1989; Videogames are getting increasingly more popular and big names such as Nintendo and Sony have declared that they will not attempt to join in this industry and try to spark life into it, but you: you have plans for this industry and plan on making it grow and be successful, will you be successful in sparking your company to life and become known all over the world? Well, we have to start small first, so let's go on our journey from 1985 all the way to 2030.
Hello and welcome to GDTRP! Yes, this RP was inspired by the videogame Game Dev Tycoon, this RP is COMPLEX but VERY fun, to start, look at all the rules & mechanics below and then make a character sheet.
GMs
-Me/DiamondBlizzard
-SimYouLater
-Vacant!
Rules
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1. PLEASE! Be realistic for the time era/year of the RP, message me or ask in OOC for tips on videogame & consoles back then.
2. Do not double/multi-post unless the post is too long for your liking.
3. If you have any trouble or questions ask me via a PM or OOC
4. Read ALL the spoilers/hiders that say Need2Read and Semi-Need2Read, the rest are optional.
5. Follow all the mechanics and rules.
6. No powerplaying or adding extra bits of cash to your balance.
7. There IS no set post limit as posts can range from a few lines to a whole ESSAY! Depends on the plot of your videogames, cosmetic posts, letters, etc.
8. Have Fun!
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Mechanics
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Please read ALL the Mechanics that are labeled Need2Read and Semi-Need2Read and please follow the mechanics, if you have trouble posting, ideas for new/simplifying/updating mechanics, send me a PM or just contact me via the OOC.
Graphics/Sound
2-bit (1975)
4-bit (1978)
8-bit (1982)
16-bit graphics (1989)
Stereo Sound (1989) DOES NOT NEED TO BE RESEARCHED!
(3D) Polygons, 32-bit (Star Fox for SNES) (1993)
(3D) Textured Polygons, 64-bit (N64) (1996)
Surround Sound (1998)
(3D) Smooth Polygons, 128-bit (Dreamcast) 1998
(3D) Cel Shading (Dark Cloud 2) (2001)
(3D) High Definition (xBox 360) (2005)
(3D) Ultra High-Def (Playstation 4) (2013)
*BONUS* Acting/Literal Movie Video Game! (2014)
Other (Anything marked with a * does not need to be researched)
Music Peripherals (1998)
Online Play (1998) *
(Console) Touch Screen (2004)
(Console/Game) VR EEG Headgear (2014) [Camera and First-person view only]
(Console/Game) VR Omni-directional Treadmill (2016) [Move around realistically by walking on the treadmill]
(Console/Game) VR BRVR Headgear (2018) [Realistic full immersion first person view, inventory, and profile/inventory opening] *NOT COMPATIBLE WITH EEG HEADGEAR!*
(Console/Game) Master VR Chair (2020) [Everything is exactly like it is in real life with game elements, includes all of above but improved] *NOT COMPATIBLE WITH OMNI-DIRECTIONAL TREADMILL AND EEG HEADGEAR!*
WiP
It takes two turns to research a technology: Announcing and Releasing! You may "co-research" technologies! Also note that you may "reserve" the right to research a technology a quarter year before! You may announce a game on the Announcing, Releasing, and even the "Reserved" stage (1 quarter year before) with that research! Virtual Reality Gear takes 3 turns to research!
The game uses a pseudo-turn-based system. One real life day is a "Season", which is equal to an in-game quarter year (three month period) which is abstract in nature. A Season can go by one of two labels, depending on what you are comfortable with. Winter or "Q1" is January to March. Spring or "Q2" is April to June. Summer or "Q3" is July to September. Fall/Autumn or "Q4" is October to December. Exact dates don't matter and are in fact a hindrance to the system as the longer period of time allows a "first come first served" system, so please don't use exact dates.
Each season starts at midnight according to the forum clock, and ends at midnight the next day, also according to the forum clock. So if something was posted on the 29th of January, 2014 it takes place in Q1 (Winter) 1987, and if something was posted on the 30th of January, 2014 it takes place in Q2 (Spring) of 1987.
You can't double post but otherwise you can post multiple times per Season.
