Not just a Toy: A Video Game Producer Quest

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Become a legendary Video Game Developer! Pretty self-explanatory really,
Introduction
As you might have guessed from the title, in this quest you will create in the relatively new, but extremely venerable medium of video games! Are you salivating yet?

First choose which era you will work in


[] 1986, January 1st: Super Mario Bros. has recently been released in America, nearly singlehandedly reviving the video games industry in North America.
[] 1991, November 9th: The SNES (or Super Famicom in Japan) is first released in America. People are starting to realize that video games are here to stay.
[] 1996, September 26th: The Nintendo 64 is released in America. The console wars will soon come to an end.
[] 2006, November: The Wii is released, promising a new revolution in gaming. It was pretty cool all things considered.
[] Write-in

Next choose where your company HQ is located

[] USA
[] Japan
[] Write-in
 
Update 1 January 1, 1986
It looks like 1986 for the year and USA for the location have won pretty handily. Voting closed.


Turns will go by in bi-monthly increments.

There are some stats you'll want to keep in minds. As a quest writer, I'm more interested in seeing the creative properties you guys come up with and how your successes will impact the history of video games than running a perfectly realistic simulation, so the stats will be rather abstract, even for items that could be represented more objectively. There's only two stast that follows you past any one video game made (at least for now) and that's savings: The amount of money in the bank you and your business have. If this number reaches 0 expect very bad things to happen and Worker Satisfaction: How happy your staff are under you. You can spend points in either of these to increase the quality of your game stats) (among other things)

For the video games themselves you have these stats:

Worker enthusiasm: How excited are your staff for this game, and how much effort are they willing to put into the game without starting to resent you. The lower this number is, the more you will have to spend in savings and worker satisfaction for the same amount of increased game quality. This number is fixed for the most part (can be increased through omakes) and is dependent on factors such as how ambitious or unambitious the game is and how much of the games are based on chasing trends, vs. how much of them are composed of original ideas. While it may seem like the logical solution is to create grand and experimental games only, too much of this will cause your employees stress and resentment towards their boss for expecting them to create revolutionary masterpieces 100% of the time. The key is moderation in all things.

Game story: How memorable the story of the game is

Graphics: How advanced/aesthetically pleasing the graphics are

Soundtrack: How memorable the game's music is

Game design: How fair the game is/feels to the players

Game novelty: How many new and interesting things are in your game. A game with a low game novelty score reuses assets and music, and has little if any real variation between levels.

You can pour money and worker satisfaction to increase these stats. Choose wisely though. Depending on the genre of the game/expectations of the consumers, some stats are more important than others. A RPG with great graphics but a bad story might perform worse than a similar game with a better story and lesser graphics.

Game pitches: The questers will submit game pitches to determine what games they will make. A game pitch is composed of:

A title:
Genre:
Story Summary (If any):
Game Summary (What do the players need to do to progress through the game? In Super Mario Bros., the players need to have mario beat levels by jumping on enemies while avoiding getting hit or falling down pits.)
Notable Features: (When people talk about your game, what will they mention? Notable features of Super Mario Bros. include using mushrooms to grow larger and gain an extra hit, the world 1-2 warp pipes, and having to run under Bowser to get to the axe at the end of each world. In Final Fantasy 7, game features include Cloud's big freakin' sword, various story elements (including you-know-who's death), and the Active Time Battling System.

Voting time:

[] Name of your Company (I probably should have put this in the first vote. Oh well)
[] Your name and how you got into the business. (Write-in)
[] Game pitch (You won't be able to vote on this until we get some pitches obviously.)
 
Pitches Collection
Deathstorm50:


Name: Dark Streets (Working title, subject to change)
Genre: Point and Click Adventure
Story Summary: Danielle Deacon, AKA The Cowl, protects her city from the shadows, keeping crime in check the way the cops are too cowardly or corrupt to do themselves. But recently, a new threat has come into town, bringing drugs and violence in a tidal wave of nighttime chaos. They call themselves the Kindly, led by Mavisha Morrison, a ruthless crime boss. Can the Cowl put together their ultimate plan for her city and stop it in time?
Gameplay Summary: Fairly standard point and click stuff honestly. You can pick up some items, use them together, rub them on things to unlock progress, the works. In place of Talk however, the verb used will be Interrogate, and we can have a second verb listed as 'Interrogate' which instead of talking, is either the threat of physical violence or actual physical violence used on the object or person being interrogated. Aside from that, it's Look at, Use, Pick Up, and wherever other verbs we need.
Notable Features: Well there's the 'Interrogate' button. The tone of the game should also feature elements of noir or neo-noir, with the main character's inner monologue serving as the narrator.


