A villain MMO in the spirit of "City of Villains" Produced by: Brass Lampworks
A villain MMO in the spirit of "City of Villains" Produced by: Brass Lampworks Read more
This game is designed in the spirit of NCSoft's closed MMO "City of Villains" This MMO will work the same premise, but a new direction. We will have a cast of completely different characters on masterfully crafted storylines, updated graphics, cross platform functionality, and possible VR in future updates. Here are some facts about City of Villains:
- The studio’s total annual operating cost was 4 million USD. They grossed 12 million in revenue annually.
- NCSoft paid $8 million USD to buy the game. They wanted $80 million USD to sell it.
- They had a high retention rate. Subscribers had a stick rate of 95-98%.
Having said that, we realize our Kickstarter goal will not cover everything, but it will go far in getting the ball rolling and help us to bring you the next generation of evil villainy.
A large portion of proceeds will go towards paying the talent required to release an MMO worthy of absolute greatness and years of interaction. This includes writing, development, artistry, design, music, voice actors, production and testing. We have access to a large talent pool of aspiring people in these realms.
We also have legal fees assessed at $750.00 to file international trademark name and logos for the game as well as various swag items to include clothing and action figures depicting game characters.
Additional monetary resources are required to successfully market this game before and during its' release. Our initial marketing budget will stay low at the beginning at $350.00 per 30 days. This will fund a robust web presence as well as a dedicated social media correspondent to provide timely updates and collect suggestions and critique. At 45 days prior to Alpha, our marketing budget will double to $700.00 per 30 days. Active advertisement rotations on the internet focused towards the consumer and hosted video presentation on a weekly basis of the state of the game will be part of the process during this time period. Additional marketing techniques may dictate additional resources, and this is built into the marketing plan. We believe communication is everything when it comes to success.
Initial development will utilize The Unreal Engine's internal capabilities for client connection. Prior to Alpha we will have migrated to our own designed back end and server solution as Unreal limits connections to 64 per instance. The cost of this solution is dependent upon the type of solution employed, and in itself could become very expensive.
Our initial timeline road to Alpha (We will adjust and add to accordingly but a plan is in place):
Present - May 2017: 1st zone rough - Acquire additional expertise - Asset design collection, modification and refinement - Major NPC backstory development - initial player power choices decided with 8 primary and 8 secondary at 2 per primary archetype - Character customization system started.
May 2017 - August 2017: 2nd and 3rd zone rough/1st zone refinement - continue major story lines and integrate player role within story lines - NPC art development - Power choices finalized and work started on implementation in art, animation, and function. Character customization system continued with core 4 archetypes usable. (DPS, tank, healer, mage) - Additional 4 archetypes planned and decided. 2 additional powersets per core 4 archetype roughed for a total of 4 primaries and 4 secondaries per archetype. Only 2 per core archetype planned functional for Alpha for a total of 8 primaries and 8 secondaries.
August 2017 - December 2017: 2nd and 3rd zone refinement, 1st zone finalized - Major story lines finalized - side story lines written - 4th-13th zone areas decided and rough started. Additional 4 archetypes usable with continued character customization refinements. 2 powersets per these archetypes roughed.
December 2017 - March 2018: 2nd and 3rd zone refinement completed - Initial travel powers roughed with 1 available at Alpha (fly) Stories continued.
April 2018 - Alpha testing the weekend starting the 13th of April (Friday the 13th)
Risks and challenges
At this stage, we are in the process of bringing in additional talent from the field. This is a process we feel very important. We want individuals who understand where the roots of this project lie. Those roots lie in the game City of Heroes/City of Villains (Hence the name "Redside"). Having said that, we want to forge new directions with rich new storylines, and exciting features never seen in those games of the past.
We are also addressing the limitations of connection per instance that Unreal currently supports internally as being inadequate, and plan to provide our needed solution with a back end outside of the Unreal Engine. This may likely come in the form of a custom server oriented back end written specifically for this game, but are also exploring existing options.Learn about accountability on Kickstarter
- (35 days)