Lights... Camera... ACTION!!: A Hollywood Quest

IMPORTANT ANNOUNCEMENT
Hi Magoose here one of the guys helping Duke.

So we have some bad news.

The quest has been canceled as duke does not want to write it anymore.

I'm going to ask if I can take over for it, because I like this quest, and it would be a shame to kill it
TBF, Mags, you have been doing a lot of the heavylifting for the quest, so this will be in good hands. :)

To be clear to everyone, this is just me burning out on imagination of the quest, since my muse has been hitting me over the head a lot with so many different ideas that I just can't find myself too interested in this.

I'll still hang out here, though, since this still does have a sepcial place in my heart.

I'd like to thank you all for making this a wonderful experience while it lasted.

I'd also like to thank @Magoose, @Fluffy_serpent, and @Martin Noctis for doing so much to help prepare and write this quest. I couldn't have done it without you all. :D

I'll see you all around.

With so many regards, Duke William Of.
 
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Disney Movie Pitch: Musicana
Disney Movie Pitch: Musicana
Format: Animated Movie
Genre: Musical Anthology
Sub-Genre: Symphony

A sequel to the great classic Fantasia, Musicana in dedication to the memory of Walt Disney, is like it's predecessor an anthology film where eight pieces of classical orchestra music are played with animated segments that tell a story through the combination of animation and music. The following segments are:
  • By the Bayou. Set in the Deep South, a colony of frogs in a bayou would take on the form a jazz band, playing instruments such as the piano, drums and trumpet. Two pieces of music were to be used in this segment, one by Ella Fitzgerald and another by Louis Armstrong, both of whom would have appeared as frog caracatures of themselves. At the end of the sequence a riverboat would go by and wash all the frogs around.
  • South American/Yma Sumac Sequence. A sequence set in South America, using a lot of Aztec and Incan mythology. The music would have been a song by Peruvian soprano Yma Sumac.
  • The Rain God. Set in Africa, this sequence would have told the story of a monkey who steels a diamond from the rain god. Angered, the god refuses to make it rain again until his diamond is returned. As a result the rivers dry up and the animals have nothing to drink. They then set about catching the monkey and making him return the diamond.
  • The Emperor and the Nightingale. Based on the story The Nightingale by Hans Christian Andersen, this sequence was to feature Mickey Mouse as a servant of the Emperor of China, similar to his role as Yen Sid's apprentice in The Sorcerer's Apprentice from Fantasia. As in the source story, the Emperor hears of a Nightingale with a beautiful voice and asks to hear its song. Mickey would then befriend the Nightingale and convince him to sing for the Emperor. The Emperor would then keep the Nightingale in his palace and make him sing upon request, only for him to be forgotten when the Emperor is presented with a bejewelled, mechanical Nightingale which also sings. The Nightingale goes into self-imposed exile after this, and Mickey continues to befriend him.
  • Finlandia. Set in Scandinavia, an ice god and a sun goddess do battle, using the forces of nature at their disposal to do so. The conflict would lead to the creation of the great lakes of the sub-continent. This segement would be set to Finlandia by John Sibelius
  • Ali Baba and the Forty Thieves. An animated version of the story from the One Thousand and One Nights. The music intended to be used was Scheherazade by Rimsky-Korsakov. The characters in this sequence would be anthropomorphic birds instead of humans; Ali Baba was drawn as a grey dove, while the leader of the thieves was drawn as a hawk.
  • Destino, based off of a previous collaborative work between Walt Disney and Salvador Dali, it tells the story of the love between the Titan Chronos and a human woman with their efforts to reach each other despite being in an impossible romance, set to Latin American music.
  • The Little Match Girl, based off of the Hans Christian Anderson poem of the same name, the story tells of a young woman trying to sell matches in the wintertime while homeless. The short is set to Alexander Borodin's "String Quartet No. 2 in D Major.
  • Lorenzo, animated by Joe Grant, it tells the story of a vain cat with a large and fluffy tail who is cursed with said tail coming to life with a mind of its own as a wicked and mischevious spirit after the titular cat mocks a cat with no tail. The short is set to the French song Bordoneo y 900.

The ultimate goal of Musicana is to celebrate both animation and musical traditions across the world.
 
