Why so many game ideas?
Well, it comes down to dreaming of what you would like to make, writing it all down and then doing it. Well as most know, the last part is the hardest because it involves real work no matter how fun it is. Work on top of regular work sucks. So you keep putting it off and even further off. Then one day you say, dammit, I'm either gonna do this shit or stop dreaming about this out of reach fantasy.

So in the course of so much dreaming at night and day dreaming during the day, I came up with a lot of shit I'd like to do. When I decided to do this shit I gathered all my dreams and decided which ones I wanted to envision the most. Made that list, checked it twice, compiled all past thoughts and notes and made it reality. Well, except for that part where you have to do real work. Right.

What do you have to do?

In some sort of chaotic order:
Make a rules system. Hope to God someone wants to play it. Gather concepts, ideas, test all mechanics. Make sure they all work in unison. Read over book 50 times.
Have brain fart, envision game world that uses rule book.
Write down notes for characters/weapons/gameplay ideas.
Draw ideas, ink/color them.
Write up book, all units, hammer out statistics, proof read the hell out of that biatch.
Design book, page layout, graphics, logo cover etc etc.
Magically have money in hand.
Make sure miniature concepts are clean and final from your world art, send them out to sculptors.
Pick/pay/communicate with sculptors.
Find caster, get master and production molds made, pay for bulk minis to sell.
Hope to GOD nothing gets lost in the frikking mail.
Means of publication for books. Who and how much.
Product storage, packaging, someone to ship everything, from where and how, how to handle returns, lost product.
Answer emails, where to advertise, how to advertise.
Getting a business and or sellers license, start the company up.
Purchase website space, design and build company site, setup online shop, carefully consider and set prices.
Customer support, exact book keeping for taxes, slow build company, rinse and repeat.
Then theres the niggling minor business issues like the money balancing act, choosing what to make and when, dealing with production delays, lost merchandise shipments and company growth or the lack thereof. Well dang, thats easy.

If you're bored then consider forums, answering fan emails and questions in forums. Collectibles like shirts, calendars, posters, art books, enhanced products IE color books or limited editions, freebies on the site like battle reports, icons, desktops, mp3 skins, screensavers, game related products like templates and tokens, little contests/promotions, painted samples of product, going to conventions etc. You know, that's just if you're bored. Whatever.

If you want to deal with distribution grab the lube and bend over, here it comes again.

But hey, I got me some notes on paper for a game! Well drop me with a backyard barnacle! What you got there is some wordy toilet paper son! This, gentle reader, is why I have so many game ideas before even begining. Because ideas are like assholes, everybody has one and half of us are one! I've had a big swelling sphincter for years on end and it is now time to dump or get off of the pot. Now if you don't mind I'm going to crap like mad and either rise to the top on my ideas or I might drown in them. We will see.

Meanwhile, mucho respect to those who have realized their dreams. It is a interesting journey to say the least.

Godspeed

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