GameNES: Insert Credit

New Economist
Her eyes danced. She had never been an economist, despite loving that class in high school. Her teacher had been so relaxed, so interesting. She actually had to think in that class, even to a greater extent then the rest of her classes. It was terrific. She leaned back in her beautiful executive chair, this time not matching her brightly colored and very festive dress either. She was sure that it would match someday; the question was when, with what, and whether she'd want it to. She was certain that being mismatched said something about the personality. However, she was horrible at literature analysis, so she relegated the question to the back of her mind whereupon it was immediately molested by the monsters of apathy and indifference.

But for things like this, she had her best friend, Kenta, and his law firm to count on. And this made sense. He had been, if not wildly successful, than fairly successful. He was not wildly handsome, but fairly good-looking. He was not wildly intelligent, but he was clever by half. She pitied him, a little. He was always being overshadowed by someone else.

The ironic part is that she would have left him in a heartbeat, had it not been for the fact that he always gave her a nice little discount. Plus, since they were familiar, she could hit him up for casual advice when he wasn't thinking of all the hours he had to bill up. He grinned nervously and ran his hand through his hair again. It was a nervous tic he had, but she wasn't going to complain. If he wasn't brilliant good at what he did, at least he wasn't incompetent.

It was back into the excitingly chunky contoured room, but with a new face. Katsu Nagato was the Public Relations man. His job: To cause a fuss. The occasion: Karui Kiba going public.

"Do it," she said, simply. And they nodded. To hear is to obey.

The first of the three to go public, she thought. Make history. Live it. She allowed herself a sip of water, pretending it was wine and made of divine stuff, and awaited the future.

-----
Karui Kiba Corporation goes public; other effects unknown as of now.
 
Studio Name: Hayden Games
Head of Studio/Player: Isaac Hayden/dldnjstjr
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: GENOA (Generals of the Army)
Game Type: First Person Real Time Strategy
Console(s): PC
Development Status: Initiated
Description: Incorporating the revolutionary AI technology GENOA will let the players become the commander of armed forces. With live action cut-scenes, the players will find themselves in the battlefield, but not as the soldiers themselves. Throwing away the old micro-management principles of RTS gaming, GENOA and its AI technology will focus solely on the player's strategy, not how fast their hands are. The player can enchance their enjoyment with multiplayers of GENOA featuring various levels of command: squad, platoon, company, battalion, regiment, brigade, etc.

A top three company has a PC console being sold? :eek: I was unaware of this and I like to be on top of my competition.
 
President Zabriskie was leaning back in chair, before him stood his top researcher, scientist and marketing chief. It was time for the weekly meeting, John sighed.

"First off I would like to congratulate all of you for a job well done on the Pheonix console. We finished and distributed it way before the competition did. Congratulations, expect bonuses in your next paycheck. Now on to the next order of business, marketing." President Zabriskie motioned for the marketing chief to begin.
Toby turned around and picked up a flyer, "Sir, my team and I have worked on several posters and flyers for you to choose. All of them are centralized on the Pheonix console and its benefits over the competition."
"Very well lets see them." Replied John.
After seeing all of the posters, President Zabriskie said, "Post them all! Or as many as our budget will allow. We must get the message out to the people. Have you worked on a television commercial yet?"
"Yes sir, but we haven't finished yet, but we did finish the newspaper articles, and contacted several national papers to publish the article. And the radio station has agreed to air out daily mentions of the Pheonix system. Hopefully this will bring in enough money to continue our television commercial funding." Toby said.
"Good job.... you may all now leave, I have business with my financial advisors." The three men shook hands and left. Frank then entered and promptly sat down, President Zabriskie watched him for a while before speaking, "Well, Frank... have you looked into the possibility of going public or private?"
"Yes sir, I believe we will have an edge on the competition if we stay private, we are still making money and we are in an ideal location, I forsee no problems financially if we stay private." Frank replied.
"Very well it is settled, Zabriskie Entertainment will stay private. Thank you Frank."

President Zabriskie turned to his computer where he watches his competition closely in the news articles and stock markets.
 
