We do not want to sell a single game. We designed a system for intensely interactive multiplayer territorial games. We would like to sell/license the system to a large game publisher who could use it to produce an entirely new class of games, perhaps partly by porting their existing properties into the new interactive style (without cannibalizing their current market). [Sorry, I know this paragraph is hard to understand without knowing more about the system - further details on its nature provided below.]
This system is unlike anything else in the market, allowing a new category of multiplayer games. Examples of companies which might leverage this technology include SuperCell (currently successful with player owned territories that engage in battle with each other but do not have hundreds on the same game map), and Firaxis (many strategic/tactical game ideas which might benefit from a new highly interactive system {i.e. hundreds or thousands of simultaneous players, entering and leaving at will}
We are happy to present this system in detail to prospective buyers without concern for endangering our intellectual property.
*** Our question - what is the best means of doing this without scaring these companies who may wish to avoid a potential intellectual property scam (i.e. fearing that we are presenting an idea to them only to sue them later because of similarity with a product they release.)?
In addition to specific solutions to our problem, we are also quite interested in suggestions for experienced consultants who can help with this challenge.
{We are aware that some companies simply don’t wish to consider ideas “not invented here”, and others (quite naturally) don’t want to waste their time looking at a bunch of stupid/half baked ideas created by amateurs.}
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Background of our system provided below:
Allows players to create and own their own territorial empires, and the ability to enter/leave at will (with their empires) from a large ongoing territorial game having hundreds or even thousands of players empires, without harsh disruption of the relations of those already in the game. [Yes, this is still unclear.]
As a concrete example, imagine a large multiplayer game similar to Risk (™), in which each player controls one or more land masses with his units, and can engage in combat or trade with (up to) hundreds of other players. Using our system, a player can enter an ongoing game (with his empire as it was when he left), engage with others for as long as wishes, and then leave, with his empire intact to return when he chooses.
Specific benefits include:
Easy entry/exit to an ongoing territorial game (preserving player empires)
Accurate player ratings using an Elo (chess style) rating scheme, which works (in our system) even when several players are simultaneously engaged in combat.
Accurate player ratings → allow player stratification, so minnows can avoid the sharks.
Rapid engagement with other players
Maximal player/player interaction (the nature of the system provides players significant benefits from interacting → the winning strategy typically requires close cooperation.)
Enhanced freedom of association
Players create their own game maps through their play.
{For any who are interested in more detail, a partially truncated design document is attached as a PDF.}