Would you mind taking off this Overmind? I'm fine with the rest of the plan, but I don't really see much value in this movie and think it would generate too much controversy for the moment when we should be supporting the release of Solomon Kane and laying the groundwork for Tron. It's a TV movie anyways and I don't see much reason for Bruce to be aware of it.
Sorry, was a bit busy and was just able to log in.

Since I see that you've changed your plan to add the networking I want, and I can see your point for the film, then I'll just vote for your plan. Though, if possible, do you think we could try and see if we can get Night of the Stranger from United Artists?

[X] Plan Geese Fluff and Fun
 
So it will look like we'll buy Oatfield (I don't really care either way). Is the plan to buy them and leave them alone in a display of patriotism to Ireland or do we have a greater ambition? Also I checked what they offer and while admittedly I don't like candy, their offering seems to be bad, so we should atleast push them to make something better.
 
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So it will look like we'll buy Oatfield (I don't really care either way). Is the plan to buy them and leave them alone in a display of patriotism to Ireland or do we have a greater ambition? Also I checked what they offer and while admittedly I don't like candy, their offering seems to be bad, so we should atleast push them to make something better.
Personally, i think this can help in trying to branch out and bring their products to different markets as we serve as distributor. I don't see us doing much more than that though. Perhaps a bit of expansion in production would also help.​
 
--[X] Peyo. Pierre Culliford as he's really called has created amazing characters and comics in Belgium. The Smurfs are currently making a splash with Hannah-Barbera, but you know that his previous work, Johan and Pewitt, is just as good if not better. Make an offer for the rights with $5,000,000 in order to make a TV Adaptation of their adventures.
Are we allowed to make him several offer in an action ?,if no sorry for the disturbing but if yes can i suggest to ask him for distributing The Smurfs and the Magic Flute ?,it's a good animated movie that is already made and irl wasn't relesaed in usa until 1983,it could make us quite a pretty penny and help to promote the serie
 
Dear God...we can recrreate the Sodium Vapor Process?!?! Disney should not have the patent either since they can't recreate it (and lost it!) so we get to be the one proprietors of Yeloowscreen now!
wait we can when did that happen???
I wanna live in this reality better editing potential then we have today yes please

Truck kun
 
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Are we allowed to make him several offer in an action ?,if no sorry for the disturbing but if yes can i suggest to ask him for distributing The Smurfs and the Magic Flute ?,it's a good animated movie that is already made and irl wasn't relesaed in usa until 1983,it could make us quite a pretty penny and help to promote the serie
Huh, this is a good idea. @Kaiser Chris , instead of trying to get night of the Starnger as I suggested, could we instead try and get this movie for distirbution?
 
What are the plans on the Animation advancement front?

Shall the Wireless Cameras be devices made alongside Lucas Arts as an Electronic Product to sell? Could also partner with Apple to advance it alongside computers.
 
DRAGONSLAYER





DRAGONSLAYER
Directed By: Matthew Robbins




Produced By: Hal Barwood and Howard W. Koch




Production Companies: Paramount Pictures and Walt Disney Productions




Distributed by: Paramount Pictures and Buena Vista International




Starring: Peter MacNicol, Caitlin Clarke, Ralph Richardson, John Hallam,Peter Eyre, Sydney Bromley, Chloe Salaman, Ian McDiarmid
Audience:
D100 + 100 => 155
Critics:
D100 + 100 => 140
Domestic:7,750,405
International:9,114,250
Total:16,864,655




(Bruce PoV)

So…it's a…I don't even know what to say about this.

It had started as something that he saw during his walks around the theater near one of his favorite LA coffee shops; a poster of a man a woman, a spear and a dragon.

This was like many things in life, more then likely a reaction to Conan ages ago and it only took shape and was released to fill up space between their larger projects.

Dragonslayer…they didn't skimp on the name at least.

And so you didn't think much of it beyond a simple question?

Who did the Dragon?

————-

"So our C team did the Dragon?" You said sitting with ILM's head of "C Team", Phil Tippett, the man who worked the so called slower jobs that ILM's A(The ones who handled the stuff like Star Wars and Dune) and B Teams (The TV Division) were often too busy to handle.

