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

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

He'll become the new EA.

 

My turn:

1. Total  Budget. 20-25 millions for the main game, DLCs not included.

2. Genre. Real Time Strategy.

3.Gameplay Description, world, and story. Think Empire Earth meets Civilization. With the classic gameplay of RTS: explore (maps will vary in size and locations), expand (you'll be able to create new cities) and exploit (food, wood, gold and once you have the tech, other minerals such as iron), only that our tribe/civilization evolves through researching new techs in the appropiate buildings (you can research more than once at the same time, prioritizing the ones you want first) and there will be 4 ways to win: extermination (killing the others), dominatiing the resources (owning more than 3/4 of the total resources of them map, food not included), technology (probably being able to leave the solar system) and by points at the end of the given time.

4. Platform. Digital distribution for PC, maybe WiiU later on given that its tablet controller/stylus.

5. Marketing campaign. On-line. Using the social networks, publishing constant videos showing the development progress, making an open Beta to try its multiplayer.

6. Metacritic. At least 75.

7. Sale's target. Between 500 and 750k.

8. Dev cycle. 1-1.5 years for the main game, maybe another year making DLCs.

9. Game title. ??? I don't have imagination, so I'll leave to the team the job of finding a good name .

And concering your studio.

 

1. Studio location. Spain

2. Studio name ??? Did I mention that I have no imagination?

3. Studio mancount. 15-25

4. Studio logo. ??? With no name, no logo.

5. Studio's endgoal. After loosing money with our first game to gain a bit of reputation and fans, we'll "simply" make games we (the team members) like and try to survive doing it.



Please excuse my bad English.

Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070

Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB

Steam / Live / NNID : jonxiquet    Add me if you want, but I'm a single player gamer.

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JoeTheBro said:
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.


What games have you made ? 



I'd buy the Double Dragon IP.

/thread



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I would probably a publisher and buy back those game dev studio that was bought and
ruined by E.A and Microsoft

lets see... origin , bullfrog , maxis , westwood , rare and etc



I choose not to build a game studio
Step 1: Buy nice car
2: Killer PC rig
3: Donate at least $1 Million
4. Give some $ to family and friends
5. Ask Dad for financial advice



 Been away for a bit, but sneaking back in.

Gaming on: PS4, PC, 3DS. Got a Switch! Mainly to play Smash

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mysticwolf said:
I choose not to build a game studio
Step 1: Buy nice car
2: Killer PC rig
3: Donate at least $1 Million
4. Give some $ to family and friends
5. Ask Dad for financial advice

You can do that and start your own game studio with the other 250 millions .

Btw, you wouldn't buy a house?



Please excuse my bad English.

Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070

Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB

Steam / Live / NNID : jonxiquet    Add me if you want, but I'm a single player gamer.

JEMC said:
mysticwolf said:
I choose not to build a game studio
Step 1: Buy nice car
2: Killer PC rig
3: Donate at least $1 Million
4. Give some $ to family and friends
5. Ask Dad for financial advice

You can do that and start your own game studio with the other 250 millions .

Btw, you wouldn't buy a house?

I would have to decide where I wanted to live before I bought a hous. It wouldn't be a big house, probably somewhere between 1500 and 2000 square feet.



 Been away for a bit, but sneaking back in.

Gaming on: PS4, PC, 3DS. Got a Switch! Mainly to play Smash

1. Total Budget - 15 Million

2. Genre - Third-Person Survival Action/Adventure

3. Gameplay - A cross between Don't Starve, Monster Hunter, and Metroid (I guess). Like Don't Starve, it's imperative that the player character's hunger, thirst, and health be kept above zero. Food can be gathered and hunted, but farming and trapping soon become far more important. Items can be crafted from plants and stones harvested in each area, but monster parts are especially valubale (like Monster Hunter). Stones and monsters don't respawn after death, but are important for creating structures, tools, weapons, and armor. Plants and passive creatues do respawn though seeds and designated breeding grounds, which is the foundation of farming and trapping in the game. At night, more powerful nocturnal monster variants (and some unique ones) come out to prey, so building, lighting, and defending your structures is highly important until the player character has progressed enough to deal with most night creatures.

Combat employs a Zelda-esque lock-on system, but in close quarters a "tackle" prompt (read: QTE) will show up offering an opportunity to wrestle the enemy to the ground, and if the player succeds at wrestling, a finishing option is available. Wrestling gives up to four options (minimum of three, because some monsters don't have appendages): headlock, pin, throw, and retreat. It also employs a "stamina" system, in which the heath bar operates differently than usual. A failed move will drain the stamina bar, and if the entire bar is drained, it's game over. If the player backs out of the match before then, the damage will steadily regenerate. Early enemies can be brought down for a finisher with one properly chosen move (each monster is weak to a specific moves), but later ones will require two or more moves to incapacitiate. Some are difficult to get close to in the first place, for that matter. To compensate a bit, a perfectly executed combo takedown will regenerate the stamina bar (and by extension, player health) by a certain amout, depending on how many moves are required. It's a trial and error memorization process, but once learned, combat becomes easier. But wrestling is, ultimately, an optional mechanic, even for boss battles (although climbing the back of a boss in order to headlock him sems neat to me). Something that can be powerful for the knowledgeable, but dangerous to the ignorant. Either way, there's always wittling down the health of monsters through weapon-based combat.

