QCF is in the process of applying for a loan for the final push on Desktop Dungeons, so I've had to update our business plan. Seeing as our games benefit hugely from work-in-progress criticism, I thought I'd do the same thing for the plan itself.
Is there any information missing that you'd expect from a business plan? Are there areas I can cut down on in order to make it more concise and logical? Have I fallen back into industry jargon too much, etc. And you really don't have to worry about being nice, feedback is all about figuring out what you've done wrong and there's no room for egos :)
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@Danny yes we're the Moonbase guys. DD could work on MXit. We should meet for a coffee sometime :)
1. Well... getting a loan is usually a different process altogether, and seldom works for high-risk ventures like this, unless you personally stand surety, in which case they're more interested in how credit-worthy you are than how sexy the business is.
2. Wow. Minecraft is hot, milk that angle.
3. By meaningless marketing numbers I meant don't include some Gartner study that says Indie games will be worth $3bn globally by 2015. Focus on conrete and relevant examples (like Minecraft),and definitely include and perhaps beef up the detailed implementation stuff you have for the marketing plan.
4. If you're looking to fund development of multiple games, leave in the section that explains your game development process. If you want to fund one game, leave it out.
Comment by Peter van der Watt on April 13, 2011 at 17:53
If you wanted to stick with trying to get project financing perhaps looking at film councils or some such might be a good place to start (although I didn't have much luck with this in the eastern cape)
SPII have recently changed their rules around applying for funding and you might actually be able to claim the amount you have already spent (or at least a portion of it) back and further fund project that way
I would definitely add a small case study on Minecraft and duly mention you thumped it :)
Ah, now we're talking :)
@Peter: We actually met the Indie Fund team at the IGF when they revealed their initial crop of games. I'd just applied a few days before we flew off to the US, too close to the conference for it to have been included in their most recent round of application reviews. Still haven't heard anything back from them via official channels, my understanding is that the combination of being really far away and the relatively small amount we're asking for might have made things trickier for them.
Yes, this document is aimed at project funding, not business level funding. Although if there was significant interest I guess we'd look at changing that... I think you're touching on a similar point to Adrian with the lack of a 3-5 plan: The previous document had all that in it, but was written pre-DD, so we had all these other games that had done well or won smaller competitions and suddenly we sidelined them in order to follow the opportunity that DD represented. I think that's why I wrote the How QCF Kicks A** section the way I did - it's a systemic representation of how we're going to continue to work, but that means it lacks concrete future forecasting, which is what I think Adrian picked up on.
We're working on getting pre-orders ready to go at the moment, actually. Got our PayPal talking to a new FNB account, got the back-end done and most of the in-game account integration, working on the site right now. Just trying to avoid any lean months if at all possible and allow us to expand the team before pre-orders start, that way we don't chase away customers with coder art.
@Adrian: You're the MoonBase guys, hi! Mxit reps love you. Why don't you come to more game dev community events? ;) Thanks for the points, they're really good.
1. So you're saying that a debt-securing plan would include information about our personal equity/assets for surety purposes?
2. The Minecraft case study could work, DD is one of only two games to "beat" Minecraft at the IGF/Game Developers Choice Awards this year (it won every other category it was nominated for).
3. Ok, so the marketing plan numbers aren't informative enough (hence meaninglessness), so we should go with a longer-term forecast? Hmm. We could start talking about DLC/expansion schedules then too I guess.
4. Any ideas on how I should change that section? Cut it completely or just shorten it a lot and maybe leave out the previous games?
Thanks for the comments! Keep them coming :)
Comment by Peter van der Watt on April 13, 2011 at 16:57 this might also be of use if you haven't come across it yet.
http://indie-fund.com/
Comment by Peter van der Watt on April 13, 2011 at 16:46
Howzit Danny,
firstly congratz on the IGF win! And DD is an addictive little monster that won't stay quite for very long before it needs replaying.
Secondly, I've read the plan a few times now and each time it comes across as if you are seeking project finance as apposed to company financing.
Have you considered changing the angle of the business plan to perhaps include DD as one of the many titles you are planning to create. Having gone through the same exercise a few months ago, any of the investors that read the initial drafts wanted to know more about the period after the 1st release of game. As Adrian says that would include a 3-5 financial plan.
Had any luck with trying to pre-sell the game? You you might be able to boot-strap the rest of the development that way.
cheers
Peter
Comment by Simon de la Rouviere on April 13, 2011 at 15:24 © 2012 Created by Roger Norton.
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