"A forty foot model, with animatronics and hydraulics and Sixteen puppets,and I enjoyed the flamethrower system we used for the fire breathing illusion." He said, "Might win best visual effects."

"Against Indiana Jones? I know your good Phil, but well that's some of A Teams best." You conceded.

"It's at least possible boss." He said "I wasn't the best film, but it was interesting enough to make and they gave it their all."

"I can respect that at least." You said.

Phil nodded " Everyone wanted to see the Dragon."

"Why wouldn't they…it's a Dragon made by ILM, of course they'd want to see it."you said "So is it any good ?"

—————-

It was…good, but it was only good insofar as the pacing, sets and the acting was solid if unoriginal in terms of characters and a majority of its story beats.

Post Fall of Rome Britain, but before the rise of King Arthur original…yet they do nothing with it.

It was less a grand morality play that you expected and more a cynical take on an Arthurian Legend of Gawain and the Dragon, its world was harsh and cruel, Tyrian the guard captain was belittling at best, an active detriment at worse.

Peter MacNichol's Galen Brandwardyn was the correct balance of competence and vulnerability, and played off well with both Caitlin Clarke's Valerian and Chloe Salaman's Elspeth Ulfilas which was wonderful.

Each character was composed and well acted, though if there was a complaint on character it was only that Ralph Richardson's Ulrich of Cragganmore didn't have MORE screen time for such a powerful presence over the setting.

But the real draw was the Dragon.

Never before, or maybe even long into the future has the Dragon been given such a terrifying presence on the screen.

Vermithrax Pejorative…

Oh boy how do you say it, they had Gold with this, the second coming of Malicifent's dragon form, given a realistic world to play in.

Add in the mystery of a complex magic system and a setting that is ripe for story telling potential in the great interregnum of Britain before the rise of Arthur.

So why the hell wasn't this more interesting and exciting?

The biggest reason was timing, between Indiana Jones, a resurgent Black Culdron and a really competitive and unpredictable market…

It was a really good B movie, fighting Titans and Gods of the Block Busters.

Between all of those factors on top of a lukewarm but loyal reception. It was the right film for the wrong time.

Might make a decent book series if they get the right author.

"It was good, just not what we're looking for right now." Was all you said to Phil as you both walked out of the theater on your ILM guys night.

Hopefully it's not completely forgotten by time .

AN: Finally attempting to make a side story. Starring an unexpected gem from Disney.

Enjoy.
 
So it will look like we'll buy Oatfield (I don't really care either way). Is the plan to buy them and leave them alone in a display of patriotism to Ireland or do we have a greater ambition? Also I checked what they offer and while admittedly I don't like candy, their offering seems to be bad, so we should atleast push them to make something better.

My intention was for Bruce to be the financier and/or help distribute the products abroad. I know it's not the greatest stonks play, but I just wanted Bruce to expand his portfolio and after research on potential Irish companies, I thought this was a neat choice since it is based close to where Bruce grew up so he would have most likely consumed it. Besides, we can expand it to include other Irish sweets besides what they offer.

Plus, I'm sort of holding on major US investments to see how successful we are in ad modeling and if we can pull a Shaq and become a major investor in the company we're advertising.

Huh, this is a good idea. @Kaiser Chris , instead of trying to get night of the Starnger as I suggested, could we instead try and get this movie for distirbution?

Okay.

I know we did the original Mad Max. I don't think we have the distribution rights to the sequel.

I think we should have since we never took an action for Great Mupper Caper and yet we still did it.
 
The Dark Forest

The Dark Forest
Directed by: Wes Craven
Written by: Dave Alister
Produced by: Michael Eisner
Production and Distribution Studio: Lucasfilms Unlimited
Starring: Brian Kerwin, Rick Zumwalt, Kenneth Marshall and Sam J. Jones.


Quality: D100 + 200 => 254
Audience: D100 + 200 => 261
Critics: D100 + 200 => 281

Budget: $15,000,000
Domestic: $20,158,496

International: $83,156,470
Total Gross: $103,314,966


VHS: $658,780,129

In the time since you'd hired Wes Craven to work for Lucasfilms, you have to admit that you'd misjudged the man somewhat. You'll admit, at the time you were trying to find someone who could do Horror, and with nearly all other directors being swapped by Universal or (oddly enough) Disney of all studios, you'd felt that you needed to find someone that could fit what you wanted in order to better take advantage of the new advances and breakthroughs on the genre.

