NationStates Jolt Archive


Videogames Developers Faire (OOC Sign-up)

Third Spanish States
01-02-2009, 04:35
Some NSes have already mentioned the existence of movies, animes and cartoons in some threads, but never anybody has mentioned the existence of games. Once I released a NSDraftroom-approved console (http://forums3.jolt.co.uk/showthread.php?t=558058) in what was more of a joke thread to satirize a "zomg zombies!" bandwagon than of a serious RP. Thus I decided to start a thread that will serve as an NS equivalent of E3 for game developers, publishers and hardware companies across the NSWorld to show and hype their products. Essentially, the roleplay will be essentially based on negotiations about things like console-exclusive releases, finding publishers for new games, or bribing questionable gaming magazines to give 10/10 reviews for your product and over-hype it while purportedly ignoring its flaws. Choose between milking franchises to death with monthly released, poorly made expansion packs and sequels which are nothing but graphical boosts over the first game, or seeking quality over quantity. Develop games according to pure creativity, or to what the Marketing department demographics claims that sells. It's all up to you.

There will be a challenge however, besides all the interactions between PR guys, game journalists, publishers and developers, proportional depending on what you decide to take as the game you will present. As per the following list, from most to least challenging regarding the goal of making an worldwide sales hit. Consider it as a guideline rather than set on stone, thus I can't list every possible genre or subgenre, and my bias is a bit obvious as a "glittering gem of hatred" (http://www.nma-fallout.com/article.php?id=34542). A common convention is that steep learning curve + tl;dr = less sales while the opposite, specially if coupled with hype and 10/10 reviews will ensue chances to reach Top 10 sales. Unless you are selling exclusively to the Confederacy, where just like people care nothing about brands and trends, they prefer to have "casual gaming" outdoors rather than indoors.

Niche games


Hardcore Turn-based RPGs (Ex: Fallout 1 (http://en.wikipedia.org/wiki/Fallout_1) and Wizardry 8 (http://en.wikipedia.org/wiki/Wizardry_8))
Educational Games
Non-combat Simulators
Roleplay centered MMORPGs
Story-centered Real-time RPGs (Ex: Planescape: Torment)
Combat-centered Simulators
Grand Strategy (Ex: Hearts of Iron 2 (http://en.wikipedia.org/wiki/Hearts_of_Iron_2))
MMORTSes
Turn-based Strategy
Adventures
Real-time Strategy
Tactical Shooters (Ex: Hidden and Dangerous)
First Person Sneakers (Ex: Thief series)
Japanese RPGs
Action RPGs
MMOFPSes
FPS/RPG Hybrids
First Person Shooters
3rd Person Action Games
Casual Games (Ex: Many Wii games, most racing and sports games)
Level treadmill centered MMORPGs


Mainstream games

After picking a genre or subgenre. Then it comes to the game itself. You can give a detailed or simple overview of the gameplay and story, if it has one, and there'll be an additional way of defining how your game will be by filling the game form. It'll allow anything possible to be developed, even something that attempts to cater both casuals and hardcores(although such game would be much more expensive to develop than one which caters to only one audience, and probably have something like nine different difficulty levels which influence available content and disable or enable many optional features - in-game reading length included.)

Also, before the sign-up form, I'd like to remind all that if you wish to start a discussion about whether games are being dumbed down or not IRL, or whether Fallout 3 is really a RPG or not, there is General Discussion. Finally, like in a real fair, there will be storefronts and sales.

I'll already give an example with the sign-up form, and explain the less intuitive fields which will directly influence in the type of game you are going to make. Also I'll bring a console form and a clean sign up form for this.

Basic Information

Title: Fall Spanien: The Spanish Civil War
Nation: Third Spanish States
Developer: Stormfront Studios
Publisher FSoft Games
Platform(s): PC
Genre: Tactical FPS
Release Date: 11/15/2038
If the game is still under development, just add "under development" and a planned release date if it has one.
Brief Description: Choose between 3 factions in the war that have torn Spain, in procedurally generated campaigns which form a dynamic battlefield where all your choices have consequences and where each game will be different from the other. Fight against extremely smart enemies which will behave in coordination as real military units and are affected by morale. Choose between command a small squadron to infiltrate and destroy the enemy or join grand battles, leading hundreds to fight as your rank and reputation progress. Join epic multiplayer war campaigns and battles.

Here you can add anything. It can be hyped, but shouldn't be completely contradictory with what gameplay or story consists of.

Team

Lead designer: Francisco Rojas
Number of members: 48
Teamwork competence: Good
Coding competence: Above Average
Gameplay competence: Great
Writing competence: Average
Designing competence: Good
Graphics competence: Good

The following can be set as you wish, but remember that a team competent in everything won't be a lowly-paid team. You can safely ignore this part if you wish to assume above average competence at everything. Teamwork, Coding and Design competence are particularly important to prevent your project from becoming the NSDuke Nukem Forever or the NSDaikatana. Graphics competence obviously gives better hype to your game. Number of members will determine how long it'll take to be developed, and how much of extra features beyond the genre basics can be added in a reasonable timeframe. It should be used as a reference, thus I won't set any rules for it. Writing competence is particularly important to form lasting fan-bases in genres like RPGs and Adventures. Even in FPSes it can make a difference though, allowing your game to outstand among the large amount of games released for such genre. Both Gameplay and Writing competence will determine the enjoyment factor of a game, to a degree dependent upon genre. Of course story won't make as much difference to the fun factor of a FPS as it would make for an Adventure, for example.

Design choices

Here comes the real fun of defining your game for this RP. I have decided to make some basic rules which will allow you to shape your game and describe properly it. You can ignore this if you wish, which will lead to the assumption your game has no trade-offs in focus between gameplay, writing and graphics, for example, being a jack of all trades, master of none.

Complexity level: High
Difficulty curve: Average, large gap from start to endgame.
Tutorial: Yes, highly intuitive.
Multiplayer: Yes
Single-player/Multiplayer focus: 50/50

Here a very important factor to determine your target-audience. Complexity can be exemplified as the difference between Civilization and Pac-man, and I don't believe I need to mention which of these had a greater mainstream appeal back when they were released. Complexity also determines whether the learning curve is steep or easy. The more factors a player must consider and think about, the more complex the game is. The difficulty curve is basically how gradually the difficulty scales through the game, and how far goes the difference of difficulty between the start and end of the game. An easy difficulty curve with small gap of difficulty from start to endgame is the stereotypical "dumbed down game" while a steep difficulty curve with a large gap in difficulty from start to endgame is the stereotypical "hardcore game". Games which are easier at the end are a design issue, as are roller coaster difficulty curves. You can have a game which is "easy to learn, but hard to master" or which is difficult to learn but which difficulty doesn't scale considerably during gameplay, or anything in-between. Regardless, a too steep difficulty curve isn't recommended unless the game is really focused at the hardcore audience. And even among them many prefer to have a tutorial than learning a complex game by trial and error, and thus the more complex the learning curve and steep the difficulty curve of a game, the more important a tutorial is. Also, you must determine whether or not have a multiplayer mode, and whether to focus on both equally or to sacrifice one(usually singleplayer) to focus on the other. If the game lacks a multiplayer mode, you can obviously ignore the focus field.

Design principle: Partly Procedural, Partly Nonlinear

Design principle is essentially how the game will flow. Procedural is a game with lots of randomly generated content. They tend to have a higher replayability, at the expense of usually lacking in unique or memorable "levels" and characters(ex: Diablo, Nethack). Linear is a game where everything is railroaded, and thus the player goes from X to Y, with perhaps a few side quests on the way, like most JRPGs and Adventure games, and obviously they suffer in replayability. Nonlinear is a game where the player can choose how to approach objectives or which objectives to take and which places to visit to a significant or nearly total extent, although still having a main plotline, like in Fallout. Their disadvantage is that they are the most time-intensive and costly to develop. Sandbox is a game focused on exploring and allowing the player to do whatever he wants rather than in a main plot, which usually places quantity over quality in game creation. It tends to suffer from becoming a more shallow experience due to the mentioned trade-off. It's possible to combine two of these principles by for example having a partly procedural and partly "handmade" game world.