The roleplay ALWAYS starts at 1985 Winter Q1. Quarter Years (or QYs) may be skipped, extended or paused by the main GM's choice. At the end of every QY the Main GM or Assistant GM will calculate sales and reviews for EACH game
STOP! BEFORE YOU READ THIS PLEASE TAKE NOTE OF TWO THINGS! 1. NO NEED TO READ THE CONTEXT (except for Russia, South Korea, and South America.
2. Europe only has TWO regions, the EU, and Russia! So no need to market for each country seperately!
Markets
Markets are regions of the Earth where you can sell games. As of Q1 1975, the four available markets are North America, United Kingdom, Europe and Japan.
When you launch a game or console, you must pay for a marketing campaign for each region you release in. Note that you do not need the same level of marketing when making an international release: if you release in North America and Japan, you can make a large ad campaign in North America and a small ad campaign in Japan.
Note: Translations are FREE, the marketing is not!
North America
The continent of North America contains two first world nations and one developing nation. Due to the nature of the land border between the two main markets, they are treated as one country by many of the aspects of the rules.
North America is currently a very busy market with many competing companies.
United States of America
Abbreviated as "US" or "USA", America is one of the two most militarily powerful nations on Earth (The other being the USSR), and the richest.
As such, it is a very lucrative market and the first choice for game companies.
Games published specifically for the USA only require English text and speech, but gain a slight bonus from Spanish text and speech.
Canada
Abbreviated as "CA", Canada is a more liberal nation than the USA, but is otherwise culturally similar despite the stereotypes.
Games published in the USA automatically gain Canadian publishing along with it unless otherwise stated, as the free trade and open border agreements between the two nations is such that the games will find their way north of the border one way or another. The opposite is also true, as American consumers will purchase games in Canada to take advantage of the exchange rate, ensuring saturation in the US even if intended only for Canadian audiences. French ttanslation needed.
Mexico
A poor developing nation, Mexico ("MX") is not a very lucrative nation and can be safely ignored by game developers and console manufacturers.
Mexico requires games be published in Spanish text and speech. English is optional.
South America
The continent of South America contains little for the gaming industry. Due to the nature of the land border between the two main markets, they are treated as one country by many of the aspects of the rules.
Chile
Abbreviated as "CH", Chile is a minor markwt until Q4 1998 and can be safely ignored. Requires Spanish translation and text.
Brazil
Abbreviated as "BR", Brazil is a minor market until Q4 1998 and can be safely ignored.
Games published specifically for Brazil require Portuguese text and speech, and can gain a sizable bonus from a built-in Spanish translation option.
British Isles
The British Isles contain one first world nation and one first world sovereign power.
United Kingdom
The United Kingdom, abbreviated as "UK" is a first world nation.
Games published specifically for the UK only require English text and speech.
Ireland
Considered a separate nation in real life, Ireland ("IE") is merged into the UK for gameplay purposes.
Europe
The subcontinent of Europe contains a trade union that counts as a single nation, and one second-world nation.
European Union
The European Union, abbreviated to "EU", is a loose trade agreement between the Western European nations.
Games published specifically for the EU require extensive translation; games must be published with a single version containing English, Spanish, French, German, Italian, Dutch, Serbian, and Portuguese text and speech. (FRANCE, GERMANY, ITALY, SPAIN, PORTUGAL, SERBIA, = SIX REGIONS NOT COUNTING RUSSIA)
USSR
The United Soviet Socialist Republic, sometimes referred to as the "Eastern Bloc" but usually abbreviated to "USSR", is a communist political union consisting of Russia, East Germany and several other nations.
The USSR lasts until Q4 1991, where Germany replaces East and West Germany and becomes part of the EU, and Russia becomes its own nation in the European market. Until this disbandment in 1991, the USSR will not allow the corporate distribution of any video games within its borders.
In addition, companies may not form with an HQ location in any part of what was East Germany or in Russia until the year 1991 has ended.
Russia
Russia replaces the USSR in Q1 1992. It requires translation into Russian but is otherwise a relatively stable market, if not a lucrative one.