He was running down the hall, as he had never ran before. Shouting everybode had to clear way! As he stormed down the office of Thurston he came to his sences: "What have i done?? I just stormed down into my boss' office! Well, here my career ends."

Thurston looked at him with an expression of fear, humor and anger.
"So tell me, why did you just attack the door to enter my office in the most elegant way possible?"

Was that sarcasme? Did he still have a chance? There was nothing else to loose so he went for it:
"Sir, I have to greatest idea ever for our new game!" If we just ******** (technical talk) we can increase the speed of the game, we can expand our graphics and teh players will have a much more realistic game!"

Thurston looked him right in the eyes and just stared....
"Firts of all: IT'S NOT SIR!!!" It's Thurston"
He started laughing and our programmer took a deep breath.
"This would really help our project further! Keep up the good work, but next time: just walk to here and then talk about it.
 
Game Name: Zombie Chronicles: Invasion
Game Type: First Person shooter
Console(s): Any
Development Status: 0/3
Description: In Invasion, you play John Gordon who is at his farm, when all the sudden, he sees several zombies outside in the corn field. He grabs his shotgun, and goes to clear the field. He soon realises, he must find the Night Stalkers to save him and his family. He then goes under several missions to drive the zombies from Earth. Feautures include 1 to 8 Players, a special Co op play, and Online gaming up to 24 players
 
Press conference in Nuclear Kid Industries headquarters (London, England)

Ryan: Are we set?
Jobe: Yes sir!
Security: The press conference is open!

(Cameras flash as Ryan walks into the room, several reporters raise their hands eagerly)

Ryan: You, in the back

Press: Sir, will the new "Invasion" game be out at AEE?

Ryan smiled. This is just what he wanted for the game. Exitement

Ryan: I don't know about 100% complete, but it will be out as soon as possible. We are thinking about somewhere in the next 5 to 6 months. You in the front.

Press: Will this game feature vehicles, and if so, will there be zombie vehicles?

Ryan: (laughs) Yes, so far, we have the Crusader tank, the F-21, and the Patriot Missle system. For the zombies, they have an unnamed air craft that looks like a seat between 2 large wheels, that we are also going to probably allow on the ground to be a zombie light tank. We are probably going to add more, and the Zombie vehicle will probably be player optional. Other than those few, we are still working on more Ideas. Yes, to the right?

Press: Will this be a run and gun or stop and pop shooter?

Ryan: I am actually leaning to stop and pop. Why? John doesn't have high futeristic armor, he just has todays weapons, and some zombie ones. The only protection he has is a bullet proof vest that might save him from a few shots, but not many. I decided stop and pop would be a little more realistic, but the vehicles will probably follow the run and gun. It is a bit of a mix. One last question.

Press: Are you considering doind this for just one consel?

Ryan: Depends if I get any offers!
 
Studio Name: Dreamsoft Studios
Head of Studio/Player: Johnny Dreams
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: World War One: The Great War
Game Type: Strategy
Console(s): PC
Development Status:
Description: A high-end, realistic strategy game based on WW1, the first such in a new series of war-based games. There will be online and microphone support, command points, resource-gathering by killing units, and will focus on years 1914-1916. A collector's edition will be released, with exclusive copies of WW1 maps, a collector's box, Behind the Scenes DVD, and some exclusive features.


Story:

The press begins clicking its cameras, huge streaming lights go on and off...

Just like the old days...

Johnny Dreams steps up, and begins his speech:

"We are the new Dreamsoft Studios, and we are committed to creating new innovations in gaming. Many of our employees were lower-ranked staff in other gaming companies, but they have all brought new ideas to the table. Let me show you some of our exclusive footage..."

The huge TV begins playing a video...

A well-dressed couple are in a car, going down the street. Suddenly, a person appears, and throws a projectile at the car. The male passenger gets up and kicks the projectile. In a few seconds, the projectile explodes away from the car. As the car swerves, a man appears, and takes out a gun. He shoots the couple, and blood splatters. The assassin is taken away, and the view blacks out...