Gameplay: 4
Design: 3
Writing: 1
Replayability: 5
Graphics: 2

And finally, here the development focus is set. I know these rules contradict a freeform RP, but if everybody made games perfect in everything, what fun could come from this event? You can either distribute focus to offset the weak points of your development team or emphasize their strengths. There are 15 points you can add to each aspect. 3 means average, 5 large and 1 very small focus. Replayability depends upon coding and design competence.

Voice acting: Yes
Overall voice acting quality: Average
Cutscenes: Yes
Overall cutscenes quality: Good
Gameplay/Cutscenes time ratio: 20:1

Now mostly aesthetic options which also help hyping a game. What is mostly relevant is the last field and the quality fields. If there are too long and too many cutscenes the game might begin to look like an interactive movie, although of course there is a type of target-audience who prefers to spend more time watching CGs than playing, but it still essentially transforms an interactive experience into a passive one. Logically the quality is directly related to production costs. With short-lasting cutscenes and little voice acting, you can probably end fine with average quality in both, or even poor in one of them. Also, a game with too many, long cutscenes and a poor, dull story isn't a good idea at all. And of course, it's much more costlier to have cutscenes for a non-linear game with multiple endings than it is for a linear one. You can also put in details whether only important characters will be voice or whether everything able to speak in the game has voice-acting. A simple yes assumes total voice-acting. As this is example is an "historical" game, it has more cutscenes than most of its genre.

DRM: No

DRMs will only punish those who buy legit copies and increased game development costs as they will eventually be cracked anyway. Unless this game is intended to be released exclusively in a totalitarian police State with heavily controlled Internet where crackers and pirated software sellers are tortured and brutally executed. But again, why would a DRM be needed in such sort of place?

Vendor Price: $ 34.00

The greediest you try to be with individual sales profits, the more piracy will harm your sales. I can't say which is the best choice here, for NS isn't entirely akin to RL.

----

Game Form


Basic Information

Title:
Nation:
Developer:
Publisher:
Platform(s):
Genre:
Release Date:

Team

Lead designer:
Number of members:
Teamwork competence:
Coding competence:
Gameplay competence:
Writing competence:
Designing competence:
Graphics competence:

Design choices

Complexity level:
Difficulty curve:
Tutorial:
Multiplayer:
Single-player/Multiplayer focus:
Design principle:

Gameplay:
Design:
Writing:
Replayability:
Graphics:

Voice acting:
Overall voice acting quality:
Cutscenes:
Overall cutscenes quality:
Gameplay/Cutscenes time ratio:

DRM:

Vendor Price



Console Form


Manufacturer:
Dimensions:
Generation:
CPU(list):
GPU(list):
Memory:
Storage(list):
Embedded Softwares:
Compatibility with other platforms:
Ports and peripheral capabilities(list):
Internet(list):
Bundled Game(Optional):
Audio(list):
Power consumption(Optional)
- ? watts when on
- ? watt in standby

Cost:
Chazakain
01-02-2009, 05:32
occ
sounds fun

IC

Basic Information

Title: The F&D Federation(The Game!)
Nation: Chazakain Kingdom
Developer: ChazaPro
Publisher: Games4u
Platform(s): PC,(possible) port to X-box 360 and other consoles
Genre: 4X(eXplore, eXpand, eXploit, and eXterminate (http://en.wikipedia.org/wiki/4X))
Release Date: 3/24/2010
Information: Set in 2050, F&D The Game! single player campaign mode follows the adventures and misadventures of the F&D as they discover FTL, colonizing planets and eventually meeting other races. Will you lead them to glory through science, religion, economics, or military or will you just out populate the galaxy or will your regate them to the dustbin of history? The choice is yours. Non campaign modes include playing on randomly generated maps as or against the F&D as the races you find/face in the campaign(are unlocked as you play the campaign though 4 races are aviable at the start). A small part of the game will allow multiple over the internet games of up to 6 players, if a player leaves than the AI will take over allowing players to continue on if they so wish.

Team

Lead designer: Athena
Number of members: 20
Teamwork competence: Decent
Coding competence: Good
Gameplay competence: Great
Writing competence: Decent
Designing competence: Good
Graphics competence: Decent

Design choices

Complexity level: Medium-High(Gets harder as you go along)
Difficulty curve: Average
Tutorial: Heck Yes, optional ones for most high level features, first "level/campaign map" is also a highly integrated tutorial
Multiplayer: Some
Single-player/Multiplayer focus: 80/20
Design principle: Make it fun but make it simple whenever possible, graphics are nice but make it fun stupid! (roughly equally Procedural and Nonlinear)

Gameplay: 4
Design: 2
Writing: 2
Replayability: 5
Graphics: 2

Voice acting: Yes
Overall voice acting quality: Good
Cutscenes: Yes
Overall cutscenes quality: Decent
Gameplay/Cutscenes time ratio: 30:1

DRM: NO!!!!!!!

Vendor Price $32.02
Volzgrad
01-02-2009, 06:09
Basic Information

Title: Rise of Empires
Nation: Grand Duchy of Volzgrad
Developer: IronFront Games
Publisher: VPCSoft
Platform(s): PC (ports to consoles are planned)
Genre: Real Time Strategy/Turn Based Strategy
Release Date: Currently in Development (ETA 3/22/2011)
Brief Description: Experience warfare and empire building on the largest scale yet scene with "Rise of Empires", the newest title from award winning developer IronFront Games. Take command of 1 of 14 nations and attempt to conquer the globe! Or create up to 10 more fully customizable nations yourself and put your own mark on global warfare and imperialism! With the most advanced Army and Nation Building in the history of gaming, players have almost unlimited choices and tactical options to choose from in "Rise of Empires." While the planning and empire managing takes place in a turn-based world map, the game fully transforms into a face-paced, highly tactical real-time strategy game as soon as the player engages in combat!

Speaking of combat, players can customize every last detail of their armed forces in-game! Uniforms, combat doctrines, weapons, technology, camouflage patterns...you name it and you can probably customize it to your liking! While not necessary, players can spent hours fine tuning every last detail possible for their army and nation. Set in an Industrial Revolution-era style world, players can command: infantry, tanks, aircraft, cavalry, artillery, and ships in massive battles set everywhere from scorching deserts to forests and of course, trenches.

The AI of "Rise of Empires" is another bench-mark with all units actively searching cover and reacting like real soldiers would in a combat situation. Organized into squads, all troops react as a single unit on the battlefield.

Gamers who are less warfare inclined may conquer the globe more subtly using diplomacy, trade, espionage, terrorism, coups, assassinations, and much more!

Team

Lead designer: Andrei Pytrovic
Number of members: 75
Teamwork competence: Good
Coding competence: Good
Gameplay competence: Excellent
Writing competence: Below Average
Designing competence: Good
Graphics competence: Very Good

Design choices

Complexity level: Very High
Difficulty curve: Various Difficulty Settings (Range from Brain-Dead Easy to almost Impossibly Hard)
Tutorial: Extensive, all aspects of the game are covered over 5 tutorial missions
Multiplayer: Yes
Single-player/Multiplayer focus: 80:20
Design principle: Highly Procedural. Players are essentially allowed to create entire new factions with the games highly complex Army Builder, Nation Builder, and Army Painter tools. Map editors and a Long and Short World Campaign modes mean plenty of replayability.

Gameplay: 4
Design: 3
Writing: 1
Replayability: 4
Graphics: 3

Voice acting: Yes
Overall voice acting quality: Good
Cutscenes: Yes
Overall cutscenes quality: Average
Gameplay/Cutscenes time ratio: 50:1

DRM: None. The lawful customers should not be punished for buying a game!

Vendor Price $59.99 USD
The Beatus
01-02-2009, 07:02
Basic Information

Title: Spine
Nation: The Beatus
Developer: JamesGames Ltd.
Publisher: JJ Studios
Platform(s): PC (Work in progress on Pocket PC version)
Genre: Adventure/Puzzle
Release Date: February 2, 2009
Game Info:

Spine, is the first release from the relatively new development company, JamesGames Ltd.. After 8 long years of development, the game is finally being unveiled. From the very beginning, the game plunges the player into a strange, and intriguing environment, that hides many secrets and puzzles for the player, to find, and solve, unlocking the mystery of the world, and how the player came to be there. Can the player solve the puzzles? Can they find out how, and why they have found themselves in this strange, vast land? One thing's for sure, they'll have a lot of fun finding out.

