GameNES 2: Rebirth of Gaming

Nice story germanicus12.:goodjob:

@ Neverwonagame3: Evolution will cost 4 SP and Civilisation (or do you mean Civilization?) will cost 5 SP.

To Mann Entertainment
From TIRC

We would be willing to buy the rights to the Silent Service series and pay for the exclusivity of Civilisation.

OOC: I intended to spell it right. Oops.

Civilization's exclusivity will be on the normal terms. The Silent Service series will cost 2 SP unless somebody else bids more for it.

Stories:

OOC: Frozen in Ice, do you mind me doing this many stories?

NOTE: I have gotten considerably more ambitious in what I'm doing. Is it going to cost any more?

A Detailed Description of Civilisation: Phase I

i:
In the first phase of Civilisation, the player begins as a single individual, cast out of his original tribe for an unspecified offence. An optional tutorial mode (since the other tribes remain essentially static, and tech+population remains paused, this does not disadvantage the player) is avaliable.

After the tutorial or the skipping of it, the player needs to learn the skills to hunt food on other's tribes terrortories, and evade their people, until they can persuade a tribe to allow them to join. It is possible to suceed at this straight away and skip this part of the phase, in which case it is incoporated into the next phase.

Most tribe's hunts are abstracted, and/or assumed to be sucessful, as are their gathering expeditions (tribes fit into the traditional hunter-gatherer model, with male hunters and female gatherers). Basic personalities for tribal leaders are generated, and a very basic program for other individuals who interact with the player. At this stage, most of the system is diverted to creating later parts of the game.

Over time, the game goes in a cycle of spring, summer, autumn, winter. This change is factored for in what prey is avaliable, how hard it is to survive, and so on. This cycle lasts for the whole phase, but it's main relevance is that in winter it is significantly harder to survive.

Skills the player can build up include tool and weapon-making, knowledge of fruits (being primarily a gatherer, although perhaps easier, means considerably reduced Admiration in the next phase), hunting skills, social skills (of two or three sorts), art skills and hiding skills.

From this phase onward (and moreso over time), the player can create art to gain bonus points. If a player wins the game, then his ultimate score is increased by the number of bonus points he has earned.

ii:
Once he has joined a tribe, the player needs to try and work up the skills to become Tribal Leader. To do this, he needs to earn Tribal Prestige by his achievements. Ways of doing this include sucessful hunts, feats of courage and strategy, and arguing against what turns out to be a bad course of action. Tribal Prestige increases the Admiration Level of people, though relationships do that as well.

The personalities of the people within his tribe at this stage become significantly more complex. Most of the processing power used on this phase is on simulation of their personalties. Various circumstances allow varieties of interaction options with them. They also interact with each other independently of the player. Interactions with individual tribespeople affects their level of admiration for the player, and thus contributes to ultimately gaining the leadership.

Inciting a war at this stage is very bad for the tribe as a whole, but can be good for the player. Doing so, if caught, is probably bad for his prestige.

iii:
Once at least 60% of the tribe looks up to the player, he is Tribal Leader. Unfourtunately for him, circumstances have began to change. The player's reign begins with a particularly bad drought, which has the potential to weaken the tribe. The player's objective is to survive the drought and recover his tribe.

Personalities are now far more abstracted, if not quite back to the level they were originally. The procedural focus is far more on a realistic simulation of drought conditions, and somewhat on relations with other tribes. More processing power has been focused into the creation of more complicated things for later phases.

This is a comparatively short phase, used to ensure there is some challenge in the early phases. Options in this phase for avoiding a population cut (and thus a harder next phase) include war (for more land), cannibalism (though it requires either very desperate situations, very good social skills, or a combination to get people to accept this. Stuffing it up badly enough can get a player deposed as Tribal Leader), and others, but primarily is done by effective play (hunting or gathering well, finding good water sources).

Experimenting with agriculture in this and the next stage of the phase is possible, and boosts the amount of Tech the player accumulates over time. However, in this part doing so is harder due to the drought.

iv:
The march of generations begins, and the player tries to establish a food surplus over time. The objective is to raise both Population and Tech to their maximum, and thus enter the next phase. Tech slowly rises, and the player has only a little influence on it. Population can be controlled by means of a food surplus by effective play.

