Welcome to the Wrestling Gamers United newsletter #54
In this issue
1) PWX Inc.
2) More investors
3) You're getting sleepy...
1) PWX Inc.
It is with complete and utter joy that I announce to you this
week a major new milestone in the story of Wrestling Gamers
United and the Pro Wrestling X project. Last week all legal
documents were finalized with the provincial government and a
new corporate entity was officially created to oversee the
development of Pro Wrestling X. As a result I am proud to
announce the creation of WishboneX Creations Ltd.
The creation of WishboneX is a huge stake in the heart of
anyone who doubted the validity of the WGU's intent to make
good on it's promise to deliver a quality alternative the
current crop of pro wrestling video games. It took a lot of
time and money to bring the WGU to this point and it's proof
to the gaming world that we're for real and we aren't going
On a funny side note, some of you may remember waaaay back
when I was posting little notes on GameFaqs boards about how
somebody should try to see it's possible to get our own
wrestling game developed instead of just whining about how
bad WMX8 was. The nickname I was using when I made those posts?
WishboneX. Ain't it appropriate?
2) More Investors
While we continue to nail down a date to meet with our most
promising investor I continue to promote the PWX potential to
every working person I meet. The result is that one business
man in particular (owner of a major studio and private college)
has asked me to give him a presentation. He tells me that while
his cash is tied up in the expansion of his own businesses he
would be more than happy to introduce me to other sources of
financing he knows personally. Nice!
3) You're getting sleepy...
I must have the most hypnotic phone voice or something
because every phone call I made Wednesday resulted in some
of the most potentially wonderful new business contacts I've
ever made. First, I managed to talk directly to the PC games
buyer for an International retail chain which in itself was
a major feat. I was supposed to be connected to their voice
mail but something screwed up and I was forwarded directly to
their office. Ten minutes later I had them offering to give
PWX a basic deal to put it on the shelves. Once I gave them
the usual rundown on the history of the project and the hype
the fans have generated they told me a project like that should
have no problem getting shelf space in their stores. I also
got some inside dirt on the game publishing biz and boy am I
glad we're trying to self publish. What a scam. Anyway, it looks
like if we can get PWX made you won't have a problem finding
it in stores!
Another phone call I made that day was to another game
developer. We're trying to get PWX done earlier than planned
by purchasing the license to an existing 3d game engine.
Generally speaking, a game engine is nothing more than the code
needed to tie all the elements of physics, graphics, sound,
controller input, networking, etc. together as efficiently as
possible. There are various options available to developers
like us ranging between 15 and 50 thousand dollars and they're
worth the money in most cases because of the months of
development time such an engine chops off the production time.
But you know me. Never one to accept conventional wisdom I went
ahead and contacted the developer of one of the best game
engines out there and flat out asked them to license it to us.
At first I was met with shock at even asking such a question.
The person I was talking to (head of business relations) told
me they have never licensed their engine to another developer.
Their engine is the most valuable thing they own and no one
has ever been bold enough to flat out ask for it. But once
again I give the history of the WGU and I laid out a solid
case for why they should license us the engine. He gave me
two examples of problems that might prevent such a deal but we
discussed possible solutions and I finally asked him straight
out, "Is it still impossible to work together and license your
game engine?" His answer was, no, I think we can work something
Of course, the evil head of $$$ made it's way into the
conversation but the use of their engine would put PWX at close
to 60% complete by his estimate and would save us close to the
cost of licensing it in labor costs and time savings as well.
The funny part of this whole conversation was that this
person answered the phone on a whim just because he was walking
by the receptionists desk while she was on a break. I'm telling
you people, the Universe wants PWX to happen!
Finally this week I want to thank the dozens of indy wrestlers
from around the world who have been sending in tapes of their
best stuff for us to use in PWX. It's a really great feeling to
know that the hard working guys and girls out there are willing
to help us out by offering to let us use their best moves just
so they can participate in the project which has become a kind
of common cause in the indy scene as a way of using the PWX
project to bring wider attention to the talent we have in our
In the meantime and in-between time, that's it. Another edition of
Wrestling Gamers United.
Thank you all,