Team

Lead designer: Heinrich Roadway Von Stupin
Number of members: 10
Teamwork competence: Average
Coding competence: Good
Gameplay competence: Average
Writing competence: Excellent
Designing competence: Excellent
Graphics competence: Good

Design choices

Complexity level: Above average
Difficulty curve: No difficulty setting, starts easy, progresses to hard.
Tutorial: No
Multiplayer: No
Single-player/Multiplayer focus: 100/0
Design principle: Partly Non-linear / Partly Linear (Multiple options, that all lead to the same solution)

Gameplay: 4
Design: 3
Writing: 4
Replayability: 1
Graphics: 3

Voice acting: Total
Overall voice acting quality: High
Cutscenes: Yes
Overall cutscenes quality: Average
Gameplay/Cutscenes time ratio: Cut scenes used for movement and action, along with major in game events.

DRM: N/A

Vendor Price: $29.99 USD
The Beatus
01-02-2009, 08:04
Console Form

Name: Nostalgia-Master 1000XL!

Manufacturer: Jamessoft
Dimensions: LxWxH 14" x 23" x 5"
Generation: 9th
CPU(list): 2 JKS, 500 MHz Langston IVs
GPU(list): JKS, 64 bit, 600 MHz Sightfun 100X
Media: ROM cartridge
Memory: 256 MBs ram
Storage(list): 40, 60, 240 GB hard drives
Embedded Software: N/A
Compatibility with other platforms: N/A
Ports and peripheral capabilities(list): 8 controllers, support for up to 4 Nostalgia guns (wireless Light guns), wireless steering wheels sets, including steering wheel, gas & brake pedals, clutch, shifter nob, and radio assembly, memory cards etc.
Internet(list): N/A
Bundled Game(Optional): 1970s Police Chase, Buffalo Hunter
Audio(list): 5.1-channel Dolby Digital surround sound, 256 audio channels and 320 independent decompression channels using 32-bit processing for audio, with support for 48 kHz 16-bit sound
Power consumption(Optional) (Note: Power supply operates on 220-240 volts, requiring in nations, where the line power is 120 volts, duel electrical plugs)
- ? watts when on: 400
- ? watt in standby: 150

Cost: $149.99 USD
Third Spanish States
01-02-2009, 21:58
For a fancier bump, an screenshot of a bishop NPC in Fall Spanien, when you play as the game in the fascist side in a church pre-battle area.

http://i335.photobucket.com/albums/m462/HatmanOblivion/resized_ScreenShot607.jpg

PS: Bloom can be disabled
PS2: There is no level scaling
PS3: There is no mission compass
United Gordonopia
01-02-2009, 22:00
The Cronos Elite


Manufacturer: Gordonopian Enterprises
Dimensions: 14.2" (w) X 4.2" (H) X 10.2" (L)
Generation: 7
CPU(list): C-2 Cell Microprocessor
GPU(list): G-1000 (Basically a reverse engineered Intel GMA X4500)
Memory: 528 MB
Storage: 40, 80, 160 GB Storage
Embedded Software: N/A
Compatibility with other platforms: Fully Backwards compatible with the Cronos
Ports and peripheral capabilities(list): 4 front ports for 3rd party wired controllers, 4 receivers for wireless controllers
Internet(list): G-Connect Online Gaming
Bundled Game(Optional): Age of Legends III
Audio(list): 5.1 Dolby Digital surround sound

Cost: $350
United Gordonopia
01-02-2009, 22:08
Basic Information

Title: Age of Legends III
Nation: United Gordonopia
Developer: Gordonopian Enterprises
Publisher: Gordonopian Enterprises
Platform(s): Cronos Elite
Genre: Action Adventure
Release Date: February 15, 2009
Summary: Set in 268 C.E. this game focuses on combining the history and the legend of Gordonopia's origin. Unlike most of these types of games, AOLIII depicts Gordonopia as the oppressive empire, while you, as the last warrior of a conquered tribe, fight to stop them. The game is packaged with the Cronos Elite in hopes that the very high reviews for it will help rocket the Cronos into the lead.

Team

Lead designer: Howard Smith
Number of members: 47
Teamwork competence: Above Average
Coding competence: Good
Gameplay competence: Very Good
Writing competence: Above Average
Designing competence: Good
Graphics competence: Average

Design choices

Complexity level: High
Difficulty curve: High
Tutorial: Yes
Multiplayer: Yes
Single-player/Multiplayer focus: 70/30
Design principle: 60% non-linear, 40% linear

Gameplay: 4
Design: 3
Writing: 2
Replayability: 4
Graphics: 2

Voice acting: Yes
Overall voice acting quality: Above Average
Cutscenes: Yes
Overall cutscenes quality: Very Good
Gameplay/Cutscenes time ratio: 19:1

DRM: NO

Vendor Price: $59.99 USD
Fictions
01-02-2009, 22:14
heh, I think i'll give this a try (I'll edit this post when I'm done)
United Gordonopia
01-02-2009, 22:33
ooc: so, can we do like marketing and that sort of stuff for our systems and games here?
Third Spanish States
01-02-2009, 22:39
This is an OOC thread. I'll make an IC thread for hype and businesses with more bloom once enough people join.
The Beatus
01-02-2009, 22:40
Basic Information

Title: 1970s Police Chase
Nation: The Beatus
Developer: Jamesware
Publisher: Jamessoft
Platform(s): Nostalgia-Master 1000XL
Genre: Action
Release Date: February 3rd, 2009
Game Info:

1970s Police Chase, is just what it says it is. Basically, you have the option of being either a cop, or a criminal, and either chasing the criminal, or attempting to outrun the cops, respectively. 1970s Police chase, puts you behind the wheel of legendary 1970s cars, such as the Ford Mustang, the Dodge Charger, the 'Cuda, the Corvette, and many more. You have the choice of environments also, from a crowded city, to sleepy suburbs, to interstate highways, each offering different challenges, and surprises, in this simple, yet addictive game.

Team

Lead designer: Ravel Victor-Rits
Number of members:20
Teamwork competence: Average
Coding competence: Good
Gameplay competence: Good
Writing competence: Low
Designing competence: Average
Graphics competence: Good

Design choices

Complexity level: Simple to difficult
Difficulty curve: two difficulty settings, realistic, and arcade
Tutorial: no
Multiplayer: yes, up to 8 players
Single-player/Multiplayer focus: 50/50
Design principle: sandbox

Gameplay: 4
Design: 3
Writing: 0
Replayability: 4
Graphics: 4

Voice acting: yes
Overall voice acting quality: average
Cutscenes: no
Overall cutscenes quality: n/a
Gameplay/Cutscenes time ratio: n/a

DRM: No, it's a ROM cartage, good luck pirating that!

Vendor Price: N/A (Part of the Basic Nostalgia-Master 1000XL Bundle)

Basic Information

Title: Buffalo Hunter
Nation: the Beatus
Developer: Jamesware
Publisher: Jamessoft
Platform(s): Nostalgia-Master 1000XL
Genre: Arcade/Action
Release Date: February 3rd, 2009
Game Info:

Buffalo Hunter, puts the player in the seat of a real life hunter, hunting the elusive buffalo. Take your pick of 10 real-life weapons, ranging from a modern bow, or crossbow, to an M4 carbine. You can also select from up to 5 beautifully rendered maps. Select your position, and wait for the elusive buffalo to meander into your field of fire, then take them out with no mercy.

Team

Lead designer: Kevin Corrie
Number of members: 42
Teamwork competence: High
Coding competence: average
Gameplay competence: average
Writing competence: low
Designing competence: high
Graphics competence: high

Design choices

Complexity level: low to high
Difficulty curve: two difficulty settings, realistic and arcade
Tutorial: no
Multiplayer: up to 4 players
Single-player/Multiplayer focus: 50/50
Design principle: sandbox

Gameplay: 3
Design: 4
Writing: 0
Replayability: 3
Graphics: 5

Voice acting: no
Overall voice acting quality: n/a
Cutscenes: yes
Overall cutscenes quality: high
Gameplay/Cutscenes time ratio: One cut scene shown when a lethal hit is achieved on a buffalo, depicting the skinning, gutting, cooking, and eating of the dead buffalo, promotes recycling, by depicting uses for every part of the animal.

