Game Dev Tycoon RP (On-Topic)

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…”

(@Aragon450 GamePocket. Remember, real consoles don’t exist in this RP.)

(@Resinex112 What platform is your game for?)

September 12, 1986
Draconic Games
Atlanta, Georgia, USA

Funds: 4.6%

Dungeon Hunter sent to game reviewing companies AGAIN?

It’s been two monthes since Dungeon Hunter was released,it is still on the market but exact profits have not been sent to Draconic Games yet, along with this when the game was released the CEO of the company sent copies of to the reviewing companies but still after two monthes have gotten NO response, are they perhaps ignoring a smaller company but support the bigger ones?

((@Twyster PC ;)))

(@Aragon450 Don’t worry. MacDon does the reviews of the various months once per day or two days, and we tend to go through 2 or 3 months every day.)

(@Resinex112 Thanks. I’ll put that on the wiki. Try editing your posts to mention that, as well.)

(@Twyster do you think you could make me a wikia page please? As I said before I suck at making wikias and haxor and I are planning on our handheld console,sorry for being such a pest and insisting)

(@Aragon450 D’oh! I said I would do one yesterday! I am so sorry. Just let me post something, okay?)

September 13, 1986
Gadgeteer Games
Vancouver, British Columbia, Canada
Funds: 186.7%

Launch titles for GamePocket announced!

Gadgeteer Games has announced several launch titles for the GamePocket.

Buddy Bear’s Big Misadventure

The sequel to Gadgeteer Games’ first title, Buddy Bear’s Toyland, rumors state copies may also be included in bundles with special edition GamePocket consoles.

Horsepower Roadworthy

A more portable version of Gadgeteer Games’ racing simulator Horsepower, this version will have only 32 cars, but all of them will be unique to this iteration of the game.

Pzzl

A puzzle game in which the goal is to clump 4 squares with the same letter on them (A, B, C or D) into a 2x2 square. The problem the player must compete with is that the blocks fall in 2x2 squares containing up to 4 different lettered squares, requiring the player to match up the letters without running out of space.


More details will come as the games develop. All titles are to be launch titles, pushing the launch date of the GamePocket back by 2 months to November 30th.

[Just Saying]

September 14, 1986
Draconic Games
Atlanta, Georgia, USA
Funds: 4.6%

Draconic Games looking for Employees after January 4th.

That’s right Draconic Games announced an ad in the paper that they will start hiring and taking interviews with qualified game developers to join their team, a quote from their CEO says “We CLEARLY need to expand our potential and to do that we have to start with hiring new employees, and thanks for the GamePocket being released on the 1st of December it gives us extra time to train ourselves to become more proficient in what we do.”

(@Aragon450 Whoops. Thanks, I didn’t catch that!)

((Hey, @Twyster, please can you make a PlayGame Productions wiki page?? Thanks ;)))
14/9/1986
As a special thank you to the community, PGP has released a FREE game and has been mailed to all people who have ordered it! They have also updated there logo, slightly changing it. Liam Hinsley has stated “Well, I wanted the fans to have something special as it is my 25th birthday! The logo was actually made a while back, but we decided not to publish it yet!” The game is called Linking the Adventures! and is 100% free!

((This new one is the actual logo of PlayGame Productions, a sub company of Plethora Studios, please do not use for anything that is not related to this RP unless I give permission))
((PGP is my game company IRL))
((Also, @Twyster the Wiki is related to the RP, so you can use it ;)))

(@Resinex112 I’m about to make Aragon450’s page, after which I’ll get to yours. Also, there are no company websites in 1986, just saying. You could distribute Linking the Adventures by mail order, though.)

September 18th, 1986
Draconic Games
Atlanta, Georgia , USA
Funds: 4.6%

SilverGear Announced, Co-Operation by Draconic Games and Satyr Studios!

A surprise announcement has been said by CEO of Draconic Games and the CEO of Satyr Studios!
“We are glad to present to you, the SilverGear! In which is higher powered than the GamePocket! We wish good luck to Gadgeteer Games in the race of the Market Share of both our portable consoles!” said Alex, at a conferance with the media.

Specs:

5 kB RAM
8 kB Video RAM
150x160 resolution
20 sprites
2 colors (black and white)
2-channel mono sound
1 noise generator
1 Cartridge port
1 Battery
Output for charging
No Printer Port
No Keyboard Port
No floppy drive

This is what we have so far planned, We still have perhaps a few more monthes until we plan on releasing it and finish toying and testing it.