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Project idea: computer versions of Steve Jackson games

To: REALbasic games <realbasic-games at lists dot realsoftware dot com>
Subject: Project idea: computer versions of Steve Jackson games
From: "Joseph J. Strout" <joe at strout dot net>
Date: Mon, 13 Feb 2006 16:11:08 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
I was wandering the mall this weekend with my family, and perusing the titles in a game shop. Many of them are by Steve Jackson Games, which produces a lot of fun stuff ranging from GURPS to SPANC (yes, they seem to like acronyms).

Now, I enjoy card or board games on occasion -- the problem is that it's often hard to find someone to play with (my kids are still too young for these, and my wife works even harder than I do, in addition to having a remarkable disinterest in space-pirate amazon ninja catgirls). If there were a computer version of these games, I'd be much more inclined to buy them, since I would then have a good chance of finding other players online (or playing with my brother in D.C., etc.). It also struck me that card games, in particular, are probably easier to implement as computer games than most others. I recall a few years ago when MacTech held a Solitaire contest, we got several very good implementations.

So I surfed over to sjgames.com to see whether they have any computer versions of their games, or seem likely to be open to such development. I found this in their FAQ: <http://www.sjgames.com/general/faq.html#19>

In short: no, they don't have computer versions of most of their games, but yes, they are interested in it.

SJ Games is not a small games outfit; their games are high-quality and they tend to have a large following. Yet somehow, they seem to me to maintain a very reasonable, approachable, small-company attitude. I don't think they'll dis you for being a lone developer, as long as you can show that you do good work.

So, there's my idea: look over the SJ games, find one that you think is fun and not too hard to implement, and get crackin'. Code up something that looks nice (scan in artwork from the real game, have smooth, flicker-free dragging on all platforms, etc.), even if it implements only a subset of the rules. Then contact their Director of Licensing and/or Executive Producer, and send them a copy. Show them what you have so far, and say you want to arrange a licensing deal that will be mutually beneficial. And when it comes time to negotiate terms, be generous -- one successful deal makes you a trusted professional, and you can take more home on the next one.

From #20 in their FAQ, it sounds like they're a little more open to online games than to home-computer games from independent developers. But I wouldn't let that deter you from making a desktop app if that's your interest. Again, just make a good prototype, and give 'em a good sales pitch. I believe they'll give you a fair chance. And REALbasic is the perfect environment to do it in; it has all the graphics, sound, networking, etc. built in and cross-platform -- they'll be amazed when you demonstrate their game running on three platforms!

You could also consider making an online game; it's not hard to make your own web server (see Jon's article on doing so in less than 100 lines), or a CGI application (as a console app that would run under Apache, for example). Personally I prefer desktop apps, but whatever floats your boat.

If I wasn't already up to my eyeballs in other things, I'd try this myself -- I really think a small developer could do big things here. Anyway, give it some thought, keep us posted, and good luck!

Best,
- Joe

--

Joseph J. Strout
joe at strout dot net
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