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About Zmorfius

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  1. I am sorry and i was clearly very wrong on a lot of things.   Also interesting to read from a insider that EA does not deserve the bad rep it has among gamers, or atleast not from a developers perspective.   I certainly do not find myself in this tho;     But i am glad that you told me that is how you see it, and also further explained your reasoning behind your first post.   Now you have proven me wrong on-topic *bows down to Frob*   but the fact you came back to further explain would indicate you at least partially agree or understand how your first answer came across to me as negative without explanation.   If i am also mistaken on that last part you would be wise to keep in mind that my respons actually got me what i desired; a very full explanation from a industry expert, and it also encouraged other people to further elaborate.   Thanks Frob, ill remember to buy you a beer if we ever meet ;)
  2. Thanks, "Servant" that was a very educational reading, i was not looking for conclusions i was looking for analyses such as the first part of your reply - it helps me understand WHY something does work or not work rather then just being told it does not work, to me learning is about understanding not just the conclusion, no one would ever make any progress if they just accepted conclusions without explanations. 
  3. Thanks guys, appreciate the time you both took for a solid respons.
  4. Ok so where is Frobs respons was there "any positive advice" i could practically use to further my goals ?       I did in no way speak negatively about Mr Frob! . I did however speak negatively about the company EA - if that is not allowed on a gaming related forum........   You tell me i am wrong but you fail to provide logic to back it up, story of my life people abusing their position to be "right" about something.   Not backing down from bully's Tom, Don't be a bully. 
  5. Well that is a very depressing read mr frob, doom and gloom without much reasoning behind it or offering no real advice for me to proceed other then a general "it cant be done many have failed and so will you" type of crap.   K never mind, i just checked out your personal website,you worked on 3 titles for electronic arts, enough to make anyone a negative cynic no doubt.   Shame they ruined you at EA, to bad they did not give you a % huh, maybe you would have opportunity now to invest your time and talent as you wish instead of chasing the monthly paycheck.   Nevertheless i guess thanks for the input, i will no doubt have to deal with a lot of this sort of response in the coming months so its good practice.   Igor
  6. Great, thanks for the reply's so far!     Yes! that's is what i am trying to sort out, a good draft that can then be put in legal form, i do not want to even discus these things during actual development cycles.   I understand the common practice is to take ownership of the IP of everything created within the company but it seems such corporate ways of dealing with things are not popular among creators, could you not instead retain IP ownership with individual team members and safe-guard the company's interest thru a 'do not compete" type of contract?    Example would be writer making a story for our game - the game becomes successful and book publishers are showing interest in publishing the story as a novel. In such a example i would i would find it most fair if rights to publish the the book belong to the writer in question and not the company, i would also hope such a company policy would attract talent otherwise out of our reach by appealing to their moral belief about intellectual ownership. ----------------   -   Honest opinions are my favorite kind and i would never consider them rude especially considering the limited information i provided.     Yes, indeed, i am hoping the difficulty level in establishing will ultimately translate in something more rewarding for everyone involved.     Yes that is certainly in the pipeline, hence the need to retain a large amount of company shares in order to be able to sell some should the need for investors arise. The company will also work on alternative sources of income, not related to game development.     Not really, i have several skilled individuals willing to commit time and talents, however they are creatives and not interested in the sort of conversation we are having right now. I do not wish to proceed without having these sort of legal details worked out and put into proper contracts.   I am not going to quote the rest of your response, but let me touch on a few point; i am not trying to use my revenue sharing concept to recruit talented team members, i do not plan on having people work years for free, in fact i want to release a product before the end of the year and alternative sources of income even sooner.   Your right talent is not recruited thru the promise of a revenue share, but likewise would it not look very unprofessional to recruit without having contracts and such prepared?   Igor
  7. Hello, i am new to these forums and my name is Igor.   I am currently in the planning stages of a ambitious but realistic start-up company, it strays of the path of traditional game development in what we are trying to do, but nevertheless i want to capture the cooperative spirit of indie game development.  We also financially rely on "talent investment" making this part of the plan extra important in order the draw in the needed talent investors.   The goal is to have a solid, fair and transparant revenue share plan in place.    Obviously i did not make this post without doing my own research into "what others are doing" but the current models i can find leave much to be desired.   - Splitting all the revenue among team members,as seems common in indie development leaving nothing for the "company" to further develop or invest.     - The industrie giants on the others hands either pay straight up and do not share the profits, a business model i have neither money nor appetite for. OR - A royalty share; common for book authors or musicians. This sort of structure works well from a business perspective, but is often seen as unfair,and well from everything i can tell it IS often practiced in a unfair manner as part of a larger toolbox of corporate greed.   ------- Trying to come up with a solutions to satisfy both long term sustainability and fair sharing practices i have conjured up a rough outline of a hybrid model.   50% of project revenue is directly shared between team members with royalty based contracts. the remaining 50% revenue is for the company. the company is split into 100 shares, up to 20 of those are available as "founding sharing" to be paid as a revenue share on total company income before subtracting company expenses.     So at this point i am happy with my draft proposal and i am confident i can defend it towards those who understand how to run a business, however the people i will ultimately have to "pitch" my revenue share plan towards are often creatives or technical skilled, many of whom seem to lack a basic grasp of economics or a interest in such matters....   So i guess my questions for everyone are;   What do you think of my proposed Share model? beter suggestions?   - And if you feel my share model works or whenever i conjure up one that does; How do you package this message in a easy to digest manner, that inspires confidence in a honest start up company?     Thanks for reading and i appreciate your inputs.   Igor
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