Next, the familiar view of the battlefield occurs, but it seems weird, there are no soldiers. The an Austrian voice pops out, subtitles are there in English: Bad news, Archduke Franz Ferdinand, has been assassinated. We'll need you on the front, so we'll be training you. After the 10 minute tutorial, action begins... you are in charge of an Austrian division, rolling into Serbia. Smoke and artillery barrages are shown in great detail, and the soldiers go through...

Soon, a young soldiers is running away from bullets, and is hit on the shoulder, the scene fades for a moment...

Then it returns as:

World War One: The Great War

Coming out soon for the PC"

One reporter asks: How soon?

Johnny replies: Whenever we're ready...

And he turns his back on the press, and walks away...
 
To Johnny Dreams
From John Zabriskie

We apologize for the mispronouncement of your last name in our email to you. We hope this does not affect our offer in any way.
 
To Digi Forge, Karui Kiba Corporation, and Zabriskie Entertainment
From Ryan Evans

We would like to offer one of you the exclusive rights to the new Zombie Chronicles Invasion Game. If you would like to have the rights, please give us your best offer
 
Hey, are the employee and Production costs already taken out of our Income?
 
Hey, are the employee and Production costs already taken out of our Income?

No.

Notice: I just added three NPC companies which will not be open for play unless I change my mind. These are to help fill up the game and to give the console makers a chance for more exclusives.
 
Another quick question, if we use all our income, is their negative consequenses?

Also, how do we improve our Tech Design?
 
NPC Stuff


Game Releases by NPC Studios:


Destiny Games:
Game Name: Jet Stream
Game Type: Overhead/Side Scrolling Flying Shoot-em-up
Console(s):
Development Status: 0/2
Description: A beautiful and fast paste scrolling shooter using several different space and air ships. Fighting the evil forces of the self proclaimed Emperor of Mars in 2304 as he and his followers threaten to take control of the Mars colony and destroy all links and traces of Earth from it. As you go through the game an advanced level system gives you more abilities and upgrades for your ships as the hordes of enemy pilots come after you.

----------------------
Whistlewolf:
Game Name: The Eternal Kingdom's
Game Type: Massive open Medieval Battles
Console(s):
Development Status: 0/4
Description: You take part in an eternal struggle between the three mightiest Kingdoms of the Ancient lands of Ghor. Fight alongside hundreds and thousands of allies and enemies as you carve your way to victory in any way you choose. Features massive sieges of cities and epic battles in plains, forests and mountainous locales.

---------------------
Triggersoft
Game Name: Blindsided
Game Type: First Person Shooter
Console(s):
Development Status: 0/3
Description: You are Jack Loon, a man with a mission. On your anniversary you are robbed by a gang of thugs connected to higher organized crime syndicates in the city of Madrid, Spain. Your wife is killed with your unborn child and all you can think of is revenge. Will you succeed?


Diplomacy:

TO: Digi Force
FROM: Destiny Games


We would like to approach you for an exclusive contract for Jet Stream.

TO: All Console Makers
FROM: Triggersoft, Whistlewolf


If we are offered deals we are open for exclusivity.
 
Game Name: Blob Wars
Game Type: Action/Puzzle/Beat-em-up/Strategy
Console(s): Takk
Development Status: -
Description: The aim of Blob Wars is to set a standard for the kind of games we want to see developed for the Takk™ platform. From simple beginnings, your blob will grow and evolve into a mighty and highly customised war machine, which you can share online with your friends and foes. As you battle your way across the surreal alien landscape, you will acquire new DNA, new abilities, new weapons, new vehicles and new devices. The quest for energy is never ending - without it, you cannot battle, cannot progress to new worlds, and cannot lay the eggs with grow into new blobs. A very customisable game with varied modes of play, all of which support multiplayer, including 4-way split-screen and online play. Simple 3D graphics, with an elegant cartoony style, designed to have equal appeal to children and to the older generation. Simplicity, replayability, multiplayability. Mayhem, explosions, destruction and insanity.

Spoiler Design Memo to Toki Landerson, :

Memo - To Toki Landerson, from IDT, RE 'our platform needs games!'