DRM: No

Vendor Price: N/A (Part of the Basic Nostalgia-Master 1000XL Bundle)
United Gordonopia
01-02-2009, 22:52
OOC: This is the other high profile launch title for the Cronos Elite

Basic Information

Title: Rager
Nation: United Gordonopia
Developer: Unisoft
Publisher: Gordonopian Enterprises
Platform(s): Cronos Elite
Genre: First Person Shooter
Release Date: February 15, 2009
Summary: Based on the ancient legend of the Gordonopian "Rager", warriors who had the ability to have the fight appear to them at slow motion, with them at normal speed, allowing them to kill dozens without even being wounded. This game set in 2165 puts you as a "Rage Commando", and elite warrior with rager abilities, in the fictional Gordonopian Star Empire. Fighting with the most high tech armor and weapons against the Kjeldoran Union, and equally powerful empire that was thought to have gone extinct nearly 300 years earlier.
The game also comes with an excellent multiplayer mode, with G-Connect Capabilities. You can be either a Gordonopian star trooper or Rage commando, a Kjeldoran Marine or Berserker, or a Rebel Foot Soldier or Elite. Maps range from office buildings, to small villages, to cities, and even entire counties that require vehicles to move around in. With the capability to have up to 120 other players (40 per team) on the largest maps, every battle will seem real.

Team

Lead designer: Roger Shelton
Number of members: 56
Teamwork competence: Good
Coding competence: Above Average
Gameplay competence: Good
Writing competence: Above Average
Designing competence: Very Good
Graphics competence: Good

Design choices

Complexity level: Very High
Difficulty curve: High
Tutorial: Yes
Multiplayer: Yes
Single-player/Multiplayer focus: 50/50
Design principle: 30% non-linear, 70% Linear

Gameplay: 3
Design: 4
Writing: 2
Replayability: 4
Graphics: 2

Voice acting: Yes
Overall voice acting quality: Good
Cutscenes: Yes
Overall cutscenes quality: Very Good
Gameplay/Cutscenes time ratio: 25:1

DRM: NO

Vendor Price: $59.99 USD
Fictions
01-02-2009, 23:13
Basic Information

Title: Vanishing Point
Nation: Fictions
Developer: Septennex Productions
Publisher: G-Tek
Platform(s): PC
Genre: Adventure/Puzzle
Release Date: 16/5/09
Brief Description:
An adventure/puzzle solving game set fifty years in the future in the abandoned city “Jezei” The plot follows the character known only as Zita as she attempts to find out the story behind Jezei and put it right. The plot is complex with many puzzles and twists involving the present and sometimes going back into the past. In this game nothing happens for no reason.
The graphics of the game are dark and sinister, the music adding to the ambience.

Team

Lead designer: Terrance Hampton
Number of members: 30
Teamwork competence: Good
Coding competence: Above Average
Gameplay competence: Good
Writing competence: Great
Designing competence: Good
Graphics competence: Great

Design choices

Complexity level: High
Difficulty curve: Average
Tutorial: Yes
Multiplayer: No
Single-player/Multiplayer focus: N/A
Design principle: Linear

Gameplay: 3
Design: 2
Writing: 4
Replayability: 2
Graphics: 4

Voice acting: Yes, Only in cut-scenes though
Overall voice acting quality: Above Average
Cutscenes: Yes
Overall cutscenes quality: Good
Gameplay/Cutscenes time ratio: 25:1

DRM: no

Vendor Price: $30.00 (USD)
United Gordonopia
01-02-2009, 23:15
ooc: umm, i think he said that you can only use a total of 15 in the part about gameplay, design writing, replayability, and graphics. It's to keep everyone from making theres really high
Fictions
01-02-2009, 23:19
didn't notice, i'll edit
Defense Corporations
01-02-2009, 23:48
Basic Information

Title: Flight!
Nation: Philippines/CoDC
Developer: Zhou Rotorcraft
Publisher: Boris Rotorcraft
Platform(s): PC
Genre: Non-combat Simulator
Release Date: September 2009
Brief Description: Flight! is about the joys of flying, and allows you to fly everything from the earliest planes and balloons up to and including modern fighters, jetliners and even spaceplanes! The brainchild of Mr. Zhou, Flight! is meant to show off the joys and wonders of flying. Learn impressive maneuvers, steer giant planes, or just enjoy the simple pleasures of leaving the ground. Check out our website, Flight!.fly, for new planes to fly and new places to fly over.

Team

Lead designer: Zhou
Number of members: 10
Teamwork competence: Great - this was a side project, done by people committed to the idea
Coding competence: Average
Gameplay competence: Average
Writing competence: Poor - to be fair, there's not much writing for a flight simulator.
Designing competence: Good
Graphics competence: Good

Design choices

Complexity level: Moderate
Difficulty curve: Average (starts with tutorials on how to fly)
Tutorial: Yes - you learn how to fly on an An-2 - the first plane Zhou ever flew - and can choose to either stick with it, learning maneuvers of increasing complexity (culminating in learning to do a Pugachev's Turn in an F-22), or just skip out at any point.
Multiplayer: No
Single-player/Multiplayer focus: Single-player
Design principle: Sandbox. Very, very sandbox. After the tutorial, you're presented with a very long list of planes, and no goals. Just pick a plane, and fly it!

Gameplay: 3
Design: 4
Writing: 1
Replayability: 3
Graphics: 4

Voice acting: Yes - for the tutorial, and for the air traffic controller (if you activated ATC mode, in which the ATC will warn you if, for instance, you've gone into a stall).
Overall voice acting quality: average
Cutscenes: No
Overall cutscenes quality: N/A
Gameplay/Cutscenes time ratio: N/A

DRM: No

Vendor Price: $45.00 US

notes - basically, this is the brainchild of a bored man. Zhou is in charge of astronautical research at Boris Rotorcraft, a division that's given little money. He came up with this idea as a promotional tool, and got a few of his friends together to make a fun little toy; the company saw the possible value, and let him run with it.
United Gordonopia
03-02-2009, 03:53
ooc: I finally replaced it
This is the final major launch title for the Cronos Elite

Title: P.H.A.L.A.N.X.
Nation: United Gordonopia
Developer: Toxic Gaming
Publisher: Gordonopian Enterprises
Platform(s): Cronos Elite
Genre: First Person Shooter
Release Date: February 15, 2009
Summary: You begin as a new soldier in United Gordonopia's special forces, P.H.A.L.A.N.X. You start as a MACEDON doing normal special forces work. As you progress AND recieve a large number of kills using all of the different weapons, you are promoted to an ATHENIAN and can advance in the game past the halfway point. Finally, at around 3/4 complete, you become a SPARTAN (ooc: not trying to rip off halo).

Team

Lead designer: Gordon Schloming
Number of members: 54
Teamwork competence: Good
Coding competence: Very Good
Gameplay competence: Above Average
Writing competence: Very Good
Designing competence: Average
Graphics competence: Average

Design choices

Complexity level: Very High
Difficulty curve: Very High
Tutorial: yes
Multiplayer: yes
Single-player/Multiplayer focus: 60/40
Design principle: Linear, with small non-linear elements

Gameplay: 3
Design: 2
Writing: 5
Replayability: 3
Graphics: 2

Voice acting: Yes
Overall voice acting quality: Very Good
Cutscenes: Yes
Overall cutscenes quality: Good
Gameplay/Cutscenes time ratio: 25:1

DRM: NO!