Asia
The coninent of Asia mostly consists of third-world countries until Q1 2000 when China begins to improve standards of living and South Korea becomes a viable market.
Japan
Japan, sometimes known as the "Land of the Rising Sun" but abbreviated to "JP", is a developing nation with a quickly expanding economy. It is also highly technophilic, making it a lucrative market for games and consoles.
South Korea
South Korea is not a viable market until Q1 2000. Once that date has passed, it is a huge market for MMO games, "Zyngaville" games and MOBA games.
Oceania
The region of Oceania mainly consists of two first world nations. The markets are small, however.
Australia
The larger of the two Oceanic markets, Australia ("AU") has the catch that between Q1 2000 and Q2 2012, mature video games cannot be released in this country.
Australia is currently an unexploited market ripe for the picking.
New Zealand
An island in the South Pacific, New Zealand ("NZ") has a very small market.
New Zealand is currently an unexploited market ripe for the picking.
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tl;dr
Here are the various markets that are considered separate for the purpose of marketing games.
North America
United Kingdom
Europe
Japan
South America
South Korea
Oceania
Note: Any HQs built in any non-listed region will be rounded to the nearest region. (For building Regional Bases see the next hider below)
GDTRP Translations and INTL releases:
So you developed a game and released it in your home region but can't afford to re-publish and re-develop for other markets? Good news, you aren't supposed to!
First off, translation is FREE! Meaning no costs!
But other than region-specific Marketing, there is no additional costs for publishing in any region, whether you do so right off the bat or export it as an afterthought a Season or two after the game was released! That's right, you only need to develop and publish a game ONCE!
Note: If releasing in ALL of North America you may put North America. However if you release a game only in Brazil don't put South America unless you publish the game in Chile as well to avoid confusion! Just put Brazil.
Regional Bases
Build a regional base for $100,000,000 to reduce regional costs!
Note: If your base HQ is not in Japan, once you have acquired $100m or more you get a FREE Japan HQ!
Releasing a Game Takes Time
To release a game, first you must announce it in a post during a given Season. Like with consoles, there are no instant releases.
Once you've announced the game, wait for the next Season. Once midnight in real life has passed, you can choose to advertise it and thus pay the marketing costs. If you don't advertise that's fine, but don't expect the game to sell too well! Once this is done, wait for midnight again.
On the third Season, you may publish and release the game. By doing so, you pay the $200,000 publishing fee and the money you put into development. And yes, you can cancel a game during the first two steps and not have to pay development! ;)
Keep in mind this is the minimum time it takes to release a game. If you want you can complete the second or third steps 2 or more real days after you were first allowed to do so, but gameplay-wise it's not a smart move.
The first few games
Your first game will be released on the assumption that it has no marketing and that you have already announced it two Seasons before the in-game present day. Your second game can be released the following Season with the assumption that it was announced on the season before you started playing, BUT you must advertise it on your first turn or this doesn't count. To release your third game on your third Season you would have to announce it on your first Season, advertise it on your second Season and release it it on your third Season.
Development Cost
To make it simple, a game costs $100,000 to develop as a base cost.
Publishing Cost
It costs $200,000 to publish a game PER region (regions listed below); this is a rule introduced with version 1.1 and thus will not take effect until Q1 1986. Alternatively, you can have someone else publish it for you, which shifts the cost over to the publisher BUT they will want a percentage of the sales in return.
Regions:
North America ( US / CA / MX ) (US/CA = 1 region)
South America ( BR / CH )
United Kingdom ( UK / IE ) (UK/IE = 1 region)
Europe ( EU / RU )
Japan (JP)
Asia ( SK)
Oceania ( AU / NZ ) (AU/NZ = 1 region)
Multiple Simultaneous Releases
You CAN announce multiple games in the same Season, then advertise all of them simultaneously the next Season, and end it off by releasing them all at the same time the Season after that.
However, you must have the money to do all this, so if you develop and publish three games in sync, you will have to pay $300,000 minimum in development costs, $600,000 in publishing fees AND market all of them separately with the costs implied for them.
As such, it is generally not a good tactic to start out with multiple projects in sync. Instead, try to aim for having one game releasing every Season.