But you'd soon come to see that Wes Craven was not just another horror director...he was "The" Horror director. Carpenter and Cunningham may have made great use of the genre, but it was Craven who understood it in a primal concept so deep that he could mold it as he wished. he could add comedy, thriller, drama, suspense, romance, whatever he thought or came to his mind, and he would find the perfect amalgamation to add it to the film, creating an entirely new vision of fear.

It was like seeing a chef make Gumbo; it needed just the right balance in order to get something great rather than a sloppy mess from all the things added to it.

It was something he made full use of when you first offered him the script for The Dark Forest. It was an interesting work from Dave that, and you had to admit it, in a way reminded you too much of how he wrote The Boys; it was all too typical in that most of the characters did not have that much characterization beyond their role in the film. The story itself was fascinating, but most of it seemed to be scenes and vignettes that needed to be stretched in order to lead from "Point A" to "Point B". That in the end there is a reveal that the victims we've been following all along are actually aliens and the hunters are human, as well as showing how the aliens were actually slavers was a neat form of subversion, though at the same time it made for a confusing way to deliver it on film and still keep it within the horror genre that it was supposedly part of.

Craven however took it as a challenge, and as the opportunity he had been hoping for, to finally try and experiment on different genres.

Taking from the cramped and claustrophobic atmosphere from Alien, but at the same time giving it a more introspective look, putting mayor emphasis on the crew, who he then made sure to give a greater characterization beyond their roles, even looking at the history and doctrine from former crew members of submarines in order to find just how exactly does one deal with being in the void as they are being chased, or as they are trying to escape from a greater threat than them. All of that was explored, and adapted in order to find just the right atmosphere and reactions for what you were starting to realize was going to become something wholly unique and amazing to watch.

From there, Craven went on to work with the characters themselves, going more for less known but experienced actors that could bring on a sense of "genuiness" for the film, preferring to make sure that when the audience saw the movie they saw the characters instead of the names who were hired to play them. Brian Kerwin as the Ship's commander Artos was a bit of a surprise to you, after all, from his previous work you had not seen anything that could have showed his aptitude for the role, but Wes was adamant that he be in, and, looking back, you're glad he stood his ground that day; he played the role in a relatable way, as a man who thought this was a milk run, only to find himself way over his head and trying to salvage a situation that he clearly has no control, nor idea in how to control it. On the other side is Rick Zumwalt, playing the role of the enforcer Zacks, and a survivor of the first encounter with the "pursuers", a man who'd believed himself at the top of the food chain, and now he's found how low and powerless he truly is. Someone whose strength is only on the outside and tends to butt heads constantly with Artos, and as the situation grows ever dire his more thuggish and violent ways become more prevalent due to his own fears being brought to the fore.

Hard to believe that it all came from a professional Hand-Wrestler...is that even a job?

You'd expected Wes to go for a bigger cast, but as he explained, he felt that adding too many characters may be fine for slashers if you want a high body count, but for this kind of film, he needed the audience to feel close and invested to the crew, which meant a smaller cast, one that would make their deaths feel even more impactful. For that end he decided to just add two more members for the crew, making them the last survivors form a previous greater crew.

Kenneth Marshall made for an excellent navigator, Brahn the moral anchor of the entire team. The man who was always there trying to stop the fights before they could grow into even greater conflagrations down the line, the man who was keeping them on the right track to get back home and escape their pursuers, who believed in them and trusted them...and the one who was betrayed by the entire group as a sacrifice to keep the pursuers out of their trail, and escape for the final time. And finally, a face that you had not expected to see in a Lucasfilm movie, but one that Wes had great confidence for the role; Sam J. Jones, the man who once played Flash Gordon, now makes his new debut as the rookie enforcer Andre, the one who looks up to Zacks as the one to emulate. But as Zacks slowly breaks down, Andre starts taking more and more of the responsibility on his shoulder, bringing him into confrontations with his former mentor, along with questioning their actions, and eventually taking his own life when the guilt of betraying Brahn proves too much for him.

