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Forums - Gaming - You just hit the lottery and started your own AAA studio

Let's say you hit the Megamillions for 300,000,000  and with that money decided to start up a AAA game studio, and because your appeal to use your favorite IPs from other devs failed, you have to create your own. 

 

1. Total  Budget.

2. Genre.

3.Gameplay Description, world, and story.

4. Platform. 

5. Marketing campaign. 

6. Metacritic.

7. Sale's target.

8. Dev cycle.

9. Game title.

And concering your studio.

 

1. Studio location

2. Studio name

3. Studio mancount

4. Studio logo

5. Studio's endgoal 

 

Let's have some fun :D.



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Doesn't the lottery only start at three million. Sure it's gotten more than that when no one gets it every week, but three million isn't going to start a AAA studio according to what I've heard about costs and such.



kupomogli said:
Doesn't the lottery only start at three million. Sure it's gotten more than that when no one gets it every week, but three million isn't going to start a AAA studio according to what I've heard about costs and such.


Mega millions, people earn crazy amounts from it, like up to 100M or more. 



I can't answer all questions.
But I want to make a story driven FPS in WW1, following a foot soldier fighting from trench to trench.
Resistance / killzone - ish without the sci-fi



Daisuke72 said:
kupomogli said:
Doesn't the lottery only start at three million. Sure it's gotten more than that when no one gets it every week, but three million isn't going to start a AAA studio according to what I've heard about costs and such.


Mega millions, people earn crazy amounts from it, like up to 100M or more. 

You mean Euro-millions? Atleast in Europe. Because the lottery is only a few million. Euro-millions is mostly 50million +



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DamnTastic said:
Daisuke72 said:
kupomogli said:
Doesn't the lottery only start at three million. Sure it's gotten more than that when no one gets it every week, but three million isn't going to start a AAA studio according to what I've heard about costs and such.


Mega millions, people earn crazy amounts from it, like up to 100M or more. 

You mean Euro-millions? Atleast in Europe. Because the lottery is only a few million. Euro-millions is mostly 50million +


http://en.wikipedia.org/wiki/Lottery_jackpot_records

 

edited OP, you won for 300 Million USD



DamnTastic said:
I can't answer all questions.
But I want to make a story driven FPS in WW1, following a foot soldier fighting from trench to trench.
Resistance / killzone - ish without the sci-fi

I really like the concept of a World War I shooter. Good idea!



1. Total  Budget. = +40 millions.

2. Genre. = Action/adventure/interactive drama

3.Gameplay Description, world, and story. = Steampunk Western over a decayed East coast which is the last place on Earth that hasn't gone nuts. You'll be playing as eight different characters that (since the game starts in media res) all ended up meeting in a Saloon on which they defend themselves against Goverment agents. Then you go back in time and learn the story of each character up until they meet there.

 

One of the characters, whose nick is "Lizard", is the narrator of the story, since he's the only one who met them all before the Saloon. The game plays like an hybrid between Red Dead Redemption and Heavy Rain, meaning choices have consequences (the choices you make before the inevitable meeting on the saloon will have their ramifications after you survive the Saloon encounter). No main character can be killed before the prologue scene, but they can be erased from the story afterwards, meaning you could end the game with all eight characters dead.

 

Every character's motivation is not the same. For starters, Lizard is a normal human who's only interested in making money, but somehow ended up adopting a young boy whose family got killed by outlaws. Then there are other characters, like Wolf, who is a skilled assassin that one day got cursed by a witch and his body turned all hairy with significant similarities to a wolf. Haven't thought of the six other characters, but I know what they will be doing during the whole story.

 

The game, however, doesn't allow for free roam like in Red Dead Redemption. It is structured via missions (there's no indication that a new mission has started, think of the structured chapter of Heavy Rain but without loading times, so that the player don't know when he has finished one chapter and it is switching to the other), however, the missions feature a medium size map that can be fully explored if the player wants to, before moving on to whatever objective he must fulfill. In fact, exploring is encouraged, since the places won't be the same depending on what mission you are, or what actions could have done certain character in a place before another one arrives.