If you release a console, you may release one DEMO game bundled with it which costs no money to develop and makes no profit. The demo game must only have basic gameplay and essentially just keeps the console from having no games for it. If you want to have a real game launch with your console, develop a game for that platform as you develop the console itself. Yes, you CAN announce and market a game for a platform that has been announced but not released.
Example Layout
[Name Here]
Genre: (The Genre of the Game)
Topic: (The topic of the game such as Shooter, Comedy, Ganepack, etc)
Audience: (Who your game is aimed for, Pre (1-5 y/o) E (Everyone, E11+ (everyone 11+) T (13+) MT (16+) M (18+) and Adult (21+ Games have a chance of being banned)
Price: (Self-explanatory, try to make it $25+ or else you won't make profit)
Regions: (Regions, International Markets list them, ONLY put down an INTL market if you are releasing all over: E.G North America = Mexico & US/CA)
Languages: (Cosmetic. Languages the game is available in)
Platform: (On what system the game is released)
Difficulty: (A scale from 1-20. 1 being super easy, 10 being normal/average difficulty, 20 being near impossible.)
Features
-Here you put down features on how the game works & plays, pro tip: Put down what type of graphics it has and sound or Immerse into a (something here) it makes the list of features look bigger. Also list Unique Systems here.
Plot: If any, put here.
Systems: If you have unique/original/creative modes put them here, if you explain the mode you'll probably get a higher score. E.G Throwing Daggers II Assassination system (basically an insta kill system)
Porting Games
Porting games is simple for now. Every time you release a game on multiple platforms simultaneously, it will cost you $100,000 per system you start with (minimum $200,000).
Porting after the fact has a special "datedness" factor. If a game is less than a year old, it inherits the exact same marketing tactics the original game used, international markets and all, which means it only takes two turns to launch it!
If however it is more than a year old, you must either advertise it (which takes a full 3 turns) or skip marketing altogether (2 turns, but bad for sales).
Keep in mind that a game cannot be ported to a console more than 5 years older than the original version (the one made before porting). This also applied to multi-platform releases, so if there are 4 consoles but only two of them are newer than 5 years old, the two that don't fit the bill are right out.
Note: Even Nano marketing will help you gain a bit more profit, not marketing at all is a -75% to your unit sales
Nano
Free
Cheap ads on printer paper are created in-house and distributed to friends and family, which then slowly get the word out throughout the neighborhood. (Q1 2005 Onward) Youtube videos are made to announce the release of your new game! (-50% sales)
Mini
$250,000
Ads are circulated in gaming magazines & newspapers. (Q1 2005 Onward) Youtube videos are made to announce the release of your new game! (Normal Sales)
Small
$750,000
Magazine/newspaper ads and demos. (Q1 2005 Onward) Youtube videos are made to announce the release of your new game! (+10% Unit sales)
Medium
$2,500,000
Magazines/newspaper ads, demos, exclusive reviews and interviews. (Q1 2005 Onward) Youtube videos are made to announce the release of your new game! (+25% Unit sales)
Large
$5,000,000
TV trailers, behind the scenes reports, billboards, interviews and exclusive reviews. (Q1 2005 Onward) Youtube videos are made to announce the release of your new game! (+50% unit sales)
Mega
$10,000,000
Launch parties, press conferences, event sponsorship and general marketing blitz. (Q1 2005 Onward) Youtube videos are made to announce the release of your new game! (+100% unit sales)
Giga
$50,000,000
All of the above, plus bribes/full page ads in magazines/newspapers that will force them to give you at least double the score they normally would. (Q1 2005 Onward) Youtube videos are made to announce the release of your new game! (+500% Unit Sales)
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Merchandise
$Free
Make copies of your soundtrack on discs or floppy discs! (Cosmetic)
$25,000
Make high quality copies of your soundtrack on discs or floppy discs! OR sell game guides and handbooks! (+1,000 unit sales)
$50,000
Give away fridge magnets and stickers with your game! See Blink! Wall Art, Ltd. for a good sticker and magnet manufacturer/distributor, but if your company has less than $3,000,000 to it's name, try Magnet Men first for a free counterpart to this option! (+2,500 Unit Sales)
$100,000