The characters alone would have made this a movie worth watching, but it was the little details Wes added to the script that elevated it even more. Aside from the danger of the pursuit, the doubts as to whether they could get away from the mysterious race that were chasing them, aside from the constant damage in the spaceship that made the entire crew be on edge at the slightest sound...there was also the surviving members themselves, as their attitudes, and characters began to create friction between them.

And soon, all their smallest pet peeves began their slow and inexorable journey towards an explosion of rage, as each of them began pushing fingers towards each other due to small complaints that take life and death importance. It's an amazing take of introspection as we learn more about their lives and relationships in an organic matter without the need for exposition. Greater anger that grows as Cabin Fever takes hold, small sounds hinting at intruders, sealed doors from where hushed whispers may appear and disappear, movements where you may blink and miss it making everyone wonder if it happened in the mind of the crew or if something is truly there.

Small details that taken apart mean nothing, but once you put them all together paint a picture that the entire audience will be shocked to discover.

And that's without the amazing work done by Your ILM team, who certainly did not slack off; taking inspiration from the darker and grungy interiors from the Alien movie, while also giving it a more exotic type of ship, making sure to put greater emphasis on how truly dilapidated and damaged the systems are, and how the halls may seem vast but the darkness and grunginess of the walls make it all seem so small, causing a feeling of claustrophobia that only exacerbates the feelings of tension and stress during the entire film. You know you felt it when you watched it.

And through it all, Wes did not forget the movie titles, but actually made use of it in a very interesting way, not a s title drop, or even an explanation of what it truly means, but instead as part of the many discussions and arguments the crew has among themselves, sometimes when all together, sometimes between two different members, but all making sure to flesh out just what exactly happened, giving small snippets of the crew's life and work, their exploration of space, and them finding another species who then proceeded to overwhelm them before they could respond. Exacerbating the dangers of space, of there "always being a bigger fish" out there as it were, discussions that seem to imply the meeting between colonizers and colonized, all form that just enhance the story by implying the danger that their planet may be next on the line no matter what they do.

It is ana mazing tale that both helps in making a combination of Horror, Thriller and Psychological storytelling that emphasizes introspective thought and characterization while keeping to the overall story. Its release in October, though still around the same time as Moonlight Diner, still managed to get an impressive, if somewhat lackluster, audience in the States, mostly due to still dominance of Raiders of the Lost Ark, while its mix of different genres did not seem to appeal to the group who mostly preferred outright horror like Moonlight, or more general slashers like the newest entry in the Halloween franchise (which did not seem to impress you that much...at the very least you did not jump out of your seat).

It was outside of the country, around Europe oddly enough, where The Dark Forest gained its true popularity. Among British, French, Italian, and German viewers the movie experienced a boom like no other, making four time more than in its own country. With most of the French critics hailing it as a true masterpiece and a must see for everyone who truly wants to see a psychological horror, while audiences alike seem to enjoy watching it over and over again, if only for the final act when the reveal of the crew being aliens all along, and the cargo of the ship being human slaves managed to catch them completely by surprise, the small hints lefts over the entire film, so well imbedded in the story that no one noticed until then, making the movie have even more showings for those who now needed to watch it again.

The amount gained did not match the same film that was released in October, and it was mostly forgotten back home. But the potential in Europe was great enough for Mike to a low a VCR run to be dispatched thanks to your new connections made through the purchase of Ardmore, and from there to the mainland. This then necessitated a second, then a third, as it seemed that all of Europe wanted to have the film with them. This, if anything, showed the great amount of potential that the European market still had for your films, though personally, you're just glad that they liked it.

As for Wes, well, having taken that out of his system, he's now looking forward to his new work. He's been in talks with Stephen King about The Shining and more than hinting about what he would do if given the opportunity. You might just give it to him as well.
 
Videogame Pitch: Among Us
When it comes to Videogame pitches I've usually tried to go for games that have been created around the 80s rather than something a bit further away. However, from the deluge of retro-games, and ideas from indie games as well, I've found a veritable fountain of games that could very well be done now, even more with the latest upgrade for computing technology that could allow us, if what the players are saying is right, to put in some PS1 graphics and memory (though please, correct me if I'm wrong).

