Breaking into the biz

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14 comments, last by Treize 23 years, 10 months ago
Dear Anonymous,

Thank you. No offense taken, but I''m merely trying to get your facts straight.

Okay, so there are again(!) a couple of misconceptions I have to eradicate here. First of all eGames is a publisher and we are a publisher. we don''t use them to get into retail as we have far more sophisticated methods ourselves to achieve this. GT Interactive is indeed a small part of this as they''re the exclusive route to get into Best Buys. We merely sub-license a couple of light versions of our products to eGames in order for these to be put on bundle packs. We do the same thing with Activision Value by the way. As you may know eGames chop up products into 3 different product types. A Full Version, A Light Version (50% of the levels) and a Demo (10% or less levels). The first the sell on-line and/or in a box or jewel case. The light versions go on bundle packs with 10+ other games. Small royalty fee, but something we don''t do, and therefore we have nothing to loose to prepare a light version of a product and license it to them. We see it as a nice little extra we get for the developer. The real cash is being made with the full version we ourselves put out in retail.

To your questions:

1) We sell into more then 30 different countries, including: U.S.A., Canada, Mexico, Argentina, Brazil, Colombia, Ireland, United Kingdom, The Netherlands, Belgium, Luxembourg, Germany, Switzerland, Poland, Austria, Liechtenstein, Italy, Republic of San Marino, Andorra, Spain, Portugal, Malta, Cyprus, Greece, France, Denmark, Sweden, Norway, Finland, Russia, Hungary, Singapore, Hong Kong, Taiwan, Peoples Republic of China, Malaysia, India, Indonesia, Korea, Philippines, Australia, New Zealand, Fiji Islands, Vanuatu, Israel and Japan.

Our distribution network consists of about 60.000 stores right now and this number is still growing.

2)10.000 - 150.000 units are sold during the running time of the contract. Which is 2 years normally.

3)Our policy is to not pay any advances for products we sell under $19.95 in retail. But this is always negotiable if you''ve got a brilliant game, and still want us to sell it under $19.95...

4) We pay monthly.

5) A Developer will earn at least $1 for each copy sold, IF his product goes out as a stand alone. So a small Pac-man game will always end up on a 5-pack or even a 10-pack. So then the dollar will become "pro rata". We always try to give our people more then a dollar a copy sold though. So you can make at least $10.000 in the worst case scenario when your game ''only'' sells 10.000 units. But you''d really have to have written an absolute pants game in order to achieve this abismal figure. Usually we sell between 25.000 and 50.000 units of a ''normal'' game. So between $25.000 and $50.000 should be reasonable I''d say.

Once again I invite you to contact me on alexdv@nutridata.com and I''ll send you a full company presentation which will answer all of your further questions.

Kind Regards,

Alex de Vries
http://www.crystal-interactive.com
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not trying to start a fight ! but why dont you guys register and log in !? PLZ !!

the dear anonimous thing is shitty
It's good to be an outcast, you don't need to explain what you do, you just do it and say you don't belong there.
Dear Mr. de Vries,

I send you an email for the presentation.

Looking forward to your reply.
Dear Akura,

I agree. From now on I''ll reply as a registered user.

As for Mr. Anonymous is concerned I got your E-mail and sent you our company presentation. I hope you like the idea of working with us.

Kind Regards,

Alex de Vries
http://www.crystal-interactive.com
Yes can you please send me a presentation as well.

david@liquidmercurystudio.net
" The fastest code is the code you don't call "
Dear Mr. de Vries...

I would appreciate it if you would also send your information to philhelms@usa.net.

Thanks.

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