Over time, the player's character will age (making things harder as he can use his own character less directly and will have to rely on ordering others), and eventually die. The player then takes over as a diffrent character.

The processing power of this phase is mainly focused on accurate simulation of Stone Age conditions. The occassional drought or other bad circumstance is factored into events, and the player has to lead his tribe in order to reach the requisite population.

After the completion of the requisite Population and Tech levels, the player has completed the phase.

Total Time:
The phases put together are intended to take up roughly 10-15 hours of gameplay. Of course, the player can save games and reload them later.

A Detailed Description of Civilisation: Phase II
The next phase of Civilisation takes advantage to some extent of the extra complexity generated in Phase I- administration is significantly more complicated and realistic, personalities are more accurately simulated, and war is more complicated and realistic.

This is not the same character the player was at the end of last phase, but a new King, easily moldable. Molding the player's son is more important for the next phase. Things can be "staticized" temporarily for an optional tutorial at this point.

(Note: I don't know how administration actually worked back then, but it works like in history. I would consult my experts for that. The same to a lesser extent with war)

At first, the matter at hand is getting the hang of administration, while slowly molding the player's son. Wars can be attempted, but a poor administration handicaps the player's attempts to conquer himself an empire.

In war, at first, the player is better advised to extract tribute from other city states and vassalage rather then outright conquest. Sieges are long affairs, and other geopolitical movements can happen as they occur. The AI by default are more inclined to extract tribute and vassalage then outright conquest.

In battle, the player can set unit formations, but except whereever his king is personally on the field has very little control after the start. Development of war institutions such as Combined Arms, War Archery, and Professional Soldiers are very valuable but also very difficult.

AI at this time are significantly more sophisticated then in previous phases, especially the player's eldest son and enemy rulers. Diplomatic options are expanded significantly, and even further depending on what institutions are developed. Some, like Royal Marriage and God-Kings, are likely to develop in a time period like this, but any given instiution is unlikely to develop, even factoring for the player.

Molding the player's son can be done by the player's actions, but psycological experts are hired to determine results. It is very difficult to form the character of the child completly, though the player can influence him somewhat.

At this time, powerful players can start building early Monuments. These get more bonus points then cave paintings in the earlier phases, and they also mold institutions in various ways. Finally, they increase Prestige, which is factored into relations with other monarchs.

The skill system still exists, and other members of the royal family are factored for (mainly for their influence on the son). The skill system itself is as complex as the last phase, but is only used for kings, and the player's eldest son. The energy saved is put into simulating personality traits of the player's family, mainly to try and determine their influence on the eldest son.

Over several generations, the player's empire will either form or fail to emerge. This is intended to take about 10 hours of gameplay. Eventually, the next phase begins. And it begins with something of a bang.

A Detailed Description of the Game Civilisation: Phase III
As before, a cutscene greets the transition as barbarian forces gather for war. The player may, optionally, have a tutorial at this time explaining the new phase.

Also, from this phase onywards things go in "real time", with game days equivilant to actual aging rates. However, game time passes at more then a day a second by default. (With the game paused and "zoomed in" for major events if the player wants)

i:
The new phase metaphorically greets the player with a barbarian invasion. This is intended to be a major setback for the player's fledgling empire, which is a challenge to even survive.

This phase introduces the war aspects, while generating processing power for the future parts of the phase. War changes depending on the player's Institutions, and the barbarian culture interacts with it to produce the war system. Possible ones over Phase III and IV include a system of formations, war based around outflankment, honorable chivalry, emphasis on decisive battle, war based around capturing opponents (e.g- Aztec), and others.

It is possible the player may face the problem of cultural synthesis, with him losing some control over his culture due to barbarian invaders (and later, possibly other factors). This introduces the feature of Cultural War, where he attempts to spread his own culture, and form it, at the expense of not controlling any one state while doing so.

ii:
After the barbarian invasion, the game simply continues. Things evolve over time in accordance with the player's actions and historical forces created by Institutions. The player can control any state influenced even the slightest by his culture, but his percentage of control is equal to the percentage his culture dominates. He can also fight Culture Wars.