One of the games that I've found that could be done, for arcade no less, would be the Among Us game that, though a multiplayer in OTL, could very easily be modified into a 1-player/2-player game that could be fun and innovative for when we begin with our new Game company. If I understand correctly, we are going to be entering the market in 1983, just as the Crash is hitting, so we are going to need to punch above our weight if we want to keep our heads above water, much less making a profit.

And dear god, am I mixing a lot of metaphors today.

Anyways, this is a first for me, as I'm putting a videogame pitch without a previous Omake, but I think it works since those previous ones had me explain just how we could get Franchises that were done in Japan, while this is a pitch trying to make something earlier.

Thus, I give you:

Videogame Pitch:
Among Us


Set Up: The game takes place in a space-themed setting where the player is part of a colorful group of armless cartoon astronauts. The player takes on one of two roles: Crewmate or Impostor. Crewmates work to complete assigned tasks in the game (which take the form of Mini-Games) while identifying and voting out suspected Impostors (who appear identical to Crewmates) using social deduction, while Impostors have the objective of killing the Crewmates.

Game Developer: LucasArts Entertainment
Director: Chip Morningstar
Genre: Arcade, Deduction, Puzzle, Mini-Games, Single Player, Two Player

Crewmate: Also known as Crewmembers or the Crew, are one of the possible randomly assigned roles in the role if selected. The goal of a Crewmate is to complete all tasks without being killed by an Impostor or finding all Impostors and ejecting them. A Crewmate can use the report ability to report a dead body and bring the entire Crew and all Impostors into an emergency meeting to discuss who The Impostor may be. Impostors also have this ability. The report button appears to the left of the "Use" button, which can be employed for a variety of interactions. The most common interaction is to activate and complete tasks. Crewmates can also use the emergency button to call an emergency meeting manually when possible. Impostors also have use as an ability but cannot complete tasks with it.

Impostor: Their goal is to kill the majority of the Crewmates or cause a critical Sabotage that the Crewmates fail to fix to win. All Impostors cannot complete any tasks; however, they are given a fake task list as general guidance on feigning a Crewmate's behavior and blending in with them. Additionally, Impostors have the ability to Sabotage to force Crewmates to resolve issues, with some killing all Crewmates if not resolved in time. This ability can be used in many different ways, such as luring Crewmates away from a dead body or concealing a kill. Impostors primarily eliminate Crewmates through a combination of killing them during gameplay and manipulating or confusing the Crew into ejecting innocent players.
Among Us allows up to two player characters among four to fifteen NPC's who look just like the players but with different color schemes. Unless the player selects to be the Impostor, then up to three players will be randomly and secretly chosen to be the Impostors each round. Five playable maps will be available: a spaceship called "The Skeld", an office building called "MIRA HQ", a planet base called "Polus", "The Airship", and the Fungle, a mushroom jungle map. The Crewmates can win the game one of two ways: either by completing all assigned tasks or by ejecting all Impostors. Impostors can likewise win in two ways: either by killing or ejecting all Crewmates, or by sabotaging a critical system on the map (provided the Crewmates do not resolve it in time).

At the start of the game, Crewmates are assigned "tasks" to complete around the map in the form of minigames, minipuzzles, and simple toggles, mostly consisting of maintenance work on vital systems such as fixing wires and downloading data. Impostors cannot complete tasks but may pretend to perform "fake" tasks to feign appearance as legitimate Crewmates. Impostors, however, can perform sabotages, ranging from minor (such as disabling lights, limiting the Crewmates' vision) to critical (such as disabling oxygen generators), requiring immediate counteraction by Crewmates to prevent their deaths. Impostors may enter and traverse ventilation ducts (commonly known as "venting"), and kill nearby Crewmates. To help Crewmates identify Impostors, there are various surveillance systems on each map, such as security cameras on The Skeld, a door log system with sensors in MIRA HQ, and a vitals indicator in Polus that shows the living status of all players. In addition, certain "visual tasks" provide animated cues, such as scanning oneself in the Skeld's medbay. As Impostors cannot perform tasks, Crewmates can use visual tasks to confirm their identity to nearby Crewmates.

Any player may call a group meeting by reporting a dead body, or by pressing an Emergency Meeting button. During meetings, The player can discuss who they believe to be Impostors, with Impostors lying to hide their identity or falsely accusing other players. Impostors can be identified beyond reasonable doubt if they are seen venting or killing a Crewmate, but ultimately the player must weigh the veracity or value of each other's statements. A suspicion bar will show how much is the player trusted or suspected, with options appearing that may reduce or increase suspicion depending on a percentage.

