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Alright, sell us on your game idea, anon.

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Thread replies: 15
Thread images: 3

Alright, sell us on your game idea, anon.
>>
MONSTER

GIRL

SEX

RPG
>>
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>>383180254
Ok, so I get what you are saying, but how do we sell it to western audiences?
>>
It's like open-world survival game and you gotta climb towers to fill in stuff on your map and you can craft things. Oh, and it's really poorly optimized so you'll get stuttering and glitches out the ass and we'll charge $60 for it plus $30 DLC on day one.
>>
>>383180434
make all of the girls really ugly
>>
>>383180434
Sex
>>
>>383180434
Put memes into the translation
>>
Okay. That'll be 160k+taxes. See you next year
>>
>>383180254

Fund it!
>>
>>383180195
Ok but hear me out first, we might have to take a slight, slight slight, very tiny, miniscule risk and go against the norm with gameplay and story.

Oh whats that, get the hell out before you call the legally trained child cyborg soldiers, alright.
>>
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PROTAGONIST

IS

BLACK

AND

TRANS
>>
a fighting game where landing hits to the beat of the music deals extra damage
>>
A rougelike adaptation of homers odyssey
>>
no more cut scenes, they break immersion. All dialogue occurs while you are free to walk around, requiring you to actually pay attention to the npcs in the game.
no more mini maps, they not only break immersion but they also make games that could be a lot better a lot worse as well as giving people excuses to play games with their eyes half closed. From now on all npcs will give you directions, you can always come back and ask them to repeat them or make notes of the directions in your little book. Also in your little book is a map you make as you go through the game. Whenever you see a rock or a tree or any other object you can mark down its location on your blank book page that functions as a map, you can also apply names to these landmarks. No players will waste time marking down every single tree and rock to recreate an entire minimap so this will function as a way to replace minimaps with something more immersive while also not wasting the player's time.
fast travel and open world memes are no more, hubs are the ultimate map version as they require more depth and detail to fit the needs of a large game within multiple small (compared to open world maps) areas which makes them more interesting to explore, this also gives developers the opportunity for better looking games. Removing fast travel will also help move developers towards creating maps that are not only more detailed and interesting, but also more efficient without breaking immersion, think DS1 obviously
>>
Collab with Bohemia interactive:

NASA deep space sensors pick up a signal deep in space and find that it is several war ships on their way to earth.

You start off by choosing a nation that has different traits and stats and they miraculously find a device planted on the planet by ancient aliens that allows you to travel between other planets connected to the network. Some species have better medicine some have amazing weapons some are just straight up knuckle dragging cavemen and some even evolved to shed their physical form and have just become energy and sometimes you'll encounter the aliens who are on their way to earth.

You have 10 years to build diplomatic relations between some of these factions so you can get their tech in time to defend earth from the alien onslaught.

The game is fully moddable, has 1st person fps and some level of strategy gameplay. You can turn off the strategy stuff if you just want to spend your time exploring planets or whatever.

Expansive modding tools including map making weapon design etc etc
Thread posts: 15
Thread images: 3


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