The next section, Features, shows various things which can happen, various things which happen, and ways the game can evolve in this phase.

(NOTE: Never did this bit)

Other Parts of the Game Civilisation

2 player Mode:
Throughout the game, several players can play in one of two modes- Competitive or Cooperative. They are warned that the Competitive mode can be significantly slower, and it is recommended they allow for some extra loading time on a file before they begin playing. All modes use splitscreen.

After each phase stage, the players have the option to switch types.

In the two modes:
Phase I- In Competitive, the players each try to achieve the joining of, then control of tribes and raise them in population to try and get to Phase II first. In Cooperative, they try to join a tribe (if one does, the other does automatically), and take the leadership together.
Phase II- The players are seperate city states in Competitive. In Cooperative, they are co-Kings working together with their own characters and eldest sons.
Phases III&IV- In Competitive, the players are seperate nations and cultures. In Cooperative, the players temporarily cooperate in control of the same nation until the culture has several nations. One then can take control of another nation.

Difficulty Levels:
Difficulty levels can be set at the start of each phase.

In Phase I, the extent to which the land is livable, providing food, water, and so on, is the difficulty level. The procedural characters in the Tribal Leader stage are, depending on difficulty level, arbitrarily set to make the task easier or harder.

In Phase II, the difficulty level is the relative power of the city state initially.

The age of the player's civilisation determines the difficulty level for Phases III and IV. By default, they are one of the oldest civilisations in the world, but a younger civilisation can make things harder.

NOTE FROM PREVIOUS POST:
EDIT: germanicus12, sorry about that. I'll stop the practice.
(NOTE: Almost considered posting it right after yours, but that would metaphorically contradict the point...)

NOTE on above note (For lurkers, for the record): Originally had two other posts below this one, between germanicus12's posts)

OOC: Don't want story bonuses for anything below this point up to the next update.

The Court of Peter Tallman
Under the executiveship of Peter Tallman, several factions emerged which competed to control the direction of the company. In practice, Peter was mostly driving things but the combined arguments of the other groups were faced by him at every meeting. Some were beggining to undermine his resolve...

The Executive Faction argued for the development of Procedural Generation technology. They were strongly supported by Peter, and argued based on the hype they had succesfully generated for Civilisation. They argued they could make large profits selling the game at a high price. They advocated the large-scale generation of games for profits.

The Traditional Faction were the heirs of Edward Mann, and argued that the series should attempt to improve in the Silent Service and Crystal Chronicles branches in more traditional directions, and emphasise employee quality more as the original secret to suceess. They would argue that more time could be afforded to develop games.

The Neo-Deakinist faction were about half Australians, and argued for the use of the Blood Feud series and the Pride Doctrine (making players feel powerful, especially feeling like a badass, was the best way to sell games) as the key to profit. They also argued for the creation of more intenrational branches to sell money where other companies didn't concentrate, in places such as Taiwan.
 
Buddy smiled, San Francisco was everything he thought it was and more, it was perfect for the new company and he even met with the mayor and had dinner with his family. The plot of land was approved by the City council who eagerly await the fastest growing gaming corporation to move in and establish headquarters here, but I am sure they just want the cash. Buddy then met with an architect in New York City that prides himself in designing the most beautiful buildings in the world, many of his buildings reside in New York and Tokyo. After a small conversation about the finer points of the designs Buddy approved it and sent it to San Francisco where the contractors were waiting to start construction.

Finally the plot was ready, the team was motivated, trucks stand at the ready to bring in supplies and take out debris. Construction efforts were underway and the town was abuzz, despite signs saying, "Future site of ZaBig Entertainment" people still talk about the fact that Zabriskie Entertainment has come to the West Coast and chose San Francisco over Los Angeles.