Vendor Price: $59.99 USD
United Gordonopia
03-02-2009, 04:08
ooc: btw, how many people are you trying to get before you start an IC thread.
United Gordonopia
04-02-2009, 00:44
-bump-
Animarnia
04-02-2009, 01:49
Basic Information

Title: Nation Simulator Pro
Nation: Animarnia
Developer: Mad Scientist
Publisher: Cyrix
Platform(s): PC, MAC. MOBILE (PORT PLUGIN)
Genre: Nation Building Simulator / MMO
Release Date: September 2025 (Animarnian Calander)
Brief Description: Ever thought to yourself (Hey I can run a nation better than my government), well nows your chance to try with this Massive MultiPlayer Online game where you call the shorts; upon creating your account you can name your nation; set its basic stats (type of government eg - Democracy, Communist, Thocracy etc); and its leaders; you are then given a plot of land on the 'regional map' your nation is small and puny at first but though your guidance you can make it grow and prosper by exploring land; expanding setelments, exploiting your randomly assigned resources to trade with your friends; or exterminate your enemies by launching invasions of foriegn lands; balance the budget between the competing demands of education, wellfare, healthcare, Intelegence and defence and watch as your decisions have concequences for your citizens, Want your nation to be a Tree hugging Welfare Paradise or a Corperate Police State? the choice is up to you; play with thouands of others all on the same server. all trying to carve out a piece of the world for themselves. We also realise however that some users will want to play in a much more controled enviroment and so we at Mad Scientist will be releasing Client and Server packages, which allow the user to be an OPADM and run there own server with up to 100 players at a time which can be run without a subscription.

Team

Lead designer: Leroy Jenkins
Number of members: 100 Developers, 25 SYSADMS, 75 GMADM
Teamwork competence: Great
Coding competence: Average
Gameplay competence: Average
Writing competence: Below Average
Designing competence: Great
Graphics competence: Average

Design choices

Complexity level: High
Difficulty curve: High (starts with tutorials)
Tutorial: Yes - your helped by an 'advisor' who call your attention to things that need doing urgently however the decisions are yours to make or you could just ignore them entirely, your also imune from war as you get into the game however after that its fair game.
Multiplayer: Yes
Single-player/Multiplayer focus: Multi-player
Design principle: Sandbox

Gameplay: 4
Design: 3
Writing: 1
Replayability: 4
Graphics: 3

Voice acting: Yes for Advisors (who you can 'hire' and 'fire'
Overall voice acting quality: average
Cutscenes: No
Overall cutscenes quality: N/A
Gameplay/Cutscenes time ratio: N/A

DRM: No, We hate DRM as it equates to renting a game at full price.

Vendor Price: $35.00 US Out of box (Including 60 Days Server Time) + $5 Monthly for Server Subscription
Heirosoloa
04-02-2009, 02:00
[OoC; Sounds like fun :D
I'll join.]

[--The Game--]

Title; Sea of Sparks
Nation; Heirosoloa
Developer; .FantasySun Studio
Publisher; Rising Sun Games
Platform(s); PC, .Sparx
Genre; RTS [Real Time Strategy Game]
Release Date; November 3rd, 2011

[--The Team--]

Lead designer; Benjamin T. Chalos
Number of members; 23
Teamwork competence; Average
Coding competence; Average
Gameplay competence; Average
Writing competence; High
Designing competence; Average
Graphics competence; High

[--The Design--]

Complexity level; Average-High
Difficulty curve; Two settings. Low gap on lower setting, large gap on higher settings.
Special Edition has large gap.
Tutorial; First level has tutorial, beginning levels have tips. Harder to learn.
Multiplayer; Yes [Online]
Single-player/Multiplayer focus; 65/35
Design principle; Linear Campaign w/ Sandbox mode
Special Edition has extra procedural campaign

Gameplay; 4
Design; 3
Writing; 5
Replayability; 2
Graphics; 4

Voice acting; Yes
Overall voice acting quality; Average
Cutscenes; Yes
Overall cutscenes quality; Poor
Gameplay/Cutscenes time ratio; 27:1

DRM; No
Vendor Price; £68.00
Cotenshire
04-02-2009, 04:54
His Majesty, King William V Salisbury, had never before taken an interest in video games, and indeed had never even heard of them before (“Is a video game anything like those game shows you showed me once on video cassette?”). However, in keeping with his desire for international prestige, the King ordered the creation of the “Royal Video Game Developers Faire Video Game Development Ministry.” Finding people in the Dominion who even knew what a video game was, let alone how to make one, was extremely difficult, but a group of cosmopolitan Lotharn computer specialists was finally found. What follows are profiles of the two games they made.

Title: Courage and Glory under service of the Most Magnificent Edward I
Nation: The Salisburgic Dominion
Developer: The Royal Video Game Developers Faire Video Game Development Ministry
Publisher: The Royal Video Game Developers Faire Video Game Development Ministry
Platform(s): Arcade
Genre: Platformer
Release Date: Game already completed, not going to be released to the public
Description: The player takes control of a knight serving under Edward I during Edward’s campaign against the Ajaels in the 14th century. The player navigates through several levels depicting Ajael castles, towns, and other settlements. The object of each level is to kill as many Ajaels as possible within the given amount of time. Each person that is killed has a point value associated with him/her (for example, enemy warriors are worth 20 points, non-warrior men are worth 10 points, women 4 points, children 2 points, and rarely the player will come across a pregnant woman worth 6). The point total required to advance past the level varies, and generally gets higher the further the player advances in the game. The game is nonlinear in that the player can choose which levels to do next after completing certain levels, and levels may be replayed in order to get all of the items/powerups.

Team

Lead designer: Sir Kristof Bouldwel
Number of members: 12
Teamwork competence: Good
Coding competence: Best that could be found
Gameplay competence: Best that could be found
Writing competence: Best that could be found
Designing competence: Best that could be found
Graphics competence: Best that could be found

Design choices

Complexity level: Low
Difficulty curve: High
Tutorial: No
Multiplayer: No
Single-player/Multiplayer focus: N/A
Design principle: Procedural, Partly Nonlinear

Gameplay: 5
Design: 5
Writing: 0 (No dialogue or written content at all)
Replayability: 5
Graphics: 0 (Think NES)

Voice acting: None
Overall voice acting quality: None
Cutscenes: None
Overall cutscenes quality: None
Gameplay/Cutscenes time ratio: No cutscenes

DRM: None, but anyone found selling or possessing a copy of the game without the RVGDFVGDM’s consent will be put to death

Vendor Price: Not being sold, given as a gift as deemed appropriate by His Majesty



Title: Divine Ambition: The Triumph of Christianity under Henry I
Nation: The Salisburgic Dominion
Developer: The Royal Video Game Developers Faire Video Game Development Ministry
Publisher: The Royal Video Game Developers Faire Video Game Development Ministry
Platform(s): The game is played with a large touch-screen that can be laid out over a table like a boardgame.
Genre: Grand Strategy
Release Date: Game already completed, not going to be released to the public
Description: The player takes control of one of the Christian states that existed at the accession of Duke Henry I in the year 1161 and guides it through the tumultuous times of pagan tribal overlordship in the Ajaelland Sound region. The gameplay is even more complex than comparable games such as Hearts of Iron II or the EU series. The ultimate goal is to have the highest prestige when the game ends in the year 1358. The main ways to go about getting higher prestige is through military conquest (conquering pagan tribes gives higher prestige than conquering Christians), conversion of non-Christians to Christianity, and becoming wealthy through acquiring gold, silver, and other sources of wealth. There are also many resources involved in the game. Examples of these are wood, which can be used to build structures, boats, and siege engines, and stone, which can be used to build palaces and higher level fortifications. Managing the economy is also a crucial aspect of the game. Do you convert the Jews for higher prestige or do you leave them be, which will cause high levels of social unrest but will also grant your state a lucrative trade bonus?

Team

Lead designer: Sir Willem Frun
Number of members: 18
Teamwork competence: Good
Coding competence: Best that could be found
Gameplay competence: Best that could be found
Writing competence: Best that could be found
Designing competence: Best that could be found
Graphics competence: Best that could be found

Design choices

Complexity level: Very High
Difficulty curve: High
Tutorial: No
Multiplayer: Up to 4 players may play using the same console, no internet or network play supported
Single-player/Multiplayer focus: Basic gameplay is not changed with the number of players
Design principle: Nonprocedural Nonlinear

Gameplay: 5
Design: 5
Writing: None
Replayability: 2
Graphics: 3

Voice acting: None
Overall voice acting quality: None
Cutscenes: None
Overall cutscenes quality: None
Gameplay/Cutscenes time ratio: No Cutscenes

DRM: None, but anyone found selling or possessing a copy of the game without the RVGDFVGDM’s consent will be put to death

Vendor Price: Not being sold, given as a gift as deemed appropriate by His Majesty
United Gordonopia
04-02-2009, 05:41
ooc: i finally completed the cronos stuff, so now i'm just waiting for the ic thread.
United Gordonopia
05-02-2009, 00:53
ooc: i guess ill bump so this doesn't die.
Third Spanish States
05-02-2009, 01:26
The IC thread will be on this Saturday. Otherwise I wouldn't have enough time to keep up or write a decent intro about such event.