Give away the same posters used in advertising as a cheap form of merchandise! See Blink! Wall Art, Ltd. for a good poster manufacturer/distributor. OR sell a small book of the game's artwork! (+5,000 Unit Sales)
$500,000
Give away cheap toys with your game! See Bashō USA for a good toy manufacturer/distributor in North America, or their Japanese parent company Bashō Amusements for distribution in Japan. (+12.50% Money Boost)
$750,000
Create a clothing line for your video game! Hoodies, t-shirts, long sleeves, you name it! (+10,000 Unit sales)
$1,000,000
Create a comic book series to go with your game! See Blink! Wall Art, Ltd. for a good comic manufacturer/distributor. (+25% Money Boost)
$1,500,000
Microtransactions are available from Q1 2005 onwards! Milk your game's cash cow for all it's worth! Be careful though, your next game might suffer when gamers become wary of your games. (+50% Money Boost) *MUST BE A FEATURE IN ONE OF YOUR GAMES!*
$2,000,000
Pay an esteemed author to write a novel tie-in or expanded universe anthology to your game! (+12,000 Unit Sales)
$2,500,000
Make a 30 minute-45 minute short film for TV for your videogame. (+25% Money boost)
$5,000,000
Collectible card game! Blink! Wall Art, Ltd. will manufacture and distribute a card game based on your video game! (+15,000 Unit Sales)
$7,500,000
Sell low-medium quality merchandise from the game itself. Like a replica of that cool bow the main hero has!(+25,000 Unit Sales)
$10,000,000
Sell high quality toys and board games! Once again Bashō USA is your friend. (+30,000 Unit Sales & +10% Unit Sales)
$12,000,000
Host a concert to showcase your video games' best soundtracks! This can be done cosmetically (free) as well but you will receive no bonus! This also includes singers! (+50% Money Boost)
$15,000,000
Develop a huge line of official cosplay outfits for people to dress up as your famous characters (+45,000 Unit Sales)
$17,500,000
Sell high quality merchandise from the game itself. Like a collector's edition replica of that cool looking dagger the main hero has! (+20,000 Unit Sales & +25% Unit Sales)
$20,000,000
Host a huge orchestra to showcase and perform your BEST songs! People all around will come to listen to this live performance of video game music! This can be done cosmetically (free) as well but you will receive no bonus! This includes singers! (+100% Money boost & +25% Unit sales)
$35,000,000
Autographed Merchandise! Autographed by the CEO, employees, and voice actors! (+50% Units Sales & 10% Money boost)
$50,000,000
Game peripherals! Once again Bashō USA is your friend, though Goliath Games might be of some help if you choose their console. Otherwise, try striking a deal with the competitor whose console the game is for. (+50% Unit & Console Sales. +25% Money boost)
$75,000,000
A specialised type of peripheral, the "Skyfinity" collectable figurine system is available from Q1 2005 onward! Just manufacture a sensor base and some cool high-quality figurines to go with your game, advertise like hell, and watch the money roll in from the wallets of parents whose kids want to play the game! (+100% Unit & console Sales. +50% Money Boost for both)
$100,000,000
Host a convention! Your conventions will have games, events, contests, concerts, orchestras, merchandise shops, and guest stars! (+200% Unit and Money Boost. +25% Console sales)
$45,000,000
An animated series! Just be careful, this can make or break a company. Still working on who would make the show... Stay tuned for that one. (Makes money on it's own, reviewing needed)
$65,000,000
A live-action series! Can you pull off this strange combination of game and TV? (Makes money on it's own, reviewing needed)
$100,000,000
An animated movie! Be warned, this rarely works unless you get your artistic employees in on the creative process of the movie. There's nothing fans hate more than a game movie that doesn't actually have anything to do with the game! (Makes money on it's own, reviewing needed)
$180,000,000
A live-action movie! Be warned, this rarely works unless you get your artistic employees in on the creative process of the movie. There's nothing fans hate more than a game movie that doesn't actually have anything to do with the game! (Makes money on it's own, reviewing needed)
$500,000,000
The ultimate merchandise... An Alternate Reality Game! Don't just make the game, integrate it with reality by hosting competitive events all over the world! Only available from Q1 2010 onward. (+300% Money & Unit Sales boost [First Unit, then money])
When launching a console, first you announce the console ahead of time. You cannot release a console out of nowhere. Even Goliath Entertainment/David Gaming will not do this, with the exception of the GameTron which was the first post in the In-Character topic.
