there you go, and sorry for that typo.
How should we price license fees? I tried to research this for realism and couldnāt find info on 80s consoles.
Hmmā¦ I think it will pbe pretty expensive. Especially for the consoles at that time.
I couldnāt find any information on google. Should we just base fees on GDT or come up with some kind of standard for the RP thread?
just calculated that Smal Games in GDT is priced around 7$
o.o So me pricing a game of 35 means 5 times the money in Income and same money of expenses.
Any idea here?
The GM seem to be gone for now so suggestions?
License fees or base cost of games developing?
No advertising for other threads here please.
I was referring to license fees.
Right. ;p
Licensing was really unorthodox in the 80s tbh, especially for the NES. You had to pay for cartridge production, seal of quality (license fee pretty much) and other stuff. Itās probably easier just to go by GDT or whoever sets it first, sets the standard sorta, unless people want to go that technical?
(Not sure if I can still apply as a normal player??)
PlayGame Productions (PGP for short)
CEO and Co-owner: Liam Hinsley
VP and Co-owner: Sidney Meterly
Logo:
HQ: Macclesfield, UK
History:
Started as a software company called Reboot Productions, helped with the creation of Windows 3.0 which helped fund them. They later set there eyes on the gleaming jewel of the video game industry and re-branded them selves as PlayGame Productions. After a few months of research, PGP was ready to make there first game. It took them 13 months, and didnāt sell very well. Shaken, Liam didnāt go out for months, until Sidney managed to talk him into making there first game idea, a fantasy RPG, which is now under development
come right in ^^ why wouldnāt you be able to join?
just follow the rules in the On topic and all will be good ^^
Pretty much this
Also is there any particular area you want to concentrate on improving? What areas do you think need to be more organised or improved? Otherwise Iāll propose a small magazine system update.
Well not sure yet since no game has been released yet, except mine that is well awaiting your look through
other than that not sure as of yet.
But i can say this i will help you if you want commign up with stuff (i do a lot of Table top RP with friends and i come up with own systems/homebrew system into new ones). since most of us is Anime/Manga junkies.
And thus i think of myself as an okey system builder in that senceā¦ but my Forum RP is not that great yet.
Ideas and the creative part i do have but yeah need experience mostly.
Do you think that research/r&d is too barebones atm? Or will it do for the moment and is not a priority?
The current is roughly: for consoles you must balance price/features & tech and for games: balancing tech/design features (the 10 feature system).
The production system is a little bit flawed, Iām afraid so I wondering whether to account for it or not?
Itās pretty much half of what the price multiplied by amount of units you want to shift. Unfortunately Iāve found that this means that you get little back from production and also that games typically outnumber their console due to cheaper costs. While slightly more realistic, making consoles costly, it is also slightly staty and needs people to calculate units/production. It is pretty complicated when taking into account: bundles and optional bundle-ins.
Is it too difficult/complicated for people or will I leave it in? I have potential sales calculated (maximum amount of units thatāll shift) so itāll save time when the decision is made.
Note: Akamadoushi, if the system remains, Iāve calculated that your games outnumber the console by double/quadruple depending on game, you didnāt know the full system so Iāll just tell you but usually thatād mean a serious lose of money.
To slightly make up for time calculating sales, Iāll post reviews from people who sent a brief and list of up to 10 defining features of their game. Please send them in if you have a game released and especially if you have a console, thanks.
Does the production budget cover the development cost of the game, or only the cost of manufacturing the cartridges and bundle items? I set my ratios under the assumption it covered development as well. If itās only manufacturing I need to divert to my console production.
Well, itās meant to be an adaptive/dynamic system RP so read that whatever you will.
The production system was actually finalized recently and realized the flaws too late (concentrated too much on other areas and only added the system afterwards as the sheer amount of profit without production was massive.)
Exiting excuse-making mode, itās meant to represent manufacturing. Iām not sure yet how to implement development costs, unless others have ideas. So far peripherals donāt count towards manufacturing/profit and only add to potential sales (the maximum amount of sales excluding manufacturing limits).
As this proves feedback on anything is essential, so all comments on system stuff is welcomed.
My two cents: letās not worry about development costs. With marketing, production, and licensing thereās already quite a bit to keep up with for a forum RP. Letās presume each company has the necessary resources to develop a game and its included extras, and that money need only be spent manufacturing and advertising and on any applicable license fees.
Iāll send you a revised budget in a moment, if thatās okay.
Also; will my percentage rise with sales, or do I need to divert funds from other projects to publish a new game?
It rises with sales, so you can pretty much make one giant game or lots of small games depending on what you want.
So weāll keep production costs, then?