Luckymoose
The World is Mine
The rules as they are currently may not be final and subject to change over time.
Setting: The world of gaming is not the same as you and I remember. The current year is 2008 and the video game market has been in a depression since the late nineties. The former companies like Nintendo, Sega and Sony have dropped out of the race permanently. There are a new big three to try to bring back the glory days of the early nineties. It is up to you to make games the people are wanting to play and to save the industry for future gamers not yet born.
This is not a part of the LuckNES series.
Economy: The money you use to do everything comes from several places the most important being sales of your own games. Other areas to get money from the big game companies who own the consoles. These companies can fund your new projects and buy exclusive rights to your studio. Merchandise from the games also may bring in sales but that is not included in the rules and only judged by stories and orders. You can also take out loans at banks.
Financial income can lower or raise your employee confidence as well. So the levels of income will be separate from actual amount of money coming in. Which will be determined by me in the Updates. These levels are.
Beyond Help-Poor-Not Bad-Average-Above Average-Growing-Booming
A price chart will also be made and updated as things go along. All money is represented by dollars which are not in anyway equal to real dollars. All income is set and is lowered or raised or left alone during the update.
Game Studios: This is the studio you run. You make games and possibly with enough money a console of your very own. Every thing you do is around your game studio/company.
Big Companies: These are the Nintendo’s of this industry. They have big chunks of the market share and will buy exclusive rights to games and studios to keep it there. Players can play as these but they are limited and making another one will take a lot of time and patience.
Stories: Stories to this NES are the back bone of it. Stories are your main way of telling me what you are doing. Besides short orders. In these you do everything from Press Conferences, Advertising, Website Announcements and other things.
Updates: These will be a general fact based update. With news and other things.
----------------------
Games: Video games are your main source of income and the way to make these is with money and stories. The way these develop is based on the age old projects system. I will give you a time scale for development in the form of turns to complete on basic funding of $2,000 a turn. You may speed up the process by one extra turn by spending an additional $5,000. But only one extra a turn as it takes time to develop games.
Advertising: This is done with stories and backed up and expanded with money. Different levels of advertising cost more money and only advertise one thing at a time.
Confidence: This is the confidence of the people working at your studio. This is effected by a few things. Income level, success of sales and direction of development. This is important because the better employees may leave if you have a lower confidence level. Confidence is on a slider of 1-10. The lower the worse, the higher the better.
Employee Artistic/Programming Level: This cannot be directly increased by money and only through stories and game development. It has a few levels which are as follows.
Bad-Not Bad-Below Average-Average-Above Average-Good-Excellent-Shigeru Miyamoto
This level can be effected by confidence, stories and artist buy outs. The latter costing a lot of money to pull off.
Tech. Advancement and Design Engines: These two things are very important to your studios ability to keep up. Tech. Advancements mainly apply to the companies with a console. The Design Engines are going to be based around the console technologies and will be based on your ability to fund the advancement of it. It has a slider of 1-10.
Last Generation(1-3)-Current Generation(4-8)-Next Generation(9-10)
Be creative in your spending on this. Research and buying tech from other people.
Reputation: Just like Tech this one will use a slider of 1-10. It can only be increased by stories and succeeding with releases. 1 meaning everybody thinks your business is junky and not even the porno stores want your product, and 10 meaning you do the Ritz Carlton shame.
Customer Satisfaction: This is on a scale of 1-10 as well. 1 being they don’t like what they are getting and 10 being they can’t wait to go buy more.
Production Costs: This will be the costs you have to pay to meet the demand or come close to the demand of your product. I will update it in the stats every turn.
Employee Costs: Are the same as Production costs, only you pay their wages to keep them happy. You can increase this if you like to get happier employees.
New Company Stats:
Studio Name:
Head of Studio/Player:
Income: $20,000 (Average)
Tech/Design Engine: 5
Employee Artistic/Programming: Below Average
Confidence: 6
Reputation: 4
Customer Satisfaction: 4
Production Costs: $8,000
Employee Costs: $2,000
Game Development:
Game Name:
Game Type:
Console(s):
Development Status:
Description:
Console Additional Stats:
Console Name:
Console Tech: (1-10 tech scale like the tech in other stats)
Console Features: (things like hard drive, online play, number of controllers, cartridge or disk format)
Description:
Handheld Name:
Handheld Tech:
Handheld Features:
Description:
New Console/Handheld Stuff: When making a new console it takes a total of 50,000 to start and then $15,000 a turn to continue developing this. Handhelds take $25,000 to start and $10,000 a turn to continue. I will have a little status fraction like with games on how many turns before it is ready to be shipped. You may wish to hype it up a while before shipping it.
Price List:
Game Development: $5,000 to start, and $2,000 a turn to continue.
Speed Up Development for Games: $5,000 speeds up by one turn only once a turn.
Low Level Marketing: $5000
Mid-Level Marketing: $10,000
High-Level Marketing: $25,000
Intense-Level Marketing: $50,000
Console Development: $50,000 to start, $15,000 a turn after that until completed.
