I think making a game related to a popular webcomic/podcast/book could be a nice adventure!
Yes that sounds good too.
Books, comics, fantasy, sci fi, manga, visual novels.
I thought stanley parable was a great game. When I didn't see it on mobile,
I said... Oh I could port that for them soo easily. Maybe I should call them and work out a deal.
Then I read this article:
http://www.galactic-cafe.com/2012/08/stanley-iphone-cancellation/That story illustrates how it can go wrong. I am sure it was a bad experience on both sides.
Here is my guess at how to make the evaluation equation. And this can work for licensing too.
But in most cases, it doesn't lead to anything where I can see both sides going for it.
Projections = how much revenue you project will come in from the existing fanbase
Budget = how much it will cost you to build what you want.
IP = how much you can save on the budget by recycling items code, assets, etc
GoodProfitMargin = Projections * 0.3
If Projections - (Budget - IP) => GoodProfitMargin
{MakeAProposal();}
Else
{WalkAway();}
And this forumula is the reason I always talk myself out of it.
The most I could reasonably offer to pay if I want to make a profit is some small portion of GoodProfitMargin.
So if the IP has a following that will probably bring in a million in sales. The number I could offer must be
much much smaller. 10 cents on the dollar if even. I think Most devs would balk to sell a potential million
dollar product for pennies on the dollar.
And even if they did want to sell it. Lets say it had a 1 million dollar projection. And I convinced myself I could
buy the IP for $100,000 then do the work, then pay my staff, then pay myself and then still make a profit.
That $100,000 is worse than 100% risk, because I can easily lose that plus the cost of developing. Losses like that take the fun out of making games. My hobby that I love so much might not be fun anymore in that situation. And, I can think of much more creative ways to lose hundreds of thousands of dollars.
So when I look at all these numbers, I always talk myself out of it and invest elsewhere.
If you throw in the dying revenue from the existing game, I don't see things changing
unless one side gets ripped off.
If you buy future revenue of $1,000,000 for $1,000,000 the equation I
outlined is still exactly the same. But your fixed risk goes up.
Maybe I am just a chicken and that is why after 4 years, I am still just a hobbyist.
Maybe my formula is not right and I am missing something.
If anyone can show me a formula that works out for both sides please enlighten me.