Players and NPC's then vote for who they believe is an Impostor; if a plurality vote is obtained, the one who received the most votes is "ejected" from the game. Players who are killed or ejected become ghosts, which can still perform tasks (Crewmates) or sabotages (Impostors) but are otherwise unable to be seen by or interact with living players.

An alternative "Hide and Seek" game mode is included. There are no meetings or ejections, and a single Impostor (whose identity is known to the Crewmates) attempts to kill all Crewmates within a fixed countdown timer. Crewmates must hide or flee from the Impostor and can complete tasks to roll down the timer, as well as enter vents for a brief time to hide from the Impostor. Impostors cannot sabotage or vent in this mode. Crewmates are also given a display showing their proximity to the Impostor as well as the number of remaining Crewmates.[21] Near the end of the game, they get the "seek" button allowing them to see where crewmates are.

A.N.: I've put in the five maps of the game, but I understand that there is the possibility that it might be too much for the technology we have. As such, I think it would work well if we can put one or two of the maps, while adding the rest later on. Though if we are able to put in more, or all of them together, then all the better for us.
 
I founf an interesting video that spoke about the Crash of 83', and the supposed real reason as to why the Videogame Market went down; according to their argument, it was not oversaturation of videogames, the rise of the Home PC, the constant Consoles being produced, or the low qualities of games. Instead, it all boils down to the retail system of buying and selling videogames that existed at the time, along with a lack of innovation that bascially doomed the videogame home market.

It's all here.


View: https://www.youtube.com/watch?v=Kks7e_1i86c&pp=ygUodGhlIHRydXRoIGFib3V0IHRoZSAxOTgzIHZpZGVvZ2FtZSBjcmFzaA%3D%3D

This does mean that when we make our own console, we might actually revive the market even faster than OTL, perhaps taking Atari's place and controlling a grater share than expected.
 
When it comes to Videogame pitches I've usually tried to go for games that have been created around the 80s rather than something a bit further away. However, from the deluge of retro-games, and ideas from indie games as well, I've found a veritable fountain of games that could very well be done now, even more with the latest upgrade for computing technology that could allow us, if what the players are saying is right, to put in some PS1 graphics and memory (though please, correct me if I'm wrong).

One of the games that I've found that could be done, for arcade no less, would be the Among Us game that, though a multiplayer in OTL, could very easily be modified into a 1-player/2-player game that could be fun and innovative for when we begin with our new Game company. If I understand correctly, we are going to be entering the market in 1983, just as the Crash is hitting, so we are going to need to punch above our weight if we want to keep our heads above water, much less making a profit.

And dear god, am I mixing a lot of metaphors today.

Anyways, this is a first for me, as I'm putting a videogame pitch without a previous Omake, but I think it works since those previous ones had me explain just how we could get Franchises that were done in Japan, while this is a pitch trying to make something earlier.

Thus, I give you:

Videogame Pitch:
Among Us


Set Up: The game takes place in a space-themed setting where the player is part of a colorful group of armless cartoon astronauts. The player takes on one of two roles: Crewmate or Impostor. Crewmates work to complete assigned tasks in the game (which take the form of Mini-Games) while identifying and voting out suspected Impostors (who appear identical to Crewmates) using social deduction, while Impostors have the objective of killing the Crewmates.

Game Developer: LucasArts Entertainment
Director: Chip Morningstar
Genre: Arcade, Deduction, Puzzle, Mini-Games, Single Player, Two Player

Crewmate: Also known as Crewmembers or the Crew, are one of the possible randomly assigned roles in the role if selected. The goal of a Crewmate is to complete all tasks without being killed by an Impostor or finding all Impostors and ejecting them. A Crewmate can use the report ability to report a dead body and bring the entire Crew and all Impostors into an emergency meeting to discuss who The Impostor may be. Impostors also have this ability. The report button appears to the left of the "Use" button, which can be employed for a variety of interactions. The most common interaction is to activate and complete tasks. Crewmates can also use the emergency button to call an emergency meeting manually when possible. Impostors also have use as an ability but cannot complete tasks with it.

