Developing a commercial game for sega DC ?

Discussion in 'Nintendo Game Development' started by bigsexyolli, Jan 3, 2006.

  1. bigsexyolli

    bigsexyolli Gutsy Member

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    Lets say my buddies and I want to develop a commercial game for the Dreamcast. Who should I contact? Can anybody give me any contacts to sega?

    What else would we need?

    Its a pretty wide-open question, but I be happy for any help.

    Yes and I know it costs licensing fees and a lot of time, we are aware of that.
     
  2. ASSEMbler

    ASSEMbler Administrator Staff Member

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    Sega could care less. They might even tell you they don't support DC outside of Japan.

    If they do allow you, you'll need about $150,000 for the rights to make games, and required insurance alone. They might waive that you have at least $250,000 in capital, but I doubt it.

    You're going to need at least $500,000 to go via offical licensed channels

    If you really want to waste a lifetimes money on dc, I can provide you with the sega internal contact via pm.

    Best bet, get a license for gamecube. At least the games will work on rev.
     
    Last edited by a moderator: Jan 3, 2006
  3. bigsexyolli

    bigsexyolli Gutsy Member

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    Well that cleared up some things! ;) thanks for the info though. Since you mentioned the gamecube, what kind of fees am I looking at there? What about a handheld, are they cheaper to develop(say GBA or DS) for?
     
  4. ASSEMbler

    ASSEMbler Administrator Staff Member

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    DS is very inexpensive. However nintendo has their fees, You need to have at least 200k-1mil capital I believe. This can be in the form of bank guarantees I think. You'll need to sign up with their price per unit minimum... something like 5k pieces per order? Of course they make all the media.. then you contact a place to make the packaging and box it for you, I have that info for you too. Think about 40K for the packaging.

    I would form a small company, line up the "funding" get a business loan for the hardware or buy it outright. Pay the licensing fee, make something good and then sell the property to someone with more money, like thq, or even nintendo.

    I can call the big "n" and get the latest fees for DS.

    Remember, you'll have to regularly send them copies of the game for them to
    check on your progress, and if it's mediocre, they might cut you off at the knees...

    GBA is a crowded market, but that is because the costs are so low low low.

    The only reason I mention gamecube is because they are so desperate for new content, they might float you the hardware at a minimal fee. You could get the license and buy the inexpensive t-dev.

    Making games is no longer a garage effort anymore... I can't imagine what ps3 will be like..
     
  5. bigsexyolli

    bigsexyolli Gutsy Member

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    I will check with my buddies and if they are still in, I'll contact you.

    Thanks for your realistic description, I appreciate it.
     
  6. RyanGamerGoneGrazy

    RyanGamerGoneGrazy Clubbies Are Minis Too!

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    Wowzers Assembler, I knew things were costly, but not that much, lets say you get hold of some of that hardware through some site, and you create something good, without a license, would publishers, other developers even look your way?

    Ryan
     
  7. ASSEMbler

    ASSEMbler Administrator Staff Member

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    6. PURCHASE PRICE; PAYMENT; DELIVERY OF COMPLETED LICENSED PRODUCT

    6.1 Minimum Initial Orders. Upon placement of an initial order,

    LICENSEE shall order a minimum quantity of Ten Thousand (10,000) units of

    Licensed Product.


    6. PURCHASE PRICE; PAYMENT; DELIVERY OF COMPLETED LICENSED PRODUCT
    6.1 Minimum Initial Orders. Upon placement of an initial order, LICENSEE shall
    order a minimum quantity of Ten Thousand (10,000) units of a Licensed Product.
    6.2 Subsequent Minimum Orders. LICENSEE may subsequently order additional
    Licensed Product in a minimum quantity of Five Thousand (5,000) units per title.