Exclusive Rights to a Studios Games: Decided by Players

Setting: The world of gaming is not the same as you and I remember. The current year is 2008 and the video game market has been in a depression since the late nineties. The former companies like Nintendo, Sega and Sony have dropped out of the race permanently. There are a new big three to try to bring back the glory days of the early nineties. It is up to you to make games the people are wanting to play and to save the industry for future gamers not yet born.
This is not a part of the LuckNES series.
Economy: The money you use to do everything comes from several places the most important being sales of your own games. Other areas to get money from the big game companies who own the consoles. These companies can fund your new projects and buy exclusive rights to your studio. Merchandise from the games also may bring in sales but that is not included in the rules and only judged by stories and orders. You can also take out loans at banks.
Financial income can lower or raise your employee confidence as well. So the levels of income will be separate from actual amount of money coming in. Which will be determined by me in the Updates. These levels are.
Beyond Help-Poor-Not Bad-Average-Above Average-Growing-Booming
A price chart will also be made and updated as things go along. All money is represented by dollars which are not in anyway equal to real dollars. All income is set and is lowered or raised or left alone during the update.
Game Studios: This is the studio you run. You make games and possibly with enough money a console of your very own. Every thing you do is around your game studio/company.
Big Companies: These are the Nintendo’s of this industry. They have big chunks of the market share and will buy exclusive rights to games and studios to keep it there. Players can play as these but they are limited and making another one will take a lot of time and patience.
Stories: Stories to this NES are the back bone of it. Stories are your main way of telling me what you are doing. Besides short orders. In these you do everything from Press Conferences, Advertising, Website Announcements and other things.
Updates: These will be a general fact based update. With news and other things.
----------------------
Games: Video games are your main source of income and the way to make these is with money and stories. The way these develop is based on the age old projects system. I will give you a time scale for development in the form of turns to complete on basic funding of $2,000 a turn. You may speed up the process by one extra turn by spending an additional $5,000. But only one extra a turn as it takes time to develop games.
Advertising: This is done with stories and backed up and expanded with money. Different levels of advertising cost more money and only advertise one thing at a time.
Confidence: This is the confidence of the people working at your studio. This is effected by a few things. Income level, success of sales and direction of development. This is important because the better employees may leave if you have a lower confidence level. Confidence is on a slider of 1-10. The lower the worse, the higher the better.
Employee Artistic/Programming Level: This cannot be directly increased by money and only through stories and game development. It has a few levels which are as follows.
Bad-Not Bad-Below Average-Average-Above Average-Good-Excellent-Shigeru Miyamoto
This level can be effected by confidence, stories and artist buy outs. The latter costing a lot of money to pull off.
Tech. Advancement and Design Engines: These two things are very important to your studios ability to keep up. Tech. Advancements mainly apply to the companies with a console. The Design Engines are going to be based around the console technologies and will be based on your ability to fund the advancement of it. It has a slider of 1-10.
Last Generation(1-3)-Current Generation(4-8)-Next Generation(9-10)
Be creative in your spending on this. Research and buying tech from other people.
Reputation: Just like Tech this one will use a slider of 1-10. It can only be increased by stories and succeeding with releases. 1 meaning everybody thinks your business is junky and not even the porno stores want your product, and 10 meaning you do the Ritz Carlton shame.
Customer Satisfaction: This is on a scale of 1-10 as well. 1 being they don’t like what they are getting and 10 being they can’t wait to go buy more.
Production Costs: This will be the costs you have to pay to meet the demand or come close to the demand of your product. I will update it in the stats every turn.
Employee Costs: Are the same as Production costs, only you pay their wages to keep them happy. You can increase this if you like to get happier employees.
New Company Stats:
Studio Name:
Head of Studio/Player:
Income: $20,000 (Average)
Tech/Design Engine: 5
Employee Artistic/Programming: Below Average
Confidence: 6
Reputation: 4
Customer Satisfaction: 4
Production Costs: $8,000
Employee Costs: $2,000
Game Development:
Game Name:
Game Type:
Console(s):
Development Status:
Description:
Console Additional Stats:
Console Name:
Console Tech: (1-10 tech scale like the tech in other stats)
Console Features: (things like hard drive, online play, number of controllers, cartridge or disk format)
Description:
Handheld Name:
Handheld Tech:
Handheld Features:
Description:
New Console/Handheld Stuff: When making a new console it takes a total of 50,000 to start and then $15,000 a turn to continue developing this. Handhelds take $25,000 to start and $10,000 a turn to continue. I will have a little status fraction like with games on how many turns before it is ready to be shipped. You may wish to hype it up a while before shipping it.
Price List:
Game Development: $5,000 to start, and $2,000 a turn to continue.
Speed Up Development for Games: $5,000 speeds up by one turn only once a turn.
Low Level Marketing: $5000
Mid-Level Marketing: $10,000
High-Level Marketing: $25,000
Intense-Level Marketing: $50,000
Console Development: $50,000 to start, $15,000 a turn after that until completed.
Exclusive Rights to a Studios Games: Decided by Players