Okay, so that settles it. If we go for game-development, here's what we need:
1. Game Design DocumentA full-fledged (public) document detailing the story and game synopsis, game mechanics, resources required, how it impacts the market and consumers, ports and consoles, business-model, etc. Everything that needs to be done
goes here first. Every other volunteer / hired artist and programmer will have to adhere with this, unless the head developers give an OK to something.
The document will give us a general idea of the game itself, as well as help us estimate the amount of time required to finish the project and monetize on the benefits / rewards. In any case, the document will be free to read for certain Compendium members (preferably those with 10 posts and above, and definitely safe from the eyes of
Dark Serge and the like) so we can get quality feedback from the community.
2. Game Engine and ConsolesFirst we'll need to decide on what kind of game it will be. And judging by today's market, I'm strictly against basic RPG the likes of CT. I think we're better off making something better than CC, perhaps something similar to
Devil May Cry or even a
3D version of Muramasa: The Demon Blade, because a lot of game engines have templates for that (including Blender Game Engine). The only difference? We'll have the Levels and Equipment system as CT did, and possibly along with a party of three with additional AI and even Online Play. Why? Because THIS will help us make the biggest splash in the market.
I mean think about it: depending on the genre, we can take advantage of the character-development potentials too. Have you ever seen Guile / Magus
fly in-game when you're controlling them? Even if they're levitating, it's not more than 1 inch off the ground. We could theoretically
have them float in-air in-game!
But the question is, what are we targeting at? PC industry or Mobile? I think the Mobile industry is gaining momentum currently so making a simpler game for Android, iPhone and Windows Phone -- and Google's Native Client Web-App technologies
since Chrome-books are on the rise -- seems like a sensible idea. But if we decide on the PC market, we'll not only need to port for Windows, Mac
and Linux (since Ubuntu is an emerging gaming market), but also for XBox, PS3 and Wii.
Depending on our targets, we'll need to design the game engine, gameplay and interface accordingly. If my current game idea (which I'll be independently working on) goes well, we could even incorporate
that battle engine to this one. Story will have to take a side-step here, despite the fact it's important.
3. Business Model and Team DistributionNow, here we'll do something that's totally unconventional, in light of copyright issue and the past problems faced by the Compendium before.
Firstly, the team will be distributed as efficient -- there will be Head Artists, Programmers, Writers, Developers, Accountants (not the math thing, but those that supervise the project and keep track of community contribution), etc. who will be working full-time, or set hours per week -- with volunteers and community helping the project gain momentum. When a certain Head developer screws up with an art or program, the volunteer can help fix that (and essentially get professional credit for contribution). We can also have a Head Writer divide other Senior Writers in writing different scenarios, then compile the rest into one script. Same goes for Art and other sort.
But what about revenue, you say? I mean,
we will get money from sales (we'll need the Accountant / Head Developer to account for that), but there must be a plan to help the senior developers and artist focus on their work full-time / part-time, perhaps paid monthly. For this, we could start a Kickstarter after we have a decent Alpha demo and artwork, or any content, ready to show. That revenue can be distributed monthly as salary
after the Senior members of the team have produced enough (and the Senior members are free to outsource work to Junior members if they like). Beyond that, or even alternatively, the team can be self-funded.
But what about the volunteers and junior contributors, you ask? They are getting credit after all, but those who have worked on the game passionately as hard as a senior member without expecting anything in return, shouldn't they get something out of it? True, in that regard, we could pay anything left-over from Kickstarter campaign to the volunteers after long-term accounts are done, and maybe even give minimum royalties from sales
(wow, I sound like a greedy corporation director... would I make a perfect Square Enix leader?), and of course they'd have Beta access and promo codes for downloading the game for free... but I have something
even better in mind, something that the volunteers, contributors, and even fans in general can benefit from he way Square Enix and other gaming studios never allowed their fans to. And here's where we get totally unconventional:
We release the base game engine programmed, complete with interface design (IF we aren't using
Unity and such), as OpenSource, licensed by GPL or equivalent. Meaning, our hard work will earn the Seniors with sufficient money, and the fans, contributors and volunteers with agency and our own legacy. The assets can also be free to download (except for some REALLY AWESOME ones) from the website database for use with the engine. The next generation can simply use this agency, improve upon it, and release their own games -- whether original games or
a direct not-canon sequel to ours, which we'll justify as "parallel dimension" -- and even sell those games to their liking (by following our pre-requisite guidelines and regulations) and earn their money (and the seniors can gain a percentage royalty from it, perhaps). Those games will also be referred to in the main website.
Why? Because we won't do what SE did to CE. We'll gladly encourage the volunteers to build upon the series we, as fans, work hard to create. We'll get imaginative and make use of every freedom-of-art we have to the best possible result.
Speaking of self-funding, there's another idea: We could use YouTube to generate revenue for the project. Put simply, every asset we create for the game gets
recycled for videos. Either Making Of's, simple animations, FMV's, etc. This can also double as a marketing tactic.
In either case, I realize that ZeaLitY is currently unavailable due to hard times, but I'd like him to be a part of the development too.