11-25-2009, 01:30 AM
(This post was last modified: 11-25-2009, 01:55 AM by Questioner.)
(11-24-2009, 09:24 PM)Ali Quadir Wrote: But it needs an "addictive" quality the stuff that makes you come back for more
How to make moderation more addictive?
Quote:Incidentally, anyone heard about the 1988 video game...
No, but I think that story line could be used for a great movie.
(11-25-2009, 01:17 AM)carrie Wrote: We have C++ development tools here. We can build game in days.
I need artist, story-line and musician. Any ideas?
I appreciate the ambition. As someone with a lot of business experience in software development, I think that trying to rush from your concept to a viable business model "in days" may be naive, given how sophisticated today's video game market is.
For example, this 2007 BBC article
Cost headache for game developers
says that Pac-Man cost $100,000 to develop in 1982, while by 2007, the average Playstation title cost $15 million to develop.
Here's another article on the subject:
http://vgsales.wikia.com/wiki/Video_game_costs
and you can do an Internet search for "game development costs" to find many more.
In this article on the business risks of developing video games,
http://www.gamasutra.com/view/feature/41...risks_.php
several risks are identified, including business risks, scheduling, technology, and testing.
According to Newsweek,
http://www.newsweek.com/id/140003 Grand Theft Auto IV is the best selling video game of all time, with $500 million in first week sales. The game used a hundred different voice actors, and a crew of over 100 visual and sound artists, programmers, and editors. Its production cost was well over $100 million and the whole process took more than three years. This was reusing a lot of the physics library and other materials from the earlier GTA games. That's bigger than anything I've ever worked on, and I've worked on some of the largest business software projects ever in big companies you've heard of.
Retail price for all of GTA IV's spectacular photorealistic high-def animation, soundtrack, action, storyline, online options etc. is just $30.
What's your business plan to have something more compelling than this, clearly worth $30 in today's marketplace, "in days?"
Do you have experience managing development projects with several departments and million dollar budgets? If not, will you be able to get the funding, project management, marketing plan and so on that are needed for a project of this scale?
If you can't compete with the scale of something like the GTA franchise, then what will be so compelling that enough people would still be willing to pay enough to recoup the production costs? Is there market research backing up the premise? Any examples of other "morality play" games that succeeded brilliantly?
I'm not saying it can't be done, just that to do it would be a really huge project requiring very clearly defined ideas that justify a significant investment. If you've got the team or funds to go for it without needing to sell the premise to an investor, you could start any time. Otherwise, anyone with the money would most likely want to have answers to the kinds of questions I'm raising.