Then, you market the console. This requires an in-depth post about the nature of the advertisements, and of course you will need cash to pay for the ads, and this must be done in the Season following the announcement.
Finally, you release the console. Once again, this must be done in the next Season after the marketing post at minimum. Once a console is released, it must have a sales price (only Goliath is an exception, as money isn't supposed to apply to them) and a licensing fee (ditto, although you COULD make it free) and there will be a $50,000,000 development cost which must be paid once the console is launched. And yes, you can cancel a console during the first two steps and not have to pay development ;)
Note that this is the MINIMUM time you CAN complete the steps in, NOT the maximum time you must complete it in. If you can't make a post one a day for three days, feel free to take as long as you need, but remember that time waits for no man and eventually your console will be too outdated.
Technology
When developing the console, look at the technology of a real console made at around the same time (1 year ahead or behind at most) and use that as the basis of your specs. For every year that you advance one feature by, $10 will be subtracted from the sale price of every unit (console) you sell. So if you sell a console for $250 and you upgraded the RAM by 5 years, your console will only earn you $200 for every unit sold.
In addition, any publisher who makes a game for such a system will have $1 subtracted from the sale of each unit (game tape/cart/disc/digital download). So for the console listed above if Game Y is produced by Company Y for Company Y's console and Game X is also produced by Company X for Company Y's console, Company X will lose $5 on the sale of each Game X unit which is bad enough on its own, but Company Y will lose $5 on the sale of each Game Y unit despite the fact that they weren't the ones who decided to upgrade the RAM by 5 years. This discourages boosting consoles to unreasonable levels of technology for the era.
I prefer if you don't go too willy-nilly I don't wanna do to much Maths :P
Launch Titles
If you release a console, you may release one DEMO game bundled with it which costs no money to develop and makes no profit. The demo game must only have basic gameplay and essentially just keeps the console from having no games for it. If you want to have a real game launch with your console, develop a game for that platform as you develop the console itself. Yes, you CAN begin developing a game for a platform that has been announced but not released.
Devkits
In order for someone to make a game for your console, they must have a Devkit. This is the purpose of the "licensing fee": When you pay a "licensing fee" to a console maker, what you're actually paying for is to buy a Devkit from them. You only need to buy the Devkit once, so the licensing fee is a one-time thing.
To buy a Devkit, "write a letter" in a forum post to the maker of the console. Devkits arrive as soon as the console maker writes back, so it could happen within the same Season and when it does you can announce your game immediately!
Arcade cabinets have a distinct set of advantages and disadvantages compared to PCs and consoles.
An arcade cabinet is incredibly popular up until they are taken off the market, whereas PCs are mostly used for work. They are also free to begin making, unlike the consoles whose license fee must be paid before you can get a devkit.
Arcade cabinets also continue to sell in modest numbers well past their initial release, and do not require any Marketing. Finally, arcade cabinets can be launched in a single Season, which other games cannot.
However, arcade cabinets are more expensive to produce, at $750,000 per cabinet design. That's like paying 750k to develop a console game instead of just 300k. And unlike console games, arcade games cannot be increased in quality by throwing 100k chunks of cash at it to boost sales.
Worst of all is that those modest sales numbers DO end eventually. On Q4 1996, all arcade cabinets will cease to sell further units, and the arcade platform is discontinued to prevent further cabinets from being developed. Any cabinets in development when the deadline hits are automatically cancelled.
Also of note is that arcade cabinets are sold to arcades and not the consumer market, so you can charge around $5000 a unit but you'll probably only sell 250 units at most (which is still a LOT but remember that arcade cabinets are only viable until 1996).
