Tuesday, February 27, 2007

Jet Man



Well this is the coolest thing I'm likely to see today. If we ever get to build that mech/future war game we've been kicking around for the last few years, this is def going in there.

Thanks Defense Tech

Tuesday, February 13, 2007

Gamecock


Those crazy fellas from GoD games appear to be at it again. This time around it's Gamecock. With a live up like Mushroom Men and Hail to the Chimp it seems like a sure thing! I hope the E3 parties are as amazing as they were in the old days...oh yeah right.

"Thanks to the support of savvy backers, Mr. Wilson believes the Gathering idea will fare better this time around. For one thing, he isn’t worried about the EAs, Activisions, or Take-Twos. “The only real competitive advantage those guys have is money,” he said. “Distribution and developer partnerships can be had with money.”"

It's a good thing when you don't have to count on money to make you successful right? I'm looking forward to more on this actually, indie publishers are a thing that interests us a lot.

RED HERRING | Gaming Vets Launch Gamecock

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10 Minutes to Success!

Bloo sent me a link to an article up on Gamasutra that goes through a 10 minute process to determine the market potential of a title you might be thinking about making. Let's run BE through it real quick shall we?



1.Is the Game Distinctive?

I think so, let's tun through the test to find out.

1.1 Does it stand out viscerally?
I have to go fifty fifty on this one to be honest. Certainly nothing beats the feels of being in a massive combat arena when all the boom boom boom is going on. It is heart pumping adrenaline stuff. And while the trees and foliage are very nice the overall game world looks a little too sterile. The content needs an upgrade to be up to modern standards and that has to start with an upgrade to the game engine. Good news, we're on that. Redoing all the content is still a big hurdle.

1.2 Does the gameplay stand out?
I have to say yes here. Though I still think that the experience needs to be more directed for many people to "get it", however, the openness that it does have is compelling in many ways. Some design work here that still needs to be fully realized.

1.3 Does it involve the player socially in a unique way?
Looking at our community and the deep love they hold for this title I have to say yes.

2. Can the Game Reach a Large Market?
Ahh, the money shot.

2.1 Is the idea behind the game easy to communicate?
Fight World War II in real time on a half scale map of Europe with infantry, tanks, planes and ships from Allied and Axis players in a full on PvP virtual battlefield. Check.

2.2 Is the game based on something the market already knows and loves?
Let's see, WW2 first person shooters, tank and plane sims, RTS games, TV shows, movies, action figures, models, and about a billion books that largely contradict one another. The greatest conflict of any generation. Ahh, yeah, check.

2.3 Is the target market large?
Personally I'd say HUGE.

That’s it. The more questions you answer “Yes” to, the easier your game will be to sell.
Huh. Guess I better get cracking on that content and engine upgrade and go get my ass a publisher. Check.

Gamasutra.com - The 10 Minutes Game Sales Potential Test

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Monday, February 05, 2007

Night Vision

Test

I've recently been toying around with the site trying to activate some of the features that blogger doesn't offer to those of us who host our own. This is a test.