Frozen In Ice
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GameNES 2: Rebirth of Gaming
Credit goes to Luckymoose for the original GameNES.
Credit goes to Luckymoose for the original GameNES.
Setting:The year is 1986, just a few years after the video game crash of 1983. The previous companies that used to make game consoles have all gone bankrupt or have given up on video games. While arcades are again on the rise, many people question whether video game consoles will ever be as popular as they once were. In return, new game companies started to form across the world, eager to return home gaming to its former popularity.
Game Company: You play as one of the new game companies. You make games and possibly with enough money a console of your very own. Everything you do is around your game studio/company. In the beginning there will be 2 console companies, but more companies can make consoles later in the game.
Stories: Stories are very important to this NES. They won’t directly give you a boost, but they will help. As an example, if you write stories about your games, then your games will be hyped more. Stories are also your main way of telling me what you are doing, besides orders. Stories can be about everything from Press Conferences and Games to Advertising, Website Announcements and other things.
Updates: The updates will give a general run-down of what happened, like what games released, their review scores, how much the games and consoles sold, and other general news for each market.
Orders: When writing orders please include your stats and a specific listing of how you are going to spend you spending points.
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The following describe the stats of your company.
Company Name: The name of your studio/company.
Leader: The head of the company, either lead designer or just plain old boss man.
Headquarters Location: The city of origin, or city of the current headquarters. Your headquarters location determines your starting market. This will be important as some locations, Japan or Europe for instance, will have a larger fan base in their home country at the start and may have a hard time breaking into the other markets.
Spending Points: Stealing from DaftNES here. The spending point system will be very similar and will get rid of the number crunching before with actual dollars. The idea is everyone starts with 1 spending point, but can gain a maximum of 3 in one turn. You can gain more spending points by creating games that sell well. The more copies your game sells, the more spending points you earn. Your options of how to spend your SP follow.
Spending Options
Game/Console Development: Each point you spend continues the development of the game. When you have reached the required amount of points the game will be ready for release.
Advertising: This can and most of the time will help your game do better once released and also gives your games hype. For the most part, the more you spend in advertising, the better your game will sell.
Employee: This is a dual purpose spending option. Not only can it help increase the skills of your employees but it can also keep their happiness. Happy employees work more efficiently and can make development time shorter for the same quality.
Fan Service: This is your attempt at gaining more fans or increasing the support of the fans you already have. It includes everything legal that you can do to gain fans outside of advertising.
Research: Important for expanding into better graphics engines, consoles and better programming languages, all of which can result in better quality games. This covers all things to do with R&D and advancing your studio into the next generation.
Production: When you complete a game/console you must pay to have it produced in large enough numbers to meet, hopefully, the demand of the gamer nation. If you fail to supply enough your sales can take a hit until you produce more.
Buying Exclusivity: Console owners have the option of paying other game companies Spending Points in order to make their games exclusive to their console. The terms of the exclusivity deal can be whatever the two companies involved wish.
Employees: They work for you and require attention or they may leave you for a better company.
Skill: This is the backbone of your work. No good game was ever released by someone who had no idea what they were doing. Skill for new employees is usually low but sometimes you may gain more experienced individuals. Skill may take a hit when advancing to a new platform as your developers need to learn the architecture to make the most efficient games. Skill comes in a few levels shown below.
Newbie-Inexperienced-Mediocre-Decent-Good-Experienced-Pwnage
As you may have guessed skill is a factor in your games quality. It can only be raised by spending on Employees and it does not always succeed.
Morale: Your employees’ morale has a lot to do with how you are treating them but can also be affected by poor sales or company buyouts. Morale is important as high morale = happiness and happiness = better quality work. Higher morale also makes your employees more efficient, reducing the amount of time needed to develop the game. Morale can be affected by new leaders, new projects, poor sales, poor reviews and so on. But the better side of those things can increase morale. Morale is also done in levels.
Depressing-Sad-Unhappy-Normal-Happy-Ecstatic-Euphoric
Fan Base: These are your fans; they buy your games and consoles. You are nothing without them but they can always move on. You are wholly dependent on the fans, never forget this. Fans have two descriptions, Support and Size, which are broken down into levels. The more fans you have and the more they support you the more your games or consoles will sell.
Support: The amount of support and the type of following they have to your studio.
Disliking-Uncaring-Neutral-Liking-Respecting-Loving-Fanboyism
Size: This is the size or a word describing the size of the fan base.
Hardcore-Small-Average-Growing-Large-Giant-Cult of Personality
Current Projects: Unlike the first game the game stats will not be kept with the company stats, but separately. You can only have up to 3 projects at one time, a project can be a game or a console, which includes handhelds. They will be listed as follows
Project Name (2/4) or something similar. The name with the time remaining. If someone is curious of what the project is they can come look for it in the announced game post. Players can keep projects secret and come out and shock the gaming world if they wish. Be warned though that a secret project is not garenteed to stay secret, as information may be somehow leaked to the press.
Generations: This is the technology. Generations will be defined by when consoles come out and the technology in them. This NES begins in the 8-bit era, which is the First Generation. The next set of consoles will be the Second Generation; the next set will be the Third Generation, and so on.
Markets: You have to pay to sell games in markets outside of your home country. These markets include: Asia, North America, Europe, Oceanic, South America and so on. Breaking into new markets costs one point each. Entering new markets can greatly increase the size of your fan base.
Consoles: In order to make a console you must invest in research and then game/console development. It takes a long time and can either be a huge success or a failure. As of the beginning of the game there are only 2 consoles allowed. The first two players to claim these companies get boosted stats, giving you 2 points default and some other stat changes.
Stat Templates:
Company Name:
Leader:
Headquarters Location:
Spending Points: 1 (2 default for first two console companies)
Employee Skill/Morale: Inexperienced/Normal (default)
Fan Support/Size: Neutral/Hardcore (default)
Markets: Default being your home market.
Current Projects:
Product Stats:
Game Name:
Game Type:
Consoles:
Brief Description:
Console Name:
Generation:
Features:
Brief Description: