Even if that includes replay value, 4-5 hours per play thru, or per path it is still wildly ambitious. It is still a 20 hour VN project for your team, meaning you have to produce 20 hours worth of content, even if a single player may only see 4-5 hours of it. A lot of dedicated doujin game studios do well to put out 2-3 hours worth of content, especially for free.Joel Dawson wrote:After reading this I actually forwarded what you said to the Director on our current project. He pointed out to me that when he said a 20 hour VN, he meant that to include replay value as well, obtaining every ending (6 in total) would add up to about 20 hours. Apparently one play through is only going to amount to 4-5 hours. So apparently, I misunderstood his meaning when he said a 20 hour VN.Taleweaver wrote: A non-commercial 20 hour VN for your first project isn't "modest". It's "highly ambitious" at best and "doomed to fail" at worst.
A non-commercial 20 hour VN means
- at least 300,000 words of text, or 200,000 words and quite a bit of gameplay to somehow fill the game time
- enough art to match the amount of text; in a project of that length, the players will also expect lots of event CGs
- getting all that for free from people who, if their skills are good enough, could spend the same time earning a few thousand bucks
Thanks for pointing this out to me before I misinformed any others.
-Joel
What exactly has your Director directed before? Because at the moment, and I say this with the best of intentions and to help, it sounds like he is directing the project towards failure. Ambition and feature-creep is the number one thing that kills projects and games. I have been involved with numerous projects, both games and Hollywood films, and the only ones to succeed and not fail were those that limited their scope and cut features and content like crazy to keep the ship afloat. The one project I worked on where we COULD be insanely ambitious was for a major film where we sunk $60,000 dollars a WEEK into production for months on end. We helped make an amazing film, but our studio ran out of money after it was over.
My most successful game projects have always been when we repeatedly said to ourselves during planning that it must be "shorter and simpler". My team thought I was insane for continuously making the game shorter and cutting stuff out during planning. Will still only JUST barely got the thing made and done even as simple and short as it was. Ask people like Papillon and Jack Norton if they could produce a 20-hour worth of content game - and they PAY everybody involved.
Just giving you something to think about. But as a new studio you'd be a lot better off releasing a small and short game as a first project. To see how hard it is for even a small game, and also to establish your procedures and workflow pipeline within the studio.