-Blob Wars-

Some initial ideas from the first few meetings:

The blob:
The blob begins as a simple, squishy sphere. The player can choose the colour, decals, and 'face' details. The blob's attributes are acquired over the course of many games. Eventually they can become huge multi-limbed beasts bristling with weapons, part mechanical, part crystalline, or remain fully 'organic'

Duel mode:
Your blob battles against a single, powerful enemy - such as bosses you have defeated in the main game, or the blobs of your friends which can be shared via memory stick or internet.

Battle mode:
The 'main' game mode.

The player starts with just his blob. They may be facing an AI controlled blob or some other kind of special enemy, or there may just be the task of collecting enough energy to activate the warp gate to the next world.

*Collecting energy:
Little blobs of energy will occasionally rain down from the sky. Energy will also erupt out of energy volcanoes. But mostly, the player will be collecting energy by attacking native lifeforms and getting them to eject energy blobs, or swallowing the lifeforms whole.

A little energy is used up all the time, especially when moving, jumping, and with standard attacks. Powerful attacks use up more energy.

*Laying eggs:
If the player holds high energy level for a long time, then they will lay an egg. If the egg is defended until it hatches, it will become a mini-blob, a clone of the player's character but with some minor mutations.

Additionally if the player is friendly to native lifeforms, they may begin to follow he/she around and fight on their side.

*Abilities:
New abilities/mutations can be collected from alien artefacts in the landscape, by an experience level increase when defeating enemies, or by swallowing the 'children' blobs, or by swallowing enemy blobs.

Abilities may use up energy, so the player will want to keep some dormant, while a few are made active at a time. Different combinations giving different results. A simple menu system will handle all this.

*Artefacts:
They are scattered across the landscape, or sometimes crash down randomly from the sky. Some give bonuses, some are 'parts' which can be brought together to make various 'devices'. Combining a laser-cannon with an energy engine will create a high-powered turret. Combine that with tracks or robot legs or dragon wings to create a vehicle...

It is possible the player will begin to create a 'base' in a quiet corner of the map, by assembling healing/repairing/revitalising devices surrounded by weapon turrets. Such a base can of course be raided by the enemy, and all the parts taken away.

One artefact will be special, in that it will be the 'exit' gateway. This will require a large amount of accumulated energy to activate - either that or the defeat of certain enemies.

*Landscape:
A variety of surreal alien landscapes is planned, mixed in with some terran-looking environments. A cube grid system will allow some deformation of the landscape, and the pushing around of blocks etc. Gravity should be variable. Rotating, tumbling worlds are not out of the question at this point.

Campaign mode:
A series of 'battle mode' games, linked together by a non-liner plot and many special enemies and levels. The initial idea is to mix pre-coded set-piece levels with many randomised sections.

Scenario mode:
You will play either with or against your friends, or just the computer, in special levels with specific goals and challenges. Defend a position for so many minutes, build an airship to escape the flood of enemies, rescue the mutohamsters - the ideas are endless. A scoring system will declare a winner after the desired number of scenarios have been played.
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From: Toki Landerson, head of Digi Forge™
To: All games designers!


We want games for our platform! Simpler-graphics games that wont take as long to develop as those for the hi-spec platforms!

We are willing to meet your design costs, or at least go halfway. We are also interested in cooperative advertising efforts.

We make no demands on keeping your games confined to our Takk™ platform! We only desire to see more games come our way.

Please let us know if we can be of assistance!
 
From: Toki Landerson, head of Digi Forge™
To: All games designers!


We want games for our platform! Simpler-graphics games that wont take as long to develop as those for the hi-spec platforms!

We are willing to meet your design costs, or at least go halfway. We are also interested in cooperative advertising efforts.

We make no demands on keeping your games confined to our Takk™ platform! We only desire to see more games come our way.

Please let us know if we can be of assistance!

To: Digi Force
From: Destiny Games


We will require 1,000 dollars in production assistance fees and will develop a line of games for the Takk exclusively. *1,000 a turn.

EDIT: Nice game daft. :thumbs:
 
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