Game Dev Tycoon RP (On-Topic)

July 23, 86
Satyr Studios

#The Quest Of Minmus Released!

We are sorry for so long waiting time (I forgot about that game D: ), but we had some difficuilties.
And, also the Quest Of Minmus havent got so much platform maps in it, it is just VERY Sub-Genre.

July 25, 1986
Draconic Games
Atlanta,Georgia,USA

Funds: 5.0%

Re-Reply Letter

Dear Bail,

That’s the problem, I can’t afford to buy any marketing packages, the cheapest one is half my funds! I’ll have to wait and see how good Dungeon Hunter does, otherwise I can’t do much on making another game. But on a happier note I have an idea for our companies to co-operate, perhaps it might boost are sales the slightest bit? What we can do sometimes is make games somehow similar to each and put easter eggs in our games, along with some sort of bonus if they buy the other game. Well, just an idea Bail.

On the subject of a videogame console, I too had the idea of some sort of portable console perhaps one that could run on 16-bit Graphics and at LEAST 256 Colors, though this is just a dream, it will take a long time even if technology experts find out HOW To make 16-bit Graphics. Also even now, I had the idea of releasing a long Fantasy/RPG series but perhaps when graphics turn out more better built, I’m talking about a dream here so forgive me if it sounds stupid. But perhaps graphics that are built to be 3-Dimensional just like humans are, well just an idea Bail, hope we can do this in a few 5 or 6 years, though I doubt it.

Sincerely,

Alexander Chaser, CEO of Draconic Games

July 26, 86
Satyr Studios

Re-Re Reply Letter

Dear Alexander,

Sometimes You just need to risik. And, If I am right the marketing prices can be custom, so Dont worry.
And, the 256 Colors, we can really do it in our times, althrought it is not so easy. I hope that we will see something Three-Dimensional, and that we will be first who will do it.

Bail Out (No, I cant its too Funny xD)

July 29, 1986
Draconic Games
Atlanta,Georgia,USA

Funds: 5.0%

Ojada, The Monster Summoner Announcment!

Topic: Fantasy
Genre: RPG
Price: 30$
Languages: English,Spanish
Platform: PC
Markets: USA, Mexico
Release Date: August 30th

Features

-8 Bit Graphics now with 128 Colors!
-A Linear Storyline!
-Savegame Feature!
-Animated Monsters Textures!
-Animated Movement!
-68 Beautifully drawn sprites!
-Character Customization!
-The Simplest “Cut-Scenes”, The AI temporarily takes control of your character!
-Funny and Linear-based Dialogues!

  • 21 hours of gameplay for the casual gamer!
  • ‘Monster Capture System’
    -A Magic system which levels up on it’s own which progresses on how much you use the skill!
    -Turn-based Combat!
    -Top-Down view

Game Description: The game takes place in the land of Requinoth, a land filled with terror as the ruler of this land, King Nonique rules over the government with a terrible,cruel passion! You, Ojada, are a rebel Mage who plans to de-throne the king and murder him to let the land come to a better era of a peace and tranquility. Though Ojada is no ordinary mage, he has the arcane powers of summoning monsters by his side to fight for him! Along with being proficient in Fire Manipulation, which will help besides his monster summoning capabilities.The game has a “Monster Capturing System” in which Ojada, summons a magical arcane circle around the monster who’s health must have been depleted to at least half of what it was originally, to capture the monster. After this the main character, Ojada may summon the monsters he “captured” to fight for him, but once he summons a monster he cannot get him back through any means except by finding a different monster of the same species and capturing it.


We are surprised to see Draconic Games ALREADY working on another game a few weeks after releasing Dungeon Hunter which has not even been reviewed yet! Ojada already seems like a fun game with the released description!

August 1, 1986
Gadgeteer Games
Vancouver, British Columbia, Canada
Funds: 186.7%

Horsepower released!

Today Gadgeteer Games released their fourth title, Horsepower, on the Pixel Cube and PC. The game, a racing simulator, allows the player to drive and customize over 100 different vehicles based on real street legal cars, racing them on courses around the world. It is currently selling for $40, but rumors are that there will be a mandatory price drop in two months time.

August 10, 1986
Gadgeteer Games
Vancouver, British Columbia, Canada
Funds: 186.7%

Gadgeteer Games announces new console!

“While there are rumors our competitors have started toying with this idea just recently, I assure you we here at Gadgeteer Games have had this idea in the works for a while.” said lead developer Oliver Zehn in an announcement today. “Presenting the world’s first portable console… The GamePocket!”

“The GamePocket is still about a couple months from release, but we hope to beat any potential competitors to the market.” he finished.

Not much is known about the new console, but it will presumably use cartridges. It also appears to have a monochrome screen.

(IMPORTANT: @Aragon450 @Haxor I sincerely apologize for this misinforming post. It was made under the assumption that the level of technology in 1986 would make portable consoles impossible. I have been informed that this is not the case. To make things fair(er), I encourage Draconic Games and Satyr Studios to create a portable console. I will wait two months (October 8th) or until the same day they release their portable console, whichever comes first. Once again, sorry for misinforming everyone, especially because of the unfair advantage it gives me.)