As for hyping. Not exactly. There is something which is called Independent Entertainment Media Center, which is the mag for "movie and music enthusiasts and hardcore gamers" where "nobody accepts monies for making 10/10 Awesum! Reviews."

You better give some free tickets to professional game journalists instead to join the event. :hines:
kenavt
05-02-2009, 01:28
I'm planning to unveil a console with FPS, but I don't have much time and don't want it to seem so based on the PS3 - not that it is, of course! However, please keep a spot open for me as I work on it.
kenavt
05-02-2009, 03:37
It has been unvealed! However, the idea is that this is the BEST CONSOLE EVER for hardcore gamers, loosely based off of the Sony PlayStation 3. Accompanying FPS a la Halo and Call of Duty coming.

Manufacturer: Coventry Inc.
Name: The Gameslayer
Dimensions: nine inches wide by six inches tall by four inches deep
Generation: Seventh/trending onto eighth
CPU(list): Cell microprocessor
-Sixteen Synergistic Processing Elements
-Estimated 4.5 gigahertz speed
GPU(list): Correa XP 4 (equivalent to the NVIDIA Geforce GTX 295)
Memory: One gigabyte of XDR2 DRAM
Storage(list): One hundred and sixty gigabytes of hard drive space
Embedded Softwares: Gameslayer operating system
Compatibility with other platforms: None
Ports and peripheral capabilities(list):
-one (1) Blue-Ray drive (compatible with Blue-ray discs, DVDs, and CDs.
-two (2) USB ports
-four (4) ports for controllers
-two (2) Secure Digital High Capacity (SDHC) flash memory card slots
-two (2) high-definition multimedia interface (HDMI) ports
-one (1) 10GBASE-SR through T capable port
-one (1) Bluetooth
Internet(list):
-802.11-2007 wireless network(ability for sixteen consoles to connect at one time. Estimated range: 157 feet four and a half inches)
-10GBASE-SR through T wire capability
-The Gameslayer Network, commonly refered to by gamers as the 'gamenet', allows all compatible games to be played through the Internet on servers created by Coventry Inc. and by third-parties, as well as instant-messaging
Audio(list):
Compatible with: 7.1 channel surround sound, 5.1 channel surround sound, Dolby Digital Pro Logic IIX, Dolby TrueHD, and planned compatibility with DolbyPulse.
Power consumption(Optional)
- ? watts when on Estimated 323 watts
- ? watt in standby Estimated 147 watts

Cost: $560

Description: The Gameslayer is Coventry's most recent release for the video gaming market. It is designed to appeal largely to hard-core gamers, and has specifications to fit those needs like the ability to host your own servers, have up to 16 people in a LAN party via wireless internet, and the power to run the most advanced graphics. The Gameslayer intends to be the most advanced gaming console on the market available, with the price tag being the only possible flaw. With agressive styling and dream characteristics, the Gameslayer is sure not to lose for your friend who enjoys the finest of video games.
kenavt
05-02-2009, 04:00
The long awaited first person shooter to feature on the Coventry Gameslayer!!! (not really)

Title: Abadjian and Caffarelli: Chronicles of Another Age
Nation: Kenavt
Developer: Fredrick Askyton Studios
Publisher: Coventry Inc.
Platform(s): Gameslayer, limited PC version
Genre: Tactical FPS
Release Date: 02/06/09 (Hey! The day before the video game fair! What a coincidence!)
If the game is still under development, just add "under development" and a planned release date if it has one.
Brief Description: Choose between the nations of Abadjian and Caffarelli through their fictional history in three historic wars dated 1796, 1942, and 2011 with realistic weapons of those ages and the choice to choose between whatever country you want. With over one hundred and fifty action-packed missions and full 16v16 online play with weapons from all of the ages, plus graphics that are only possible with the Gameslayer's advanced CPU and GPU, you won't be bored. Join the struggle today!

Team

Lead designer: Jamie Ceronio
Number of members: 137
Teamwork competence: Moderate
Coding competence: Above Average
Gameplay competence: Ludicrous
Writing competence: Above Average
Designing competence: Good
Graphics competence: Ludicrous

Design choices

Complexity level: Medium-High
Difficulty curve: Average, but to become great it takes very long
Tutorial: Yes, but lacking
Multiplayer: Yes
Single-player/Multiplayer focus: 45/55

Design principle: Largely procedural

Gameplay: 4
Design: 2
Writing: 2
Replayability: 3
Graphics: 4

Voice acting: Yes
Overall voice acting quality: Moderate
Cutscenes: Yes (all computer animated, no live action at all)
Overall cutscenes quality: Good
Gameplay/Cutscenes time ratio: 30:1

DRM: Limited - Buyers of the game are not allowed (and cannot) copy the contents of the game or the CD, but may download it as many times as they want onto as many computers as they want. If/when it leaks onto the Internet, it will be pursued by Coventry.

Vendor Price: $ 93.99 Universal Standard Dollars

I really look forward to this fair, States, and it should be awesome, fun and interesting. To say the least.
United Gordonopia
05-02-2009, 05:31
ooc: wow, thats an expensive game

Anyway, I'm deffinately coming to the fair.

IC: Gordonopian Enterprises has supplied tickets to the top 5 game journalists from different companies to come to the fair. Although they haven't been paid to give great reviews, a couple of them just may be GE Fanboys.
kenavt
05-02-2009, 23:14
ooc: wow, thats an expensive game

Anyway, I'm deffinately coming to the fair.

IC: Gordonopian Enterprises has supplied tickets to the top 5 game journalists from different companies to come to the fair. Although they haven't been paid to give great reviews, a couple of them just may be GE Fanboys.

OOC: Yes, but it's merely Call of Duty, Halo, Counter-Strike, and any other FPSes you want in one plus ridiculous graphics. The single-player mode could use a little work, but most games are like that - plus in this game, single-player really isn't the focus. You get what you pay for.

IC:

The Poiuytrewq Enterprise-Courrant is planning to send three reporters to the Videogames Developers Faire to largely review the Gameslayer, which comes out the day before, as well as the brand new FPS released for the system that's supposed to be the best ever: Abadjian and Caffarelli: Chronicles of Another Age.
Marionetonia
07-02-2009, 21:42
Basic Information

Title: Power Dump
Nation: The Dominion of Dastardly Stench
Developer: Squeeeeeeze Studios
Publisher: That's Not, Inc.
Platform(s): Gameslayer, PC
Genre: 3rd Person Action Game
Release Date: 15/03/1998

Team

Lead designer: John Q. Expella
Number of members: 5
Teamwork competence: Good
Coding competence: Good
Gameplay competence: Medium
Writing competence: Good
Designing competence: Medium
Graphics competence: Excellent

Design choices

Complexity level: Low
Difficulty curve: Easy
[b]Tutorial: Not Required
Multiplayer: Serial or Simultaneous Options.
Single-player/Multiplayer focus: Primarily Intended for Single-player
Design principle: Shoot-em-up

Gameplay:

Design: You are Peter Pidgeon. One day, you were minding your own business on top of a statue when a group of humans showed up and started killing and terrorizing your family. You watched in fascination and horror as your parents were force-fed alka seltzer and exploded. Then, they took your one love, Petunia Pidgeon, and absconded.

The time for words is over. Now, you're going to fight back with the only weapon that you have. It is time to give the world a [b]Power Dump.

Writing: Mediocre
Replayability: Depends on how sadistic you are
Graphics: Excellent

Voice acting: None
Overall voice acting quality: Not Applicable
Cutscenes: None
Overall cutscenes quality: Not Applicable
Gameplay/Cutscenes time ratio: Not applicable

DRM:

Vendor Price: *34,99*

-------------------

OOC: Note: the Splat Sign (*) indicates the currency of the Dominion of Dastardly Stench, the fart.