FIRST OFF GAME UPDATES ARE FREE AND COSMETIC, FEEL FREE TO MAKE UP YOUR CHANGE-LOG AND WHAT NOT! AVAILABLE 2005 AND ONWARD!
You wanna make Expansion Packs and DLC? Well here you go!
-Expansion Packs are available from 1994 onwards: To make an EP (Expansion Pack) first the current game you wish to make an EP for must be on the market. Next you must decide what TYPE of Expansion Pack you'd like:
Small (Free but Cosmetic and doesn't need any info.)
Medium (500k) *Normal Sales*
Large ($1m) *+10% Unit Sales for EP*
Huge ($2m) *+25% Unit Sales for EP*
Then you market the EP, note that all previous regions it was marketed in and development and publishing costs are nulled, except for what region the original game was marketed in, so only a one-time purchase, the EP is released in all the original game's marketed regions and only takes 2 turns to release! The EP will count as a seperate game but MUST be at least $10 less than the original game, unless you plan on releasing a Bundle, which works the same as a normal game release. If the game goes off the market before you manage to release your EP, it will be sold as a Bundle. REMEMBER EXPANSION PACKS ARE SOLD SEPERATELY THAN THE GAME AND KEEPS THE ORIGINAL GAME LONGER ON THE MARKET UNTIL THE EXPANSION PACK GOES OFF THE MARKET + 1 QUARTER YEAR!
-DLC: DLC (Downloadable Content) is available from 2005 onwards. DLC Comes in four sizes:
Small (100k +10% Money Boost)
Medium (250k +25% Money Boost)
Large (500k +50% Unit Sales)
Huge (1m +100% Unit & Money Boost)
For every 100k spent on top of that, boost by another 10% plus a half of a quarter year (1 & 1/2 month, rounded up to the nearest quarter year)
Note: There are loopholes around the dates, PM the GM to ask him if you can do this and that to unlock Expansion Packs and/or DLC earlier on in the RP.
MMOs
WiP and not needed until 1998-2000+
-Movies: Movies are available from the start of the RP. Movies take three turns to release: Announcing and Releasing! Movies MUST be made off of one of YOUR videogames (Co-developed videogames count as well) Here are the costs:
$100,000,000
An animated movie! Be warned, this rarely works unless you get your artistic employees in on the creative process of the movie. There's nothing fans hate more than a game movie that doesn't actually have anything to do with the game! (Makes money on it's own, reviewing needed)
$180,000,000
A live-action movie! Be warned, this rarely works unless you get your artistic employees in on the creative process of the movie. There's nothing fans hate more than a game movie that doesn't actually have anything to do with the game! (Makes money on it's own, reviewing needed)
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Reviewing from 1 to 10 is needed for judging a TV show or Movie and will be in theaters for 1-4 quarter years! (1-4 = 1 | 4.25 - 6.5 2 | 6.75 - 8.5 = 3 | 8.75 - 10 = 4 ) The difference? You have to "sell" the movie to movie theaters which you may sell to for $10,000 to $100,000. Afterwards depending on how many people attend the movie (Box Office/Unit Sales) and Movie Cost (50% of Unit Sales) Formula = (Unit Sales × Unit Price ÷ 2)
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-TV Shows/Mini Series: Available from the start of the RP. First off, here are the costs: (Also TV Shows MUST be made off YOUR video games [Co-developed games are allowed] )
$45,000,000
An animated series! Just be careful, this can make or break a company. Still working on who would make the show... Stay tuned for that one. (Makes money on it's own, reviewing needed)
$65,000,000
A live-action series! Can you pull off this strange combination of game and TV? (Makes money on it's own, reviewing needed)
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A TV Show works like so: "Selling" the show to TV stations makes no money, the revenue from the commercials DOES! Reviews will tell you if it is worth making another season or spin-off series (Or even a movie!) For at least TWO quarter years you must make a plot and a list of episodes that are released in that quarter year (Note: You don't have to give a plot per episode but it may raise your reviews, just given a general plot.) It takes two steps to release a TV show: Announcing & Releasing! Depending on the reviews depends on how much