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

Daisuke72 said:
Wright said:
Daisuke72 said:
Wright said:
Daisuke72 said:


30 persion studio with a 40,000,000 budget.....creating a AAA game with a 30 person studio will take at LEAST five years by the way. 


Considering I won the lottery, we have patience and money for doing so. Five years that results in a game of the year that sells over three million units, that's great!


Yeah, but in five years the PS3, Xbox 360, and the Wii U will be dead platforms. 

Maybe not WiiU, but you do have a point there. I just always wanted to make a game for the seventh generation.

Guess since we're at it, we can make it for Xbox One and Ps4 as well.

lol with all that porting you're gonna need more than 30 people, unless you outsource it to other studios. 

Yes, I was thinking it outsourcing, since we lack the manpower to do so. We just focus on those platforms I've told you, while we can contact a big publisher to help us with other things.

 

That *might* mean we lose the IP property, but I dunno, since I've never done something like that.



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Chandler said:

Even with 300 million I would start with a small project, get accustomed to the industry, get the name of the studio out on the streets and most of all don't bite off more than I can chew with my first project.

1. Total Budget. No more than 5 million dollars.
2. Genre. First Person Exploration / Survival
3.Gameplay Description, world, and story. There's that (partly randomly generated) island where some really strange things are going on. dinosaurs, aliens, ancient tribes, giants, whatever. Your mission basically is to travel to this island, take photos of stuff and escape from the island. It`s a risk/reward thing. Play it safe and take photos from a distance and escape with a few and get less points or take huge risks to do amazing photos but you may die and you get no points. Basically a roguelike pokemon snap.
4. Platform. Duh. Wii U.
5. Marketing campaign. A Neogaf thread.
6. Metacritic. Aiming for over 70.
7. Sale's target. Profitable. Still have 295 million if I fail.

And concering your studio.

1. Studio location. Germany, close to Shin'en in case I need to borrow some milk or an egg.
2. Studio name. Hype Train Studios
3. Studio mancount. Around 20 for a start, just counting actual developers.
4. Studio logo.

(I stole this, but something like this)


5. Studio's endgoal. World domination. Or a positive reputation. Gradually getting bigger and bigger projects on the market. Getting bought by Nintendo. Making Kid Icarus Uprising 2 for Wii U.

Great idea tbh.



Game details

 

  1. Budget: $150,000,000.
  • 300 people for 3 years @ $80,000 average salary = $72,000,000 USD.
  • Distributors, production, and outsourced things  = $28,000,000 USD.
  • Marketing = $30,000,000 USD. 
  • Taxes, building costs, bonuses = $20,000,000 USD. 
  1. Genre: MMORPG
  2. Gameplay description, wold, and story:       

  • Must have an Oculus Rift of the PS4 VR Headset to play this game.
  • Game uses cell shaded graphics that makes it look as if you're inside an anime with the artstyle of SAO.
  • System requirements for PC users: 8GB of RAM, i3 processor, Radeon 7850 or higher, 100GB free space.
  • Game runs at 1080P 60FPS on PS4.
  • Game costs $60 and will only lower to $40 later on, never getting lower.
  • One server can handle up to 10,000 players on at once.
  • Will add servers when needed.
  • The game is set in the 1800's on a planet called "Lunaria", essentially there are eight different continents in the world. Each continent has it's own unique feeling to it, use different assetts, you can find different type of items there, and has different enemies. 
  • You must travel to each continent via boat or land.
  • The game begins with two continents at war with one another, so if you visit said enemy continent you will be attacked, however you can disguise yourself to stop this.
  • Each continent has the scope and size of GTA V. 
  • Each continent has an emperor and kings that are rulers of small countries and towns.
  • Initially the emperor is an NPC, however you can challenge the emperor at level 80 to a duel, and if you succeed you will take his place.
  • Being an emperor gives you access to content creator tools only the devs have to customize your continent if you have our consent to do so.
  • You must partake in at least two duels per month to keep your position.
  • As emperor you can employ other players, and make others kings and such.
  • The gameplay itself revolves around swordplay, magic, and melee attacks, by titlting the analog sticks you can attack your opponent in one direction or dodge the attack, you can also achieve this by moing your head in the opposite direction, via the head tracking built in the game, so there's two primary ways to attack and dodge. There's also magic sells that you can learn as well that you control using the face buttons on the controller, and dodge by simply eading them via running or rolling. A melee user would faster than a warrior or mage, making their attacks harder to dodge, but because they have limited range, it's harder for them to land hits on you. 
  • A player can create his OWN server if he has the real life funds to do so, which would probably equate to about $10,000 a month or more. 
  • Players must complete dungeons with others to gain EXP to level up.
  • There's three classes, Warrior, Mage, and Battler. 
  • Game isn't grind heavy at all.
  • Can use in game currency to rent land from a struggling continent, on this land you can start your own town if you have the funds to do so.
  • You can buy in game currency from our store.
  • Game is rated M for mature due to the violent nature and social features, however a lot of teens will buy it anyways. 
  • A light content creator is available to all players. 
  • No subscription.
  • You can start your own businesses, all are dependant on your player's skills, for instance if your cooking skill is high enough you can start your own restaurant, but you have to pay rent and have customers and such forth. 
  • After playing the game for four hours, you're automatically warned to stop playing. 

 

4. Platform: Oculus Rift, PS4 VR headset.

5. Marketing Campaign: Allocate approximately $30 million USD of the budget towards marketing the game, including a Superbowl AD in which the VR features are fully explained and shown off to the consumers, lots of youtube ads, hire Kanye West to do a commercial about being a god in real life and inside the game(l0l).