Impostor: Their goal is to kill the majority of the Crewmates or cause a critical Sabotage that the Crewmates fail to fix to win. All Impostors cannot complete any tasks; however, they are given a fake task list as general guidance on feigning a Crewmate's behavior and blending in with them. Additionally, Impostors have the ability to Sabotage to force Crewmates to resolve issues, with some killing all Crewmates if not resolved in time. This ability can be used in many different ways, such as luring Crewmates away from a dead body or concealing a kill. Impostors primarily eliminate Crewmates through a combination of killing them during gameplay and manipulating or confusing the Crew into ejecting innocent players.
Among Us allows up to two player characters among four to fifteen NPC's who look just like the players but with different color schemes. Unless the player selects to be the Impostor, then up to three players will be randomly and secretly chosen to be the Impostors each round. Five playable maps will be available: a spaceship called "The Skeld", an office building called "MIRA HQ", a planet base called "Polus", "The Airship", and the Fungle, a mushroom jungle map. The Crewmates can win the game one of two ways: either by completing all assigned tasks or by ejecting all Impostors. Impostors can likewise win in two ways: either by killing or ejecting all Crewmates, or by sabotaging a critical system on the map (provided the Crewmates do not resolve it in time).

At the start of the game, Crewmates are assigned "tasks" to complete around the map in the form of minigames, minipuzzles, and simple toggles, mostly consisting of maintenance work on vital systems such as fixing wires and downloading data. Impostors cannot complete tasks but may pretend to perform "fake" tasks to feign appearance as legitimate Crewmates. Impostors, however, can perform sabotages, ranging from minor (such as disabling lights, limiting the Crewmates' vision) to critical (such as disabling oxygen generators), requiring immediate counteraction by Crewmates to prevent their deaths. Impostors may enter and traverse ventilation ducts (commonly known as "venting"), and kill nearby Crewmates. To help Crewmates identify Impostors, there are various surveillance systems on each map, such as security cameras on The Skeld, a door log system with sensors in MIRA HQ, and a vitals indicator in Polus that shows the living status of all players. In addition, certain "visual tasks" provide animated cues, such as scanning oneself in the Skeld's medbay. As Impostors cannot perform tasks, Crewmates can use visual tasks to confirm their identity to nearby Crewmates.

Any player may call a group meeting by reporting a dead body, or by pressing an Emergency Meeting button. During meetings, The player can discuss who they believe to be Impostors, with Impostors lying to hide their identity or falsely accusing other players. Impostors can be identified beyond reasonable doubt if they are seen venting or killing a Crewmate, but ultimately the player must weigh the veracity or value of each other's statements. A suspicion bar will show how much is the player trusted or suspected, with options appearing that may reduce or increase suspicion depending on a percentage.

Players and NPC's then vote for who they believe is an Impostor; if a plurality vote is obtained, the one who received the most votes is "ejected" from the game. Players who are killed or ejected become ghosts, which can still perform tasks (Crewmates) or sabotages (Impostors) but are otherwise unable to be seen by or interact with living players.

An alternative "Hide and Seek" game mode is included. There are no meetings or ejections, and a single Impostor (whose identity is known to the Crewmates) attempts to kill all Crewmates within a fixed countdown timer. Crewmates must hide or flee from the Impostor and can complete tasks to roll down the timer, as well as enter vents for a brief time to hide from the Impostor. Impostors cannot sabotage or vent in this mode. Crewmates are also given a display showing their proximity to the Impostor as well as the number of remaining Crewmates.[21] Near the end of the game, they get the "seek" button allowing them to see where crewmates are.

A.N.: I've put in the five maps of the game, but I understand that there is the possibility that it might be too much for the technology we have. As such, I think it would work well if we can put one or two of the maps, while adding the rest later on. Though if we are able to put in more, or all of them together, then all the better for us.
Your gonna need a very complex AI for this one or a way for it to be connected to other players

For Starters one of the Reasons Among us Became Popular is because of you and your friends basically ruining each other's friendship and being manipulative Genius making it a fun experience, making this without that in mind will rip out a core reason of its success.

And the AI needed for Social deduction is way out of our leagues. Today we just started having some basic Smart AI
 
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