Meanwhile back in New York after a long week of meetings and flights to the West Buddy was sitting at home on his comfortable couch and watching the local Yankees take on the hated Red Sox at Yankee Stadium. On most days Buddy would be there mingling with George Steinbrenner, Owner of the Yankees and the Mayor of New York, but today Buddy was too tired, too sore and just plain worn out. His new wife came down and sat next to him and the two just sat there watching the game until finally Buddy fell asleep.

He woke up with a start a few hours late and rushed to his home office and began putting down ideas, after reading through his ideas Buddy proclaimed, "This game is going to take the world by storm! And look good doing it!" With that he grabbed his briefcase and overcoat and rushed to the waiting limo. Once at his global headquarters he called all of his headquarters in London and Tokyo. After a short conversation with the men on the other side, all agreed to push ahead with the plan and implement his new ideas into it, after all the game has barely passed the programming stage. Relieved Buddy sat back down in his office chair and stared at the tv's he had in his room, one was tuned to CNN and another was tuned to sports, and the other 4 were off. Buddy smiled when he heard his Yanks won in extra innings over the Red Sox and opened up a bottle of Scotch to celebrate. Even though Buddy had hardly slept during the week, his most sleep being the 4 hours he spent on his couch before coming here, Buddy was ready to tackle the days business and prepared a report for his board. Just another day as boss of the world's largest company.
 
EDIT: Mods, please delete
 
Zabriskie Entertainment: Orders

Company Name: Zabriskie Entertainment
Leader: Buddy Zabriskie/ germanicus12
Headquarters Location: New York City, New York
Spending Points: 3
Employee Skill/Morale: Inexperienced/Happy
Fan Support/Size: Respecting/Hardcore
Markets: North America, Europe, Japan
Current Projects: Military Base Sim (1/2), City Simulation 3 (1/4)

Scrap Military Base Sim. It is a useless promotional tool that we do not need now.

Put 2 SP into ZaBig Entertainment.
Put 1 SP into City Simulation 3.
 
EDIT: Mods, please delete.
 
OOC: Why are you creating it in sections? Just type it all in one page and be done with it. That is what Word is for.

I just don't like seeing your post after every other post. It makes for a poor reading. Sorry, but just think you can fill out your other posts with this information instead of posting every time you remember something.

Please note: I am not trying to be mean, it is just annoying seeing your posts sandwiching others.
 
Company Name: Avalon Games
Leader: Justin Bay/ Haseri
Headquarters Location: London, England
Spending Points: 3
Employee Skill/Morale: Decent/Happy
Fan Support/Size: Neutral/Average
Markets: Europe, North America
Current Projects: Xanea III: Dead Space (3/4)

+1 on Finishing Game
+2 on increasing Fan Support

Internet was down for days...
 
I was unable to finish the update, and I will be on vacation from today until thursday. The update will be posted shortly after I get back.
 
*wipes sweat*

"King Arthur"

Combat Similation of Britan just after Romans leave. Battle is partialy 3-D but icons of soldiers don't move parts, only locations. You are King Arthur and you are protecting England from Saxon Hordes. You need to manage your military and economy to win. To win is to keep England together for 5 generations until 640 B.C. Then the next game will come out. In this time you have hero units. Professionals and levies. !0 main types with nearly 300 sub types including tired eager levy and tired glum raider and such. In battle they will clump up in a grid field and you use the joy stick and a button to select soldiers, then send them on attack! Will be on Higrax and Camelot and will be aimed at European sector.

1 SP on Arthur. 1 SP on promotion. 1 SP on making more of ALL GAMES! Including vintage Up to Down 1 & 2 with bonus animation inside.
 
Update? (10char)
 
I just barely ran out of time to finish the update tonight, but I can guarantee that it will be up tomorrow. Sorry of the delay.
 