(Yeah I read online about the game and watch and I was like,hm… Wait a minute…but anyway could you give us until December, then I’ll have enough funds to contribute a bit to the project, I can’t afford ANYTHING WHAT-SO-EVER, along with that Haxor won’t be online until tommorow most likely,

  1. I can’t afford anything and I dreamed at the beginning of this RP trying to make a handheld console.
  2. I can’t actually afford ANYTHING WHAT-SO-EVER, because I can’t get reviewed apparently and make money.
  3. This is actually really unfair to be honest, the only annoying thing is that I have only 5.0% so I can’t start developing the console,could you wait until I could make some money perhaps, please?)

(@Aragon450 Well I can’t help you time-wise, but how about a cut of the profits? The thing is that even if I didn’t say what I said you still wouldn’t have the money. But I should have mentioned long ago I had the idea first, so…)

August 15, 1986
Gadgeteer Games
Vancouver, British Columbia, Canada
Funds: 186.7%

Gadgeteer Games forced into legal settlement.

Today, after a week long legal cat-and-mouse game, Gadgeteer Games and Draconic Games settled out of court on the biggest patent battle in the history of this industry.

For those not in the know, Gadgeteer Games recently announced the portable console known as the “GamePocket”. But they quickly received a cease-and-desist letter from Draconic Games, who had patented the idea weeks earlier.

“It’s our fault really…” said lead developer Oliver Zehn. “We never patented the idea, and now it’s coming back to haunt us.”

In the settlement, Gadgeteer Games will be required to give 1/4 of all profits made from the GamePocket to Draconic Games for the first 4 months after release or until Draconic Games produce a portable console of their own, whichever comes first.

(Oh dear,now I feel guilty for whining about this and the portable console, you did start this up before me I feel so guilty and such a spoiled brat, I’m sorry twyster, I let my immaturity rage get to me…ugh…)

August 16, 1986
Draconic Games
Atlanta,Georgie,USA

Funds: 5.0%

To Gadgeteer Games

Dear, Oliver

I again bid you apologies for having to fight over this, we feel guilty we really do. But we had how stated in the media patented the idea before, the main problem being now is Satyr Games, perhaps I shall cut the money with them as well. In return for being so immature we would like to offer you, if it intrests you perhaps we could give each of your member’s a copy of Dungeon Hunter which was released a month or so and still hasen’t gotten reviews, we hope you accept this small token of our gratitude and apologies for acting so immature. Just send us a head-count of each of your employees and we’ll send the copies as soon as possible,along with those magnets for the first two-hundred.

My Deepest Apologies,
Alexander Chaser, CEO of Draconic Games.

(How about we just delete our two posts from August 15th and 16th and leave it at that?)

(Nah Just how it says in the Off-topic message I whined about it, just leave it at that, after all there always is GOING to be competition)

August 15, 1986
Gadgeteer Games
Vancouver, British Columbia, Canada
Funds: 186.7%

To Draconic Games

Dear Mr. Chaser,

Thank you for the offer. I suppose we could use a few copies of your game to research the general artistic styles of the RPG genre, and hereby declare we will not attempt to reverse-engineer the source code. We currently have 52 employees, including our janitor. I’m sure they’d all appreciate the gesture.

Good luck with your own plans for a portable console.

Oliver Zehn, Lead Developer
Gadgeteer Games

August 19, 1986
Draconic Games
Atlanta,Georgia,USA

Funds: 5.0%

Reply to Gadgeteer Games

Dear Oliver,

With this letter is a package with 54 copies of Dungeon Hunter. We thank you for the kindly kudos to us as we ourselves will try to lead in the RPG genre but will throw a bit of simulations here and there. On a different and more friendly note, if you do not mind, would you care to teach us a few tips to make our games better? We’re working on Ojara the Monster Summoner and would like to maybe add in a few surprise features.

Alexander Chaser, Lead Developer & CEO
Draconic Games

August 25, 1986
Gadgeteer Games
Vancouver, British Columbia, Canada
Funds: 186.7%

To Draconic Games

Well, first, try to come up with a unique and interesting storyline. The reason Astrid’s Pony Tales and Strange Pony Tales: Dark Phantasm are Horse-Drawn’s flagships and not Voidrunner or Higurashi is because ninjas and starship trench runs are already becoming cliches.

The same goes for our own titles Buddy Bear’s Toyland and Aquatopia. They were so popular because a world entirely composed of toys, or a sub-aquatic future colony are both more unique compared to their conventional counterparts.

Game design also plays a big role. You didn’t see Jumpman of Donkey Kong forced to use only powerups aganst foes because he was too weak to fight, and you didn’t see a sympathetic ruler building an empire as the protagonist in Blade Runner or Beyond Human. But introducing those gameplay elements greatly improved the game concept. Experiment and see where it takes you.

Thirdly, give the players as much as you can, without sacrificing a certain level of quality. Which level of quality? Well, craftsmanship only counts to the point of the game being fun, playable (bug free, smooth and responsive controls) and with a level of graphics and sound that looks great without pushing the hardware of the platform.

