Archived from groups: comp.sys.ibm.pc.games.strategic (
More info?)
An american president (I forget which one) once said
"You can achieve anything, as long as you're prepared to let someone
else take the credit."
In this case, credit probably means profit too. If you want to profit
from your idea, you'll need to hire your own programmers, either as an
independent or as a project manager at a big software house (and I have
no idea how you go about getting them to take you on as the project
manager with no track record). You'll also have to find a publisher, or
distribute online, or whatever.
If you want credit but not money, you could probably hawk the idea
around the big software houses and persuade someone to put your name in
the credits as Original Concept By or somesuch. If it's not costing
them anything I can't see why they'd object.
If you just want to see the game get made, write as detailed a proposal
as you can - the setting/context, the "look" of the game, the gameplay,
the UI, modding, options, multiplayer, turn sequence, etc. etc.
Everything you can think of.
Then get feedback on it. Send it to your gaming friends. Post it on
this ng (if it's a strategy game) or wherever. Listen to what people
have to say about it - some feedback will be unhelpful or plain wrong,
but lots of it will be useful. Expand the proposal, filling in details
and clarifying things.
Then send it to game developers. If I had such an idea I'd probably
start with Brad Wardell. I don't know any game developers but he seems
like the kind of guy who might actually reply with some useful tips.
Then send it to some more game developers. You'll quickly get a feel
for whether you have on your hands a MoO or a BC3K. I guess it's a bit
like trying to get a book published or make a record: you keep tarting
yourself around until somebody says yeah, ok, I'll run with this - or
until you give up. John Buchan got over 4000 rejection slips before he
got published.
CC