Update XII
September- December 1989

Game Releases and Ratings

Akio the Ninja: Portable- Massive Games-7.5
Chronicles of Catchet: Castle Exbridge- TIRC- 8
Commie Attack!- Big Time Entertainment- 8
Pet Care: The Game- Canal Entertainment- 7.5
Red March- GawShang-6
Xanea III- Avalon Games- 9

Sales:

Console Sales To Date

1.)HiGrax 6,055,000 Units +1 Income
2.)The Box 5,555,000 Units +1 Income
3.)The Square 800,000 Units

Game Sales
Chronicles of Cachet: Castle Exbridge- 600,000 Copies
Xanea III- 590,000 Copies (+1 Income)
Commie Attack!- 465,000 Copies
Pet Care: The Game- 430,000 Copies (+1 Income)
Akio the Ninja: Portable- 300,000 Copies
Red March 290,000 Copies
Blood Feud- 140,000 Copies

News For Each Region

North America

It had rolled around to the holiday season yet again, and as predicted this caused a large upswing in sales. The Box and the HiGrax both put up sales records in North America, reaching about half a million consoles sold for each one. Xanea III continued the tradition of the series and yet again broke sales records... for a console game at least. The title of overall sales record went to The Chronicles of Cachet: Castle Exbridge a handheld game for the newly released The Square. The Square took the spotlight this holiday season by completely selling out, a trend that appears will continue because of the very high demand for it.

TIRC was quite busy launching their new handheld and supporting it by mass producing and advertising it. They also paid Mann Entertainment to keep Civilization an exclusive to the Box.

Zabriskie Entertainment funded the founding of a new joint development studio with Big Time Entertainment named ZaBig Entertainment. They also officially canceled Military Simulation, and continued the development of the highly anticipated City Simulation 3.

Mann Entertainment finished development on Crystal Chronicles 3 but they decided not to release it yet. They also began to advertise the game a bit.

Big Time Entertainment released Commie Attack! which did quite well in sales and reviews.

Canal Entertainment released Pet Care: The Game, which also sold quite well, especially among the younger kids. They added Europe to their available markets as well. (+ European Market)

Europe
In Europe things played out quite similarly to North America. The HiGrax edged out the Box in sales and the Square launched to great sales in Europe as well. Xanea III sold especially well in Europe.

Many fans had been waiting for a while for Xanea III to come out, and when Avalon Games finally did release it, it was everything they could have hoped for. It was quite easy then for Avalon to increase their fan's support. (+Fan Support)

Spire Entertainment and Overall Inc decided to merge into one company to try to increase their profits. They kept the name of Spire Entertainment.

Japan
The holiday season resulted to in explosion in sales in Japan too, although it wasn't as large as in North America. The Square sold well, and the HiGrax did better than the Box yet again.

Kingdom Inc. announced that they had in fact completed work on a new console, but they didn't give any hints as to when it might come out.

GawShang released Red March to decent reviews, but it sold pretty well in Japan and other parts of Asia.

Massive Games released Akio the Ninja: Portable for the Square, making them the only third part studio to make a game for it so far. The game sold decently.

Australia
Connections Games began development of Showdown 2.
 
(hits self on head for not thinking of selling his game in December)

Note: I have an extra SP to spend this turn, right?
Note 2: Can I have a response to the diplo on selling the Silent Service rights?

New Games:

Blood Feud 2: Legacy
Game Type: Showdown genre
Consoles: The Box (if we get the exclusive offer)
Description: A game based on the ideas behind Showdown II, but exploiting the good quality of Mann Entertainment to avoid having to spend as much money.

Gun:
Game Type: Shooting
Consoles: The Box (if we get the exclusive offer)
Description: An attempt to make a cheap game, using good quality to compensate for a lack of money spent to make an overall average game. We don't bother hiring professionals to make a storyline- Peter Tallman will spend the effort on making it himself.

(OOC: This next one is based on the reasons the Dynasty Warriors series is supposed to have suceeded, though I have made some alterations)

Commander:
Game Type: Beat'em up
Consoles: The Box (if we get the exclusive offer)
Description: Set in the Crystal Chronicles universe, and follows through a time period where factions fight for control of the formely united kingdom of Alcbidar. There are several characters, each with their own story mode, storyline, and clear feature to make themselves stand out. There are lots of other commanders who fight for various sides as well, though.

Gameplay is focused on "commanders", who are very strong, fighting ordinary soldiers and from time to time other commanders. Commanders lead forces of troops in battle, but the battle is in practice decided on how well the player fights.