Speaking of weapon-based combat, weapons are divided into three types: melee, ranged, and throwing. "Throwing" weapons can be used in a melee strike (like bashing with a rock or slicing with a knife), or can be thrown from the a distance. However, it is the weakest category in terms of damage dealt. Weapons can be switched on the fly, or assigned to hotkeys (or buttons). In some instances, environmental objects can be picked up as weapons (like the aforementioned rock), but they are immediately dropped when the player switches to a standard weapon. Dodging is the only means of defense, and it's handled similarly to the Zelda series, albiet the player character rolls out of the way instead of jumping.

Now, here is where the Metroid part comes in. The game isn't procedurally generated like some of its similar contemporaries. The game world is a series of interconnected corridors, though some are more expansive and rescource-laden than others. Like Metroid and any other classic action/adventure game, exploration will result in helpful treasures, which opens up more paths to explore. All of the required items are found, not crafted, since most crafting resources are finite. As such, the player needs to craft strategically, and must seek out new areas and creatures in order to keep gaining resources. Not to mention more farming area. To help with the typical issues concerning backtracking, I once again bring up farming and trapping. Revisting previous areas also means an opportunity to check traps and harvest crops. Also, players will come across previously built outposts that they had once used to shelter themselves from the night life. It gives a nice sense of progression, in addition to fininding new treasures and areas.

4. Description, world, and story - The game takes place in October of 1714, several months after Parliment announced the Longitude Prize. You are John Hatcher, a clockmaker determined to solve the problems of marine chronology and once and for all establish the longitude of the planet. The game opens up with John brushing up on his astral charts, reflecting on how mankind looks to the heavens for guidance while science is still working out concrete answers. He's not a religious man, but he's as fascinated with the human condition as he is with the intricate internals of timepieces.

A few minutes later, his poignant monologue ends with a terrible sound. The ship struck... something. What could it be? And in his last desperate moments before drowning, John holds his work-in-progress device, looks toward the heavens, and asks "Why?"

He later wakes up on an unknown shore with chonometer still clutched firmly to his chest. Uncharted regions and unearthly creatures await him. And for his own sake, along with scientific interest, he ventures forth.

5. Platform - PC (Windows/SteamOS), Mac, PS4, XO, Wii U, Vita/VitaTV

6. Marketing campaign - $5 million dollars spent on internet and TV advertising. Major push on YouTube, giving prominent channels access to early gameplay demos.

7. Metacritic - 80+

8. Sale's target - 750K+

9. Dev Cycle - 2.5 years, heavy focus on engine work. Focus on exaggerated and colorful art design not unlike Monster Hunter or Kingdoms of Alamur. 

10. Game Title - Astral Apathy

 

1. Studio Location - Austin, Texas

2. Studio Name - Flaming Pinecone

3. Studio Mancount - 50 full-time employees

4. Studio Logo - A flaming pinecone. It's that simple.

5. Studio's End Goal - Second-party status for any of the Big 3.



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WayForward Kickstarter is best kickstarter: http://www.kickstarter.com/projects/1236620800/shantae-half-genie-hero

I would never make such an investment, but in a dream world i would buy Game Arts or buy a majority share, just so i could make them develop more Grandia games.
Best combat system in a RPG ever... stopped making them. It boggles the mind. Even if the founders left GA, im pretty sure everyone who played the game is a fan and cant wait for there to be more. I can understand GA stopping Lunar, but i really dont understand the lack of Grandia.



1. Total  Budget. at least 1 million on prelaunch development

2. Genre. F2P Real TIme Strategy

3.Gameplay Description, world, and story. Its a F2P Competitive Strategy game. There are no strict factions. Instead, you get a deck of 40 cards which indicate what units, buildings and upgrades you can use in the match. There are factions but the only benefit to them is that same faction gives a slight buff. 3 maps available at launch. A match requires just 2 members but it can go up to 8. The purchase mechanic is combination of extra cards and aethestic alternate coloring. 

-World- The world is divided between 3 main factions, the denizens of the demon world, the residents of the earthbound world and population of the heavens battling for control of earth

4. Platform. PC, maybe Wii U (servers between the platforms would be shared)

5. Marketing campaign. 500k. Various ads over the internet

6. Metacritic. 80, but I'm not sure if there are too many F2P games on metacritic

7. Sale's target. 500k people who have purchased something

8. Dev cycle. 1.5 years

9. Game title.

And concering your studio.

 

1. Studio location Somewhere near New York

2. Studio name TAG Studios

3. Studio mancount 50.

4. Studio logo- Letters TAG arranged in an intricate way surronded by paint splatter

5. Studio's endgoal - a Long sustaining F2P game 



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