KnownParadox:

Title:Jumpin' Jack
Genre: Platformer
Story Summary: The titular Jumpin' Jack is set to climb the tallest building in the world, the gem of the City of Light, the reason? At the top is the penthouse suite of the world's first Trillionaire, the evil Doctor Steel, who in a fit of pique and jealousy has stolen Jack's sweetheart, Daisy. Jack is here to climb The Tower of Light and get her back, and tear Doctor Steel a new behind along the way.
Game Summary: A sort of cross between Mario and Megaman. Make it to the end of each level while avoiding pits and jumping on enemies. With added death spikes, fires, etcetera. But with more complicated mechanics to add to the jumping gameplay. Double jumps, wall jumps, maybe even a slide.
Notable Features: The enhanced movement mechanics to show Mario who the real Jumpman is.

Title: Dancin' Daisy
Genre: Rhythm Game
Story Summary: After being dissed by a snobby princess type, the titular Dancin' Daisy is out to prove that she's the best dancer in the futuristic City of Light. In a series of chaotic and unlikely situations Daisy goes against wild and eccentric characters who all challenge her in a game of rhythm. From beatboxers, to loud military types with a squad of backup dancers, and to snobby ballerinas with a god complex.
Game Summary: With an emphasis on music this game challenges the players reflexes and sense of rhythm as they mash the correct buttons in time with the music track playing. (Sort of like Friday Night Funkin')
Notable Features: It's a rhythm game, likely the first major one most audiences will see in this point of time. Unique in that it has a focus on music, and attention drawing, hopefully memorable, characters. Daisy herself should be just as wild.

Moon

Name: Echoes of Fate
Genre: JRPG(Er, or would that just be RPG for us?)
Story Summary: The Demon Lord has arisen after 1,000 years of being sealed beneath Castle Crystal and has summoned his Dark Army to ransack the world. You play as either Guy or Gal, a humble sheep farmer who's family lineage contains the blood of the previous Hero who vanquished the Demon Lord 1,000 years ago, you are brought to the castle after your humble sheep farm and accompanying village is destroyed thanks to the Dark Army, where you are given the Sword of Crystals to use to vanquish the Demon Lord. The Sword of Crystals is incomplete though, and you and a group of allies must venture to three different lands in order to acquire the Earth, Air, and Water Crystals in order to complete the Sword and finally defeat the Demon Lord.
Game Summary: Turn based RPG at its finest. You have at all times a party of Four, that must always include you and then your choice of three other party members. There is an HP(Health Points) and EP(Energy Points) bar underneath the characters name. You traverse the open world and battles are entirely random. When in battle the gameplay is similar to that of Earthbound, in which the enemy is at the top facing towards the player, and the party is in the front facing towards the monster. After every successful battle the party turns around and cheers at the player. The character go from level 1 to level 20, gaining more HP and EP with each level, as well as new abilities every two levels. There is only one save slot, and you save after every five battle or by resting at an Inn when you arrive at a new town. There are six towns, two for every area that a Crystal is at.
Notable Features: New Game+. After beating the game the first time, the player unlocks New Game+, which raises the level cap to 30, but also makes everything much harder and you only have the ability to save 20 times, so obviously auto save is turned off. Beating the game on this mode unlocks a special number the player can call as well as a code to tell the operator in order to receive a special Echoes of Fate t-shirt!

Qudrim 8054

Game Pitch:
Name: Magni the Amazing
Genre: Platformer
Story Summary: Magni the Amazing is a mage who lives in hiding at a small village performing party tricks to the locals. One day his fiance is kidnapped by the forces of King Bruel, a tyranical king who rules his kingdom with an iron fist and an army of demons, to become his 18th bride. Magni must now come out of hiding to save his fiance by fighting the dark forces.
Game Summary: Much like Super Mario Bros., the player must go through the levels by reaching the "Demon Gates" at the end of each level, defeating enemies and moving through platforms using spells. After a certain amount of levels there is a boss, with the total sum of 3 bosses in total, the last being King Bruel. Defeat him to win the game.
Notable Features: The gameplay will include three types of offensive spells: Fireball (normal attack), Light Bolt (very fast but low damage) and Tornado (high damage but slow movement). Map design will include incentives for usage of spells (secret paths that can be unlocked if certain spots are hit by a certain spell, which either lead to a shortcut or to get some helpful reward like Extra Life) and to challenge the player.
 
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Update 2 January 1, 1986, part 2
"Awright guys! Thank you for coming to the first meeting to discuss Jackpot Games' breakout title. If you gents are wondering if we can come up with a good game, fear not! I've come up with an idea rarer than a slutty nun and a lot more fun than layin' her!"

Although Jaqueline "Jamie" McLoughlin had a tendency for overstatement, it wasn't every day she claimed she had an idea that was better than sex. Therefore it easily perked the interest of the four men gathered around the table, all friends and associates of hers interested in her new business venture and able to contribute to it.

