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AAA Game
Dungeon RPG-Action - Everyone.
Platform: My own developed console, mBox Next, Playsystem 5.
Sold: 146.8 million
Cost: just over 30 million
Profit: just over 2.6 billion
Score: 9.5
If I'm honest, the sole motivation was to go for the unobtainium achievement, so I went back thru my game history, picked an old game to produce a sequel on a brand new game engine, got the development time right, timed it right so I had my own company's convention during the development phase to generate hype, and released it bug free just a few weeks before the next year's my own convention to push up sales numbers. It's certainly not my highest rated game. My highest rated game has been a 10.25 rating game (one of the mags gave me an 11).
kkkk
I never done, a AAA game...
im building my team for that ( making all the time especialists in some thing )
but, what i notice is that, you cant be especialist in every thing, is that correct ?
To create a great AAA game with a high rating you really just need 3 specialists(1 for each development stage) in the area that is important.
there is a game development guide on the GDT wiki that explains where you need to allocate what minimal amount of time in which areas for various genres.
sold 758M
Cost 3.4M
Income 8337,6M
Profit 8334,2M
Released Year 35 M2 W2
Score 9.5
Fans 44.381.101
Top sales rank 1
:)
Name: Bleglestorf (I stopped giving good names around year 40 I think)
Platform: Playsystem 5, Wuu, mPad (Large game)
Spy - Action/RPG Everyone
_______________________________________
Sold: 16M
Cost: 11.3M
Profit: 212.1M
Score:10.25 (Bittersweer moment: I got the achievement for getting a score of 11 from a rater with this game, but in doing so I didn't get the perfect game achievement because the score wasn't 10)
If that is the case, then i should be getting constant 8-10s on the reviews, but nope, it seems rather random to me.
This is my record and the only game i had that score on which i sold for over 7 million -.-
http://puu.sh/4kfUi.jpg
http://puu.sh/4kfUT.png
Console-I Phone (forget the games name for it)
Music-Casual
Score 9.5
Sold 9.8 Million -_-
10/10
Early in the game so didnt sell that many
DayZ
Zombie/Action
PC - Mature
Sold: 1,4M
Costs: 1,1M
Profit: 14,7M
Avg. Score: 9,75
Pokemon
Virtual Pet/Casual
Gameling - Young
Sold: 715K
Costs: 76K
Profit: 4,9M
Avg. Score: 9,75
Shadow Kids
Ninja/Action
Gameling - Young
Sold: 727K
Costs: 84K
Profit: 5M
Avg. Score: 10
All in the first 10 years, still growing... And yes, creative naming isn't my strenght ;-)
Space adventures units sold 37,6M cost 6,3M income 514,4M, profit 508,1M review score 8,
2M fans
Life/Simulation-Adventure
Units sold - 110.6M
Costs - 9.4M
Income - 1,547.8M
Profit - 1.538.4M
Avg. Review Score - 7.75
Fans - 6,945,832
Top Sales Rank - 9