Hi ho,
new scenario: say, your development crew is basically willing to do a commercial game in Java. (Just say, …)
Now you plan to do a technical demo/proof-of-concept for about half a year with your crew. Then the plan is to visit publishers with your concept plus demo, in order to make a deal about the two year development time for the full game.
Roughly. I’ve to add the scenario should apply to Europe; it may differ in USA, but not very much I think.
But there’s a big problem: the publisher’s concern of Java for a boxed game. How to meet their concerns?
I’m being told that (European) publishers are very carefully these days because they lost much money during the last years in the gaming industry.
They’re extremely carefully when it comes to invest in games of small and unkown development studios - like you.
When you show them your demo and they like it, they won’t say: “now do what you want, we pay you for the final two years until the game is ready”. No, they will inspect your studio and question your concepts. So, aside your obligatory track-record (of finished games, which isn’t be a problem in your case) they’ll want to see your development environment: programing language(s), tools for programming, rendering, your backup strategy, etc.
Now when they see you’re doing the game in Java (no matter if you “just” do the game logic in Java and use a well known 3d engine), they say: “What? Java? That’s for online games only! It sucks, how dare you to ask for xxx000 Euros for a Java game?” you’ve got a problem.
So basically the question is: How to appease a potential publisher and convince them that Java is the best choice for a commercial full price game in your case?
{Edit} OK, during demo-time nobody does have to see that the demo runs within Java but sooner or later you’ll have to tell what language you use. (Aside this: I don’t think a nice program should have to hide the fact it’s Java!)