"See, it was just three days ago that my dear old ma forced me to watch my little sister's dance recital. It was boring as shit, and the dancers were shittier! The only one who was any good was dear old Daisy! But that's when it hit me. Why not make a game about dancing and music?" she continued

The light of understanding in the gentlemen's eyes turned back to mild confusion. Good old Jack O'donohue finally spoke, "So, uh, how're gonna do that?"

"I'm glad you asked Jack. See I was thinkin' that that we'd compose some music and then have the player press certain inputs in time with the notes. If the player hits the right ones on time, they dance well. If not, they miss some steps." Jamie replied

"Wait, so you have them dance in real life? I'm...not sure we have the funds to produce equipment like that." Jack said.

Everyone else fought back the urge to sigh. At least Jack was good at coding.

"Uh, no, Jack. I was thinking we'd just have the players use regular inputs." Jamie noted.

"Well it's certainly an interesting idea," said Jamie's dear friend Ethan Jones, "It might be a bit risky, but it should be fun making a game for girls-uh, not that boys can't play it too."

"I also wanted to make the game have some personality too, so as to stand out from the rest of the competition. Soon, Dancin' Daisy will be the talk of the town! And one day, my little sis will be able to impress all her friends by telling em' her big sis founded Jackpot games!"


Decisions:

How will the story be conveyed?

[] Primarily through the manual (Story)
[] Primarily through Graphics and in-game dialogue .
[] Primarily through Graphics
[] Primarily through in-game dialogue

How do we teach players to play the game:

[] Primarily through the manual (Teaching)
[] Primarily through an in-game demo
[] Primarily through the intro


In addition vote on how much funds and satisfaction you will spend. You can spend as much or as little as you want. You gain 5 in each game category per turn automatically.

[] Spend x amount of funds on x
[] Spend x amount of satisfaction on x

Spend 5 funds to add 5 to any game statistic. You currently have 25 funds. You lose 2 funds per turn for now, but will get revenue once you get your first game out.
Spend 3 satisfaction to add 5 to any game statistic. If you want raise stats by more than a total of 5 using satsifaction, the cost of using it increases by 1. So adding 10 points to story would cost 7 satisfaction currently. Adding 5 to story and another 5 to graphics would also cost 7. Note that you Gain 2 satisfaction per turn. You currently have 25 satisfaction.

Enthusiasm is at 8

Current Game Statistics

Story: 0
Graphics: 0
Soundtrack: 0
Game Design: 0
Game Content: 0

Game content refers to how long it takes to experience everything the game has to offer. A game with low game content might take a couple of hours to see everything that can be offered. A game with high game content will take days.


Finally a note on omakes. I love them. If you make an omake, I will reward it in game, with greater omakes getting greater rewards
 
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Update 3 March 1986
AN: You know the most screwed up part of this long walk to the next update isn't that it was so short, it's that it was 90% done a month ago.
March 1986

"Uggh…." Jaqueline "Jamie" McLoughlin was working once again in self-imposed overtime. Even with the extra help she had hired, Jamie knew from the start that she'd have many, many days that would turn into nights at the office. How else would a small team starting from meager capital distinguish themselves from the big names?

Jamie was roused from her thoughts by the smell of warm coffee. Shortly afterward, a friendly voice asked, "Hanging in there Jamie?" It belonged to her new friend Mitch Evans, who she met during her last 6 months at Atari. "Brought you some coffee."

"Thanks." Replied Jamie, taking the cup and having a sip. Bitter. She gulped it down and sighed. Just one more thing she'd have to get used to.

"Not a fan?"

"Uh, not exactly. Not that I'm not thankful for you, er, thankful for you bringing me this coffee. I just, never really drank it until I needed to." Shit. As she was saying the words, Jamie realized she might have tipped her hand there. She wasn't typically shy about letting friends and enemies alike know exactly what she thought of them, but she knew that Mitch came from a very "traditional" family, so Jamie figured she would have to either wait for Mitch to express his interest or try a more complex strategy to let him know she fancied him.

Luckily Mitch seemed to not notice the faux pas, or if he did, probably felt it was just stumbling over words. "Well, I figured that you'd want something with caffeine in it. Maybe I could get you tea next time?"

"Uh, yeah, that'd be great. Thanks." Jamie smiled brightly as Mitch left to work on his own tasks before getting back to her work.

Current Game Statistics

Story: 5
Graphics: 5
Soundtrack: 15
Game Design: 15
Game Content: 10

Current Company Statistics:

Funds: 13
Satisfaction: 15

Decisions:

[] Spend Funds
[] Spend Satisfaction

[] Special Decision: Try to make some friends in the industry
[] Special Decision: Try to contact some retailers
[] Special decision: Try to talk to Nintendo (Will cost 5 funds, in addition to any other extra special decision costs)

Note that if you want to take more than one Special Decision this turn you will have to pay an extra 5 funds or Satisfaction for each one.
 
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