    8.3 Insurance. LICENSEE shall, at its own expense, obtain a policy of general
    liability insurance by a recognized insurance company. Such policy of insurance
    shall be in an amount of not less than Five Million Dollars ($5,000,000 USD) and
    shall provide for adequate protection against any suits, claims, loss or damage
    or any alleged intellectual property infringements by the Licensed Products.
    Such policy shall name NINTENDO as an additional insured and may not be
    canceled without thirty (30) days prior written notice to NINTENDO. A
    Certificate of Insurance shall be provided to NINTENDO's Licensing Department
    within thirty (30) days of the Effective Date. If LICENSEE fails to maintain such
    insurance during the Term, NINTENDO may secure and maintain such insurance
    at LICENSEE'S expense.

    So say 10K units @ $13 each

    $130,000 + Contract/tools ($65,000) and insurance ($20,000 an.)

    So say with no employees, $215,000 to publish a single title, development costs not included.

    So say , $500.000.

    Or.

    NPDP-GBOX $1500 X 5 = $7500
    Tools "free"
    Dev costs vary, free to beer to keep the troops happy.

    If you then have the guts, approach nintendo, or better yet,
    a third party.

    Sell, become legit. :)
     
    Last edited by a moderator: Jan 3, 2006
  8. Sally

    Sally Guest

    Flat out no, unless you've already proven yourself in the industry. Even if you make an awesome game on stolen equipment no one will touch it. Your best bet would be to make a cool tech demo, make some friends in high places in a dev house, and show them what you're working on. I have agreements with Microsoft and Sony to work with their dev consoles, but i'm not supposed to make games (with microsoft it's a bit of a grey area in my case). You'd do much better saying that you deved the game using a modified console, but that you have a knowledge of the official equipment.

    EDIT: Microsoft is looking to do something screwey with the new Live marketplace. I don't have all of the details yet, but they're doing something with the liscensing for deving games. That may be a route in the future.
     
    Last edited by a moderator: Jan 3, 2006
  9. ASSEMbler

    ASSEMbler Administrator Staff Member

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    That's why you have a company of your own, and not as an individual.
    If you shop your product around to the right people (knowing people helps)
    You can sell what you make.

    Doing anything like this as an individual is the wrong way. You should do
    so under the guise of a company.

    If you create something good, it will speak for itself. Licenses and equipment
    can be purchased legally if people believe in your efforts and the product.

    Mind you it was decades ago, but remember Rare and their NES demo.

    Mind you I'm talking to young, passionate individuals who want to do something, willing to work hard and try. You only feel that way once.
    I'm not going to rain on their parade.

    The days of the one man /small team breakthrough are probably closing on everything except handhelds. Who am I to tell someone not to try.

    My advice:

    If you have passion, listen to your own voice and never anyone else's.
     
  10. karsten

    karsten Member of The Cult Of Kefka

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    on the DC you can develop with freeware tools too (search for dcdev) and propose your game to some professional printer after you made it. i guess there is a online shop called goatstore that sells the work of homebrew coders, with instruction booklets and professionally printed. but i guess you should search better on dcdev and dcemulation.
     
  11. Blur2040

    Blur2040 Game Genie

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  12. Sally

    Sally Guest

    When you get to the point when you need to publish, stamp and distribute the games, post here... If the game is any good the people here have contacts who can make things happen.
     
  13. ASSEMbler

    ASSEMbler Administrator Staff Member

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    Why bother on Dc, it'll just be on torrents within 1/2 a day of release
     
  14. madhatter256

    madhatter256 Illustrious Member

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    Screw Nintendo. Screw DC. Screw Sony (they are getting much more expensive and stingier). I say go with Microsoft. They are like Sega from the 16bit days and Atari before they almost killed the industry; they are simply signing up people as long as you show them the money and product you are working for the licensing fees. If the game design is focused on online play, such as Xbox Live, then you will get noticed easier than just a single player game.
     
    Last edited: Jan 15, 2006
  15. karsten

    karsten Member of The Cult Of Kefka

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    i guess it'll be on torrent anyway....
     
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