The basic appeal is supposed to be that of the beat'em up- slicing through soldiers with some of weapon with ease is supposed to have it's own appeal.

Stories:
(Note: I've been taking quite a few for Civilisation already, so I don't want a story bonus for these ones)

Developments:
Given his performance with his games, Peter Tallman continued to face challenges to his authority as CEO. The Traditionals focused as usual on undermining his resolve, while the Neo-Deakinists attempted to develop a power base amongst the shareholders.

Suprisingly for a man such as himself, Peter Tallman had never heard of the idea that games sell better at Christmas. This mindboggling ignorance of such a concept is a mystery unexplained, as is the fact nobody objected to the fact he did not realease an important game at Christmas.

The Traditional Faction was becoming the faction of an up-and-coming rival to Peter, John Black. The faction, soon known as the Johnesques, invented a new December Doctrine- that games should be hyped up during the year and sold in December. Suprisingly, Peter was actually inclined towards doing this...

Commander Character 1: Nacridas
(Note: This section emphasises Nacridas's storyline, not how he plays. That would be dealt with, though)

Nacridas's basic character type emphasises his strong support for order- this is a character quirk designed to make him memorable without having played his storyline. (These quirks are used for two purposes- making characters memorable when they are fought against, and allowing people who are looking at the game as a whole to remember a character as something fairly briefly)

Like all characters, Nacridas's storyline covers five battles.

His first battle is The Northern Province Rebellion. In this battle, supporters of a free peasantry have denounced the feudal system and risen up. Nacridas fights against them, and in his storyline wins the battle. His primary theme is introduced here- his argument that freedom would just be a nominal thing, and that too many people are dying for a mere concept. A minor point is his friendship with Chalsar, which comes up later.

His second battle is the Battle of Calmada. His enemies, The Western Villages, despite practices the player is supposed to see as backward (explicit sexism, where elsewhere it's just implicit, yokel accent, arguing that people don't need a government), are supposed to be seen as at least somewhat good because they're democratic. From the perspective of Nacridas's storyline, the most important thing is his dealings with the Duke of Mangar (the only unambigiously evil character), who argues that given how weak the King is, putting him on the throne is the best way to restore peace. He also sees the Duke double-cross his previous right hand man.

His third battle is the Stand at La-Tran. Having been persuaded by the Duke of Mangar despite his reluctance, Nacridas is aiding him in his march on the capital (Nacridas fought at another battle further west, but this is skipped over) La Tran is the capital of the kingdom, and Chalsar is determined to ensure the king's escape (the character is uber, and very strong compared to an ordinary character). Nacridas fights Chalsar, but also feels guilty about the course he takes by supporting the Duke of Mangar. Ultimately, Nacridas kills Chalsar.

Fourth is the Battle of Dasdriar, where in other storylines he actually puts doubts into the values of a major commander for the other side. In his own, these scenes happen but the focus is on how the Duke of Mangar, assured of his loyalty, does things Nacridas interprets as abuse of trust (sending him on what the Duke believes a suicide mission, for example). Nacridas begins to resent the Duke of Mangar (and the player is supposed to). He believes he is eventually going to be doublecrossed himself, and his question is- do I serve anyway?

Fifth is the Battle of the Calwar Plains, where the King makes one last attempt to reclaim the kingdom. The Duke of Mangar's behavior gets more and more frustrating to Nacridas as the battle continues, but Nacridas decides to serve and remain truth to the values he fights for. Ultimately, he wins the kingdom for the Duke of Mangar.

The ending cutscenes start with Nacridas standing over the corpse of the soldiers, sad at what he has had to do, shedding a tear. It cuts to Nacridas (though still clearly the same person) as an old man, with his young son asking "Daddy, why did you do it?" Nacridas, unsure what to say, visibly wonders if he did the right thing. Seeing a horseback rider, he looks out the window, seeing a handomsly clothed figure ride by. "Our new prince" he said, looking at his son. "The land is healed."
 
Um... Good Update but what happened to China?

I know she will like the theme...

Also: what happened to my last minute orders?
 
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