Another Note: Dastardly Stench and Marionetonia are monikers for the same person.
United Gordonopia
07-02-2009, 22:31
ooc: so, it's saturday. Are you gonna make the IC thread yet?
kenavt
08-02-2009, 00:42
Agreed. States?
United Gordonopia
08-02-2009, 00:50
ooc: he doesn't really need to agree, you can just send them. Give them tickets.
kenavt
08-02-2009, 00:55
Platform(s): Gameslayer, PC
-snip-

Sweet, didn't see that. Dastardly Stench, you can have a free booth at my planned Gameslayer exhibit, if you want.

ooc: he doesn't really need to agree, you can just send them. Give them tickets.

I was merely agreeing with what you said when you said he should start the IC thread. And this is an OOC thread so no need for OOC!
Third Spanish States
08-02-2009, 01:23
Tomorrow or "Thursday"... or maybe still today, regardless I haven't give up on this idea, and I'm sending another entry for now.



Basic Information

Title: Eagles of Tomorrow: Iberia Challenged
Nation: Third Spanish States
Developer: MilNet, FSoft Games
Publisher: FSoft HX Games (Note: won't be distributed in mass markets)
Platform(s): PC, with no console ports planned
Genre: Massively Multiplayer Combat Flight Simulator / Hard Science Engine for Space Sims
Release Date: 07/15/2038
Brief Description: Enjoy an extremely realistic experience in the air battles of today, built from real military-grade flight and space flight simulators and improved to offer deep, challenging gameplay that'll keep you on your toes. Seek air supremacy or perform bombing and close air support operations for either side in the virtual remake of a war that is still happening between Third Spanish States and the People's Republic of Spain, with the entire Iberian Peninsula and Confederacy territory realistically mapped from satellite and topographic images. Choose between 50 aircrafts, from the venerable Su-27 to cutting-edge military spaceplanes, and mod your own virtual aircrafts, spaceplanes, spaceships, campaigns, missions and territories in an extensive physics engine capable of portraying realistically epic air, orbital and space battles.



Team

Lead designer: Paul Llanos
Number of members: 70
Teamwork competence: Good
Coding competence: Great
Gameplay competence: Great
Writing competence: Average
Designing competence: Average
Graphics competence: Great

Design choices

Complexity level: Very High
Difficulty curve: Third Spanish States campaign is steep with large difficulty progression. Soviet Spain campaign is very steep, starts hard and ends with a near-impossible difficulty level in the latest missions".
Tutorial: Yes. Teaches both controls and live examples of common mistakes like "missile spams" which failure is realistically simulated in-game.
Multiplayer: Yes, supporting up to 200 players for epic air battles in arguably the first MMO Simulator.
Single-player/Multiplayer focus: 40/60
Design principle: Partly nonlinear, partly sandbox.


Gameplay: 5
Design: 2
Writing: 3
Replayability: 4
Graphics: 1

Voice acting: Yes
Overall voice acting quality: Average
Cutscenes: Yes
Overall cutscenes quality: High
Gameplay/Cutscenes time ratio: 100:1

DRM: Third party distributions won't come with flyable model aircraft(at the customer choice) of your favorite airplane, printed Go-code, Morse and Tactical charts, or with four free tickets to visit the Museum of the Spanish Civil War and Second World War Air Battles in Tucker*

*The MilNet is seeking deals with many nations local museums of aircrafts to provide promotional tickets as close to your home as possible.

Vendor Price: $ 180, a loss considering it comes with a high quality, flyable model airplane bundled. No monthly fee as game servers will be player based and with p2p-based bandwidth distribution.
Fictions
08-02-2009, 01:42
Oh good its still happening, i was bored and made a cover for my game and don't want tit to go to waste xD
kenavt
08-02-2009, 03:11
Tomorrow or "Thursday"... or maybe still today, regardless I haven't give up on this idea, and I'm sending another entry for now.
-snip-

"Thursday"? Oh well, as long as we do it. The flying game looks cool, maybe a Gameslayer port can be negotiated at the Faire. And I'm thinking about creating a separate yet similar thread about the effect the Gameslayer will have on my nation's economy - basically, Coventry stock will go up but my general economic output will go ka-poot. Kind of like here in America how during March Madness (a month-long national college basketball tourney) the economy loses something like a billion dollars as people just don't show up for work.
Defense Corporations
08-02-2009, 03:40
Which flying game - TSS's or mine? His is probably cooler, to be honest - after all, in his, you get to fight as well as fly, and get all kinds of cool peripherals. Regardless, I'm sure a port would be negotiable for Flight!
Allanea
08-02-2009, 03:44
Will KKNDK (http://forums.jolt.co.uk/showpost.php?p=12560560&postcount=4) be acceptable?
United Gordonopia
08-02-2009, 04:22
the idea for a game cover might me good, i think i'll try it.
The Beatus
08-02-2009, 05:33
Which flying game - TSS's or mine? His is probably cooler, to be honest - after all, in his, you get to fight as well as fly, and get all kinds of cool peripherals. Regardless, I'm sure a port would be negotiable for Flight!

Well, Jamessoft would be more than welcome to negotiate a port for the Nostalgia Master 1000XL! They would most likely site the following properties, as reasons why you should chose them. A, piracy would be almost non-existent, as while it is relatively simple to burn a disk, it is far harder to make a ROM cartage, and also cost more. B, no pesky "loading" screens, as the media can be played straight for the cartage, no need to load it from a disk, to an internal catch. Also, as the cartage is hardware, it is not strictly limited by the basic capabilities of the console, as the cartage can contain things like a processor, or addition RAM, etc. Also, things like saved games, can be held directly on the cartage, meaning, that you can continued saved games on any console, just by having your own cartage, not having to worry about taking hard drives, or memory cards with you. Modern technology, is increasing rapidly. Right now, I have a flash drive, that can hold more than a DVD disk, and it takes up less space. While the cost may be slightly higher than disk based media, the vast improvement in gameplay, greatly outweigh the cost, at least in the gamers mind. At least they would probably say something like that.
Defense Corporations
08-02-2009, 05:39
Sure, why not? Might as well release it on as many platforms as possible. What do you think they'd consider a reasonable price for porting it onto the Nostalgia Master 1000XL?
The Beatus
08-02-2009, 05:49
Sure, why not? Might as well release it on as many platforms as possible. What do you think they'd consider a reasonable price for porting it onto the Nostalgia Master 1000XL?

Well, that would depend on your development costs, however, I would estimate, that it would cost about $8 to mass produce the ROM Cartridge, unless you plan on adding something like extra ram, or a processor, which would up the price, though I doubt you would go about handcrafting each one. So, figure in the development costs, and the mark up, you might not make as much money per unit compared to selling it at the same price on other systems, however, as stated above, it will be less susceptible to piracy, and with the relatively low cost of the system, and good performance, even better, if you make additions to the cartridge, it should develop a solid sales base. Still looking for the killer app, and who knows, your might just be it. Hope to get some images of the system, controllers, and cartridge designs up soon.
United Gordonopia
08-02-2009, 05:53
Gordonopian Enterprises is looking for ports to the Cronos Elite. The ports, although not launch titles (launch titles will all be first party), will begin to come out 15 days after the systems release. Just tell us when you want it released.
Defense Corporations
08-02-2009, 05:58
I'll price it at $65, but throw in a small toy model of an F-21 (http://forums.jolt.co.uk/showthread.php?t=578754) (one of the planes featured in Flight!) and a little book of short stories, poems, and essays about flight. I'll call it a "Collector's Edition."

TSS - sorry for stealing your idea of throwing in a model plane, but it's too good an idea to pass up.
Defense Corporations
08-02-2009, 06:00
Gordonopian Enterprises is looking for ports to the Cronos Elite. The ports, although not launch titles (launch titles will all be first party), will begin to come out 15 days after the systems release. Just tell us when you want it released.