4. Platform. = Xbox 360, Ps3, WiiU. Given the amount of data needed, I think the 360 version will spawn two DVD's; on which one is the game itself and the other the graphics one. That way we can allow to have all the game fit in one disc. Player can then install the other one into the HDD so that they have graphic parity with the other version, unless they want to play with a huge downgrade.

5. Marketing campaign. = Uhh, dunno.

6. Metacritic. = a +75 is fine for me.

7. Sale's target. = three millions across all units to start profiting.

 

And concering your studio.

 

1. Studio location = Andalucía, Spain.

2. Studio name = Sueños Inc.

3. Studio mancount = ? (What is this supposed to mean?)

4. Studio logo = Some cloud popping out of a silouette, as if it was dreaming.

5. Studio's endgoal  = create a game that is awarded Game of the Year.

 



I want to make a game were the environment is randomly generated 3D fractals that move and morph as you move.

Your goal is to find a way out but understanding the patterns around you so you know the "doors" won't shut down as soon as you approach them.

Like, PSN unfinished swan meets anti chamber, on LSD and mescaline overdose.

 

Edit:

dev budget: 100K$ ?

marketing budget: 50K

team size: 5 people

Dev cycle: 2 years

platforms: PC, Mobile Devices, Consoles, Fridge, Your mother.

Studio Name: Mediterranean Cuisine



Wright said:

1. Total  Budget. = +40 millions.

2. Genre. = Action/adventure/interactive drama

3.Gameplay Description, world, and story. = Steampunk Western over a decayed East coast which is the last place on Earth that hasn't gone nuts. You'll be playing as eight different characters that (since the game starts in media res) all ended up meeting in a Saloon on which they defend themselves against Goverment agents. Then you go back in time and learn the story of each character up until they meet there.

 

One of the characters, whose nick is "Lizard", is the narrator of the story, since he's the only one who met them all before the Saloon. The game plays like an hybrid between Red Dead Redemption and Heavy Rain, meaning choices have consequences (the choices you make before the inevitable meeting on the saloon will have their ramifications after you survive the Saloon encounter). No main character can be killed before the prologue scene, but they can be erased from the story afterwards, meaning you could end the game with all eight characters dead.

 

Every character's motivation is not the same. For starters, Lizard is a normal human who's only interested in making money, but somehow ended up adopting a young boy whose family got killed by outlaws. Then there are other characters, like Wolf, who is a skilled assassin that one day got cursed by a witch and his body turned all hairy with significant similarities to a wolf. Haven't thought of the six other characters, but I know what they will be doing during the whole story.

 

The game, however, doesn't allow for free roam like in Red Dead Redemption. It is structured via missions (there's no indication that a new mission has started, think of the structured chapter of Heavy Rain but without loading times, so that the player don't know when he has finished one chapter and it is switching to the other), however, the missions feature a medium size map that can be fully explored if the player wants to, before moving on to whatever objective he must fulfill. In fact, exploring is encouraged, since the places won't be the same depending on what mission you are, or what actions could have done certain character in a place before another one arrives.

4. Platform. = Xbox 360, Ps3, WiiU. Given the amount of data needed, I think the 360 version will spawn two DVD's; on which one is the game itself and the other the graphics one. That way we can allow to have all the game fit in one disc. Player can then install the other one into the HDD so that they have graphic parity with the other version, unless they want to play with a huge downgrade.

5. Marketing campaign. = Uhh, dunno.

6. Metacritic. = a +75 is fine for me.

7. Sale's target. = three millions across all units to start profiting.

 

And concering your studio.

 

1. Studio location = Andalucía, Spain.

2. Studio name = Sueños Inc.

3. Studio mancount = ? (What is this supposed to mean?)

4. Studio logo = Some cloud popping out of a silouette, as if it was dreaming.

5. Studio's endgoal  = create a game that is awarded Game of the Year.

 


Mancount means how many employees does the studio have lol

 

Btw that game idea sounds epic, but I must say, I HATE when I make progress and get attached to one character and then forced to play with another one. I couldn't finish Yakuza 4 because of it.

 

Btw how's the combat system in the game?