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Hard Pitch...

Tout les projets ont la même origine: une idée qui trotte dans la tête de quelqu'un. Et comme on ne va rarement très loin tout seul, il faut très vite pouvoir présenter son idée aux autres. 
On appelle ça l'art du pitch, et c'est vraiment pas simple ^_^
Gamespot revient sur cette difficulté à laquelle sont naturellement confrontés la plupart des designers de jeu:
The pitch process can be a harrowing, grueling ordeal or a perfunctory rubber stamp session, and there's no hard rule of thumb for determining which it will be for any given game...

"Katamari Damacy was turned down once, the first time," creator Keita Takahashi told GameSpot. "That's the only game I've ever pitched that was turned down. I think the idea was rejected because it's hard to propose something brand new; as a concept or a game or whatever, that's always going to be difficult. For Katamari especially, it looks so different from everything about a 'normal' title, so I think that was one of the key reasons."

Will Wright actually teamed up twice with Broderbund to publish his seminal metropolitan management title SimCity. However, in its original incarnation as a Commodore 64 title, Wright couldn't get the publisher interested in SimCity's innovative open-ended structure amid a market stuffed with shoot-'em-ups.


According to Wright, "They kept saying, 'Where's the ending? When do you win or lose?' And they wanted to have an election where you got kicked out of office or not. And I was like, 'No, it's even more fun if you're doing it badly.' And they just parked it. They decided they weren't going to release it."


Ron Gilbert says his reputation means he can get a meeting with just about anybody, but it stops helping--and can even hurt his chances--once the pitch starts. At least, that's the experience he's had in pitching his latest project to roughly 15 different publishers over the last three-and-a-half years.


"One of the problems I've definitely had pitching stuff is that my name is so firmly associated with adventure games," Gilbert said. "You would mention the words 'adventure game' in a meeting and the meeting was over at that point. They just had no interest in anything that was adventure gaming at all. So even though a big chunk of the game is adventure game-like, I never said those words. I had to spend the first 15 or 20 minutes explaining that I'm not making an adventure game, and that was the beginning of every single meeting it seemed like."

[ Gamespot

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