, and one in a dozen might get greenlighted for development. Of those, about one in four will actuall make it to the stores. Of those, about one in one hundred will see a profit.
And if you're working on console games, rather than PC games, you're double-screwed, because then you have to deal with the console manufacturer over endless issues of licensing, etc, not to mention getting a dev system to work with and learning the APIs which are unique to each console.
If you think you've got a million dollar idea, then, convince someone to give you about half a million. That will fund about a year's worth of full time development, if you watch your budget closely. (A game programmer will cost you 80K to 120K in salary *alone*. Add in all the overhead, and you're probably looking at 180K to get a lead programmer, and you'll probably need another 100K for a second developer. Artists are cheaper -- two artists for 75K each, say. You'll be doing the producer/game designer role yourself. You might want an accounant, HR person, or other admin type -- that costs, too, but not as much as not having one will. And a lawyer. You don't need a full time one, but you've got to have one ready to go whenever you need him, and you WILL need him. You might be able to contract out the sound and music work. You'll need an office, expensive computers, insurance, and all that lot. If you've got friends willing to work part-time for you for free, cool, but that kind of development work is notoriously unreliable, and if you constantly get new programmers coming on board as others leave, your code turns into a mess.
Outsourcing all development work to Russian or Indian development teams might save you some money, but opens up a whole 'nother can of worms.
There's other options. Places like Shrapnel Games specialize in bringing cool, 'niche' games to market, games which focus on gameplay, not graphics, but it's still "You develop it, then, we sell it." If you can do all the programming yourself and can get someone to produce even functional artwork, then, this might be a way to go -- but I got the impression you were looking at mass market, on-the-shelves-at-CompUSA type stuff. If your goals are more humble, it's doable, but no matter what, either you code it yourself or you pay someone to code it. No one is going to pay just for the idea, either cash-up-front or a share of revenue. The very best you can realistically hope for is, "Cool idea. Bring us a stable alpha in six months, and, if we like it, we might consider funding further development. If we're still in business in six months, and if our business plan hasn't changed, and if the new guy occupying this chair doesn't have a totally different idea of what's cool and what isn't."