6. Metacritic: 85 or above. 

7. Sales target: 12 million copies.

  • Game is self published, so we get the entire $40 - $60. So at 3 million sold we're broken even or pretty close to doing so.
8. Dev cycle:  3 years. 

 9.  Game title: Revolution Onlne. 

 

Studio details

 

  1. Studio location: Tokyo, Japan.
  2. Studio Name: Blacklisted Studios.
  3. Studio mancount: 300 employees. 
  4. Studio logo:
  5. Studio Endgoal: To revolutionize the gaming industry by creating the first AAA game exclusive to virtual reality devices.


1. Total Budget.

- At least $100 million

2. Genre.

- Simulator

3.Gameplay Description, world, and story

- It's going to be the real-life MMO simulator that everybody secretly dreams of. A chance to start your life afresh with just an internet connection and computer. Extremely developed internal economy, massive variety of careers and almost complete freedom.

4. Platform

- PC

5. Marketing campaign

- The internet, newspapers and TV will do the marketing job for me by talking about it - it's a massive project that couldn't be ignored.

6. Metacritic

- It's not easy to review a game like this, but if it was made properly then I don't see why it wouldn't get 90+

7. Sale's target

- 50 million active players

8. Dev cycle

- Ongoing updates, but original game will probably take around 5 years to develop with a large enough team

9. Game title

- Life Online



1. Studio location

London, UK

2. Studio name

Life Studios

3. Studio mancount

Hundreds

4. Studio logo

A globe with a videogame controller tied around it

5. Studio's endgoal

Domination of the MMO genre. To create a game that's influential on a real-world scale.



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radishhead said:
1. Total Budget.

- At least $100 million

2. Genre.

- Simulator

3.Gameplay Description, world, and story

- It's going to be the real-life MMO simulator that everybody secretly dreams of. A chance to start your life afresh with just an internet connection and computer. Extremely developed internal economy, massive variety of careers and almost complete freedom.

4. Platform

- PC

5. Marketing campaign

- The internet, newspapers and TV will do the marketing job for me by talking about it - it's a massive project that couldn't be ignored.

6. Metacritic

- It's not easy to review a game like this, but if it was made properly then I don't see why it wouldn't get 90+

7. Sale's target

- 50 million active players

8. Dev cycle

- Ongoing updates, but original game will probably take around 5 years to develop with a large enough team

9. Game title

- Life Online



1. Studio location

London, UK

2. Studio name

Life Studios

3. Studio mancount

Hundreds

4. Studio logo

A globe with a videogame controller tied around it

5. Studio's endgoal

Domination of the MMO genre. To create a game that's influential on a real-world scale.


lol our games are somewhat similair.



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I'm a indie developer that runs my own studio so obviously I can't answer the OP, but I really like these type of threads. Some of you are a bit ambitious lol.



So...I have unlimited money?

Buy Platinum Games, let them make anything they want. Also buy Mistwalker, and let them make another AAA JRPG like Lost Odyssey. While I'm at it, I'll buy Atlus too and have them make something high budget and cool.

I wouldn't touch it much, just critique features which I don't like.

1. Budget - I dunno, whatever they want

2. Action game form platinum Studios, JRPG from Mistwalker, and something else from Atlus

3. Platinum Studios would make a Vanquish esk game, Mistwalker would make a Lost Odyssey esk game, and Atlus would make a Catherine like game, without the obsurdly difficult puzzles. I wouldn't mind a space theme from Platinum Studios.

Also the game would be rated M, has to be.

4. PS4/One/WiiU

5. Bus Ads. ads in Anime and relevant shows

6. High score?

7. As much as possible? Makig a game to make a game, not a profit

8. As long as it needs

9. Event Horizon (PS), Something cool like Eternal Darkness, or Drakengard. Has to be relevant to the story, and not have a proper english translation so it sounds unique (MW & Atlus),

1. Studio Location - Japan

2. Studio Name - Something which can't be translated into English well. Something meaningless like "Studio at the Crest of the Bay."

3. Every talented youthful dev who has been turned down by Nintendo, Square Enix, and other Japanese studios because they were "too young" to make their own IP. Damn seniority system

4. A beach with a road behind it and the company name on a billboard behind that.

5. Endgoal? Make good Japanese games. So many talent devs get turned down or ignoed by Nintendo and Square Enix. This is why these studios can't make a new IP, their old devs are out of ideas. I love Platinum Games because they are all youthful, and I want to see more of that. 



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Michael-5 said:

So...I have unlimited money?

Buy [...] Also buy [...] While I'm at it, I'll buy [...]

 


That kind of mentality will corrupt you as a gamer e_e



Michael-5 said:

So...I have unlimited money?

Buy Platinum Games, let them make anything they want. Also buy Mistwalker, and let them make another AAA JRPG like Lost Odyssey. While I'm at it, I'll buy Atlus too and have them make something high budget and cool. Done/

-----
Heck, Buy Square Enix, have them make a proper FF. I know you said I can't use IP's, but if I have unlimited money why not buy the studio? If not, f copyright, I'll make the game at a huge loss.


Not only did you miss the entire point of the thread you also didn't read the OP. You have $300,000,000 at your disposal

 



Wright said:
Michael-5 said:

So...I have unlimited money?

Buy [...] Also buy [...] While I'm at it, I'll buy [...]

 


That kind of mentality will corrupt you as a gamer e_e

I'm no talented dev, I'd rather just give money to the talent, and let them make something good. F sales and profits, I don't think Monolith made XenoBlade for a profit, they did it because Nintendo wanted an exlusive to push systems, and funded it. That's what I want, just good JRPG's and Japanese genre games in general.

BTW I edited my post, I have games now.



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