Can it download content put on flight.fly, the official website of the game (where new planes and new places to fly over are uploaded)? If so, we'll release Flight to the Cronos Elite in October 2009.
United Gordonopia
08-02-2009, 06:11
the Cronos Elite has G-Connect capability (internet connectivity for online play) This will allow for downloadable content, so yes.
United Gordonopia
08-02-2009, 17:46
It's our version of Nintendo Wi-Fi connection and X-box Live
Defense Corporations
08-02-2009, 18:23
Cool. $48 sound about right (with Gordonopian Enterprises taking $3 for every sale)?
kenavt
08-02-2009, 18:50
And, of course, Gameslayer ports are available...
[NS]Dastardly Stench
08-02-2009, 21:04
Sweet, didn't see that. Dastardly Stench, you can have a free booth at my planned Gameslayer exhibit, if you want.
!

Thank you, but are you sure you'd like that? The game comes with a "reality" option that can cause things to get a little...blown away. :) :) :)
United Gordonopia
08-02-2009, 22:43
Cool. $48 sound about right (with Gordonopian Enterprises taking $3 for every sale)?

You mean that each game will sell for $48?
Defense Corporations
08-02-2009, 23:05
On the Cronos Elite, yes. Cost of porting it over.

Kenavt - same offer (Flight! selling for $48 on the Gameslayer, with $3 going to you) good for you?
kenavt
08-02-2009, 23:19
Dastardly Stench;14492015']Thank you, but are you sure you'd like that? The game comes with a "reality" option that can cause things to get a little...blown away. :) :) :)

I don't know how you would engineer that... but... maybe that feature can be turned off at the exhibit, but it can be promoted? Otherwise you're on your own.
United Gordonopia
08-02-2009, 23:22
I can agree to that DC
United Gordonopia
09-02-2009, 00:57
yay, I actually made a website for the Gordonopian Enterprises company :) (I was really bored)

It's Here (http://gordonopianenterprises.webs.com/)
Third Spanish States
09-02-2009, 02:25
"as were the "self-playing games" which were becoming the "next-gen" fad of the coming 2040s in other nations. Entirely passive experiences in new consoles which had only one button which was nothing more than an over-glorified "play" for over-glorified CGI movie players which were marketed as videogames, as "accessibility" went far enough to allow most mainstream games to be playable by "special people" with no difficulty at all. "

http://forums3.jolt.co.uk/showthread.php?t=582926

Yes... the IC thread is like that. Any similarities with reality are mere coincidences. If you think it is too tl;dr, that is because there is no level scaling itt. Don't ask me for a quest compass it either. You'll have to figure on your own how to do business In-character, or it would be too easy.

P.S.: Good thing this isn't ESF or I would've been banned. D:

P.S. 2: There will be LULZ in the IC thread, this I can assure.
kenavt
09-02-2009, 02:29
On the Cronos Elite, yes. Cost of porting it over.

Kenavt - same offer (Flight! selling for $48 on the Gameslayer, with $3 going to you) good for you?

Try $7. The Gameslayer is that awesome.

Oh, and States - three things. One, we have to talk to Tatiana first, right? And the second is you forgot a period on your last sentence. And finally - your nation needs a 1337 life, lol.
Defense Corporations
09-02-2009, 02:33
$52 (with $7 going to the makers of the Gameslayer) is fine.
Third Spanish States
09-02-2009, 02:36
Will you assume such negotiation occurred before the event?
kenavt
09-02-2009, 02:41
Sure. So what do you want us to do with Tatiana? Just assume that we're reporting to her and getting ready?

And DC, sounds fine. Most of the games will be pricey anyway. Look at the PS3 and 360, they're doing just fine besides that.
Third Spanish States
09-02-2009, 02:43
Tatiana is the one who sells stands for the companies to use exhibiting their products, and a middlewoman for negotiating overall agreements between publishers and developers.

As for the layout of stands, and whether detail or not, it's entirely up to you. Likewise people can RP visitors if they wish.

I'm hoping to set this RP in a way its dependence on me to progress becomes greatly diminished.
Defense Corporations
09-02-2009, 02:48
Yeah, those negotiations were made beforehand.
kenavt
09-02-2009, 03:03
Tatiana is the one who sells stands for the companies to use exhibiting their products, and a middlewoman for negotiating overall agreements between publishers and developers.

As for the layout of stands, and whether detail or not, it's entirely up to you. Likewise people can RP visitors if they wish.

I'm hoping to set this RP in a way its dependence on me to progress becomes greatly diminished.

OK, thanks for the clarification. I'll try to get up some sort of nice intro post by tomorrow.
Heirosoloa
09-02-2009, 03:11
I'm not sure whether or not I was forgotten.
:D
SO do I go and talk to Tatiana to get my stand or something?
Defense Corporations
09-02-2009, 03:33
Sorry if the Spanish the teen speaks is inaccurate. I'm not a native speaker, after all. Any inaccuracies in the Spanish Zhou speaks are, of course, entirely intentional - he's not a native speaker, either.
I hope you don't mind that I went ahead and jumped the gun.
Third Spanish States
09-02-2009, 03:37
I'm not sure whether or not I was forgotten.
:D
SO do I go and talk to Tatiana to get my stand or something?

http://img156.imageshack.us/img156/7057/lolblivionsm5.png

@DC: Just add screenshots of airplanes doing famous NSWorld buildings and Zhou stand will be flooded with people. His game allows for simulating terrorist strikes, right?
Defense Corporations
09-02-2009, 04:17
Well, it doesn't disallow them. As long as you turn off ATC mode, you won't even have to hear the sounds of the controller saying "You should pull up to avoid a crash."
Sadly for those interested in seeing them, you don't get to see the explosions of the crashes - it would take too long to code. Instead, you just get a message: "You have crashed."

No reason the teen can't try to crash his Spitfire, of course. Or try to find a giant plane (such as a Spruce Goose, a 747, an An-225 or some such plane) and crash it.

There is an editor, however, for both adding new planes and new environments to fly over. So someone could create a map in which, if you fly close enough to a prominent NSWorld building, it would appear to explode. The editor included in the demo version at VPF only allows you to create new planes, but that's still something for people to toy with.

Heck, with enough time, a skilled programmer could recreate the Death Star trench run, though without any danger (unless you could somehow create an object that could extend out from other 'planes'/the 'ground', representing the laser beams, which you would have to avoid to avoid crashing into). There's already a space map, for the B-125 spaceplane, the SpaceShipOne, the Buran, the X-20 Dyna-Soar, the Uragan, the MiG-105 and the Space Shuttle. It does have a different physics engine than other maps (due to the much lower gravity and the lack of atmosphere), which Zhou (a noted advocate of spaceflight) deemed necessary. The map is made available in the demo, though only with the B-125.
The Beatus
09-02-2009, 04:27
Well, it doesn't disallow them. As long as you turn off ATC mode, you won't even have to hear the sounds of the controller saying "You should pull up to avoid a crash."
Sadly for those interested in seeing them, you don't get to see the explosions of the crashes - it would take too long to code. Instead, you just get a message: "You have crashed."

No reason the teen can't try to crash his Spitfire, of course. Or try to find a giant plane (such as a Spruce Goose, a 747, an An-225 or some such plane) and crash it.

There is an editor, however, for both adding new planes and new environments to fly over. So someone could create a map in which, if you fly close enough to a prominent NSWorld building, it would appear to explode. The editor included in the demo version at VPF only allows you to create new planes, but that's still something for people to toy with.

Heck, with enough time, a skilled programmer could recreate the Death Star trench run, though without any danger (unless you could somehow create an object that could extend out from other 'planes'/the 'ground', representing the laser beams), which you would have to avoid to avoid crashing.

Wouldn't the simple way to do that be, to make it a NPC aircraft, the game does have those, right? It wouldn't be very realistic without them.
Defense Corporations
09-02-2009, 04:30
Yes, there are NPC aircraft, to make realistic environments. You can't fight each other, except by ramming (until someone plays with the editor and makes missile 'planes'). Whenever planes 'crash,' they just disappear, leaving the environment they collided into as is; if they collide into each other, both planes just disappear - regardless of size. It's mostly realistic, with some amusing exceptions from reality to avoid having to have a sophisticated collision engine.

After all, the point of the game is about flying, isn't it? Isn't it? ;)