But as I was saying, the thing that really makes a game shine is when a game has lots of options. Racing game? Lots of cars, as long as they work. Platformer? Hide secrets with varying degrees of difficulty to unlock and give plenty of ways to accomplish a goal. City builder? Don’t limit the players’s experience too much; make a wide variety of disasters and come up with a way to break monotony like achievements or random events.

And last but not least, atmosphere. Buddy Bear’s Toyland built its success on cute and lovable characters. Aquatopia used subtle humor to break away from the typical “cyberpunk” and “post-apocalyptic” settings we see in movies this decade.

Conversely, atmosphere that conforms to cliche has its place too. Bio-Hazard sold well because people knew what to expect; a game with zombies and general survival-horror-ness.

Then there’s a third atmosphere option in extremity. Whereas Pixel Studios’ Bio-Hazard was a typical horror game of average levels of scares, Dark Entertainment made Terrorville into a success through its graphic and horrifying death sequences and background info on the fate of those who were there before you. Terrorville is notorious for having minors as young as 14 die in the course of play.

Finally, advertisement. While this is an expensive practice immediately after you start out, you should always market your second game. And remember what kind of game it is and who you’re trying to sell it to. Buddy Bear’s Toyland sold like hotcakes in Japan despite a small ad campaign because it was well-marketed. They say the Japanese are all boring corporate workers with incredible diligence, but research of their marketing shows that cuteness sells as well in Japan as sex does.

Also, one last thing to remember; bad press is not always bad for sales. Beyond Human actually gained sales when Jack Thomas rallied against the bloody and gory game. And Terrorville gained an air of creepyness that no amount of storytelling could ever do when for unknown reasons a tragic fire broke out at the factory and took the lives of several workers. From there, people started claiming that a skull-masked man was haunting the factory, that two programmers died in game production, and other minor spookiness.

I hope this helps with your new game, and recommend trying out your new game on our upcoming GamePocket console. You have a stake in it due to the settlement, the profits of which can be increased by selling a hit game exclusive to the platform, and it will also give you information on what games work well on a portable console and how to successfully pull it off.

Oliver Zehn, Lead Developer
Gadgeteer Games

(Nooooo! My Dreams, You destroyed them!)

August 28, 1986
Draconic Games
Atlanta,Georgia,USA

Funds: 5.0%

To Gadgeteer Games

Dear Oliver,

Thank you for the tips, this will surely help us make a better game! And also my upcoming game, Ojara, The monster summoner , would you mind if we port the game over to your console, and h ow much would the licensing costs be, if it was free then so be it, if it was paid it would depend on the price.

Alexander Chaser, CEO & Head Developer
Draconc Games

August 29, 1986
Draconic Games
Atlanta,Georgia,USA

Funds: 5.0%

Announcement

It has been confirmed that, Ojada the Monster Summoner will now be translated into full Japaneese language! We recently had a college graduate [perhaps a year or two older than us] join us,considering we released our first game, he is from Japan and knows the langauge very well along with being a GREAT Technology expert. In total us six small developers will try to grow into something bigger, we hope to hire 9 more employees before the end of this year.

September 5, 1986
Gadgeteer Games
Vancouver, British Columbia, Canada
Funds: 186.7%

A Package Arrives at Draconic Games

Enclosed is a devkit for the GamePocket.

Licensing for the GamePocket normally costs $80k, but we are willing to settle for half that AND take that money out of the profits for your game instead of up-front, provided the game is released exclusively for the GamePocket instead of also for the PC as originally planned.

Should you choose to release on PC as well, you may still keep the devkit but we will charge 80k from the game profits.

Either way, keep in mind the specifications will be lower:

4 kB RAM
8 kB Video RAM
140x115 resolution (Built-In LCD)
12 sprites
2-channel mono sound (stereo with headphones)
1 pulse wave generator, 1 noise generator
No output
1 player only
No keyboard port
No printer port
1 cartridge port
No floppy drive

Good luck!

Oliver Zehn, Lead Developer
Gadgeteer Games

(@Haxor You’ve still got 2 months to try and release a competitor. Go ahead! :smile:)

September 9, 1986
Draconic Games
Atlanta, Georgia, USA

Funds: 4.6%

Ojada, The Monster Summoner postponed!

We have recieved news that Draconic Games’ Ojada, The Monster Summoner is to have a change of plans, it is to be released on Gadgeteer Games’ announced GamePocket on October 2nd, the same day when the GamePocket is released,they need this month to port the game to the proper console and only will this game be exclusive to the GamePocket.

11/9/1986
PlayGame Productions
Game Release
PGP has released there new game Big Murder Matic for the PC and has sent copies to the major review companies! The game seems to be a top down open world game. First tests have left big smiles across peoples faces but the Mothers society Of Mothers (or MOM) has said that this game is VERY dangerous to there children and want it to be recalled immediately. PGP Co-Founder and CEO Liam Hinsley has replied “It’s an 18… Don’t buy the game for your children…”