First Eidos IPs made available via Square Enix Collective
It’s been almost a year since we fully launched Collective, and one of the headline announcements back then was the prospect of allowing developers to create games based in some of the old Eidos IPs. But it wasn’t something I wanted to open up right away, in case it overshadowed the original games that developers submitted to the platform.
Well, now the platform is established and we’ve more experience in supporting projects (both in Feedback and through crowdfunding) so it feels like the right time to live up to that early promise – which means that from now on, we’re going to allow developers to pitch game ideas based on the following IPs:
- Fear Effect
We have more IPs that we may open up in future, but we’ll start with those and see what the response is like.
In terms of the process, submissions using our IP is pretty much the same as for original IP, with a few exceptions which you should be aware of.
Firstly, we’ll pre-approve anything internally that is published on the Feedback platform. That means that if something goes out for community voting, we need to be happy with it first. If you submit something we don’t approve, we’ll tell you why – but to be clear, this is really about making sure ideas are relevant to the franchise. It *doesn’t* mean that we’re looking for straight-up sequels – we’d love to see different takes on those universes. What would Gex look like in a side-scrolling adventure, or a turn-based strategy? So feel free to mash up genres, and get creative.
The Feedback process is then basically the same – we throw the idea out to our community and let them vote and feedback for 28 days. At the end of that period we’ll weigh up the response, and then decide whether or not to proceed further.
If the response is good, then it’s into crowdfunding, which no doubt begs an important question: Why ask gamers to pay for a game to be made if it’s using our IP? Well, because it will still be the responsibility of the independent developer to build the game – and the developer will still be the key beneficiary of its success.
On the business side, we’ll still take 5% of net crowdfunds raised (assuming the initial target is reached); and we will also distribute the game when it’s done – for that we take the standard distribution fee of 10% net sales revenue, but we’ll also charge a 10% license fee for the use of the IP. And, obviously, we’ll have more involvement in the direction of development – because let’s face it, we want to make sure the game that’s released is the game that’s promised.
Still, that means the developer will keep 80% of the net revenue from sales of the game – and who knows, maybe we’ll be interested in licensing a sequel as well? It’s a pretty good deal.
So that’s it in a nutshell. If you have any questions, you can ask them (as always) via email@example.com.
Let the games begin!