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The Financial and Technological Crises of Designing and Developing a Game Console?

Started by December 03, 2006 06:59 PM
34 comments, last by stimarco 17 years, 11 months ago
I have been thinking as time goes by and if I have the opportunity to design some great titles for whatever game team or development studio, that like past and present companies try to get into actually creating a for-real gaming console. First off it's obvious that the initial design would be from tried and true designs that are in today's standard consoles. The question is the Financial and Technological "Crises", as in Crisis plural, that go into the creation of such a system. We all know the needed components, Video and Audio input, AC Adaptor, a Disc drive that uses either a standard or special format, a powerful graphics card, controllers, sound card, Memory units like RAM, Internal Memory like flash memory or hard drive, and the processor. Of course some of the hardware design will be a cooperative development with expert companies, such as IBM or Intel who are experts in designing processors, and either ATI or Nvidia who know their way around GPUs. I have noticed that the other hardware is first-party developed or developed by the company itself. Also as far as engineering teams to design or develop the console in the first-party, would it be more efficient to employ Japanese or American engineers? Due to Xbox 360 as far I am concerned is the only console that could be developed in America or Europe, and Sony and Nintendo usually develops everything in Japan. Also it will be a harsh season getting protected rights like copyrights and such so nobody can copy the console. Also most gaming consoles are created by companies who have prior experience in game development and know the obstacles there of, and they usually publish and develop titles for their own console, and Nintendo usually licenses the games that come on their console. So does this mean I need the ability to not only manufacture the console, but have the ability to publish and develop titles when neccessary? As far as starting small, the first console I will create would be more on the line of a 2D graphics system and that graphics and programming will either be or be SIMILAR to Adobe Flash, and with that comment your remembering the CD-i, aren't you? This is of course will be more successful than anything Phillips tried to create. As far as sound and picture quality, the sound can support most formats of music and sounds like MP3s and OGGs(is that the right term?). Also the system should have standard and HD resolutions, but the graphics will still be 2D but the HD resolution is there for 2D to look as nice as possible. Also THX should be able to be implemented for those who can obtain it for their games. As far as obstacles during development of games, the games' quality still would depend how much time is spent on tweaking them. As far as cinimatics being 2D or 3D that would just be a matter of disk space and system memory. Also the technology behind the design shouldn't be to flashy to have outragous manufacturing costs and selling prices. So why I came to you is if you have any input on the questions I have and admire any critism on my ideals.
Quote: Original post by BrioCyrain
The question is the Financial and Technological "Cryses", as in Crysis plural


Crysis

Crisis
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If you are intending to design a console purely as an intellectual exercise or as a hobby, then I'd wish you the best of luck. I think it would be an interesting challenge.

However, given this is the business forum and you imply that you want this to be a commercial success, I don't think you've considered how expensive building a successful console would be. How will your theoretical console to be more successful than Phillips CD-i if Phillips has several orders of magnitude more money than you do to pay for engineers, designers and marketers for their system?
Quote: Original post by Driv3MeFar
Quote: Original post by BrioCyrain
The question is the Financial and Technological "Cryses", as in Crysis plural


Crysis

Crisis


Thanks for pointing that out.
Quote: Original post by Trapper Zoid
If you are intending to design a console purely as an intellectual exercise or as a hobby, then I'd wish you the best of luck. I think it would be an interesting challenge.

However, given this is the business forum and you imply that you want this to be a commercial success, I don't think you've considered how expensive building a successful console would be. How will your theoretical console to be more successful than Phillips CD-i if Phillips has several orders of magnitude more money than you do to pay for engineers, designers and marketers for their system?


It's obvious that bringing answers or critiques, that you just brought more questions to the table.

As far as for intellectual exercise or being a hobby, I would say I want to go at it as a proffesional creation.

I have considered that consoles are usually very expensive, and that is obvious why the title of this topic and discussion is stated in this manner.

Also if you read the console will be created in the near future after "...I have the opportunity to design some great titles...".

Also the engineering question is what I one of the things I brought up and want answered, not questioned again.
Approximately how many millions of dollars do you have to invest in this project?
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Quote: Original post by RDragon1
Approximately how many millions of dollars do you have to invest in this project?


As far as being a "project", I am not going to make it anytime soon and maybe not in the 5 years to come. The investment will be probably come from currency coming from whatever game team or development studio I work for/at, and probably the game team or development studio will hopefully help fund. Also this project if successful will come in console generations, and the first console is only supporting 2D real-time, and maybe 3D for cinimatics, and the first console shouldn't even be around more than a million since the first console "is starting small".
If you want my honest opinion, it sounds like you're in way, way over your head.
Quote: Original post by RDragon1
If you want my honest opinion, it sounds like you're in way, way over your head.


Thank you, even though it seems you haven't nearly read everything I said in this topic or my reply to your questions, and you just speed through everything and posted a very "empty" comment with no real understanding what I said.
Hey "Bri," you wrote:

>I have been thinking as time goes by and if

HUH? Can you switch to English for the rest of us here, please?

>I have the opportunity to design some great titles for whatever game team or development studio, that like past and present companies try to get into actually creating a for-real gaming console.

I am so lost...!

>First off it's obvious that the initial design would be from tried and true designs that are in today's standard consoles.

Hold on. Can we start over? What are you saying? "The game industry resists innovation," is that what you're saying? I'm having a lot of trouble following you.

>The question is the Financial and Technological "Crises", as in Crisis plural, that go into the creation of such a system.

I'm still having difficulty following you.

>Of course some of the hardware design will be a cooperative development with expert companies, such as IBM or Intel who are experts in designing processors, and either ATI or Nvidia who know their way around GPUs. I have noticed that the other hardware is first-party developed or developed by the company itself.

HOLD ON. You want to design HARDWARE??? Why do you want to do that? If you want to design hardware, are you either in, or planning to enter, or have you graduated from, a hardware engineering curriculum?

>Also as far as engineering teams to design or develop the console in the first-party, would it be more efficient to employ Japanese or American engineers?

I'm so having difficulty following you...

>Due to Xbox 360 as far I am concerned is the only console that could be developed in America or Europe, and Sony and Nintendo usually develops everything in Japan.

I ask again - could you please use ENGLISH? I don't know what language you were raised with, and I'm having a lot of difficulty following you.

>Also it will be a harsh season getting protected rights like copyrights and such so nobody can copy the console.

I am SO confused!

>Also most gaming consoles are created by companies who have prior experience in game development and know the obstacles there of, and they usually publish and develop titles for their own console, and Nintendo usually licenses the games that come on their console. So does this mean I need the ability to not only manufacture the console, but have the ability to publish and develop titles when neccessary?

I'm totally ignoring your questions, and answering you from my own point of view as I say this. "This means you need to get an advanced degree in computer science, and a business degree, in order to do whatever it is you want to do (and I have no idea what that is because I haven't understood a damned thing you've said so far)."

>As far as starting small, the first console I will create would be more on the line of a 2D graphics system and that graphics and programming will either be or be SIMILAR to Adobe Flash, and with that comment your remembering the CD-i, aren't you?

(^_^) Yes, 24 frets full!

>This is of course will be more successful than anything Phillips tried to create.

Yes, we be! (^_^)

>As far as sound and picture quality, the sound can support most formats of music and sounds like MP3s and OGGs(is that the right term?).

It's the left simple. (^_^)

>Also the system should have standard and HD resolutions, but the graphics will still be 2D but the HD resolution is there for 2D to look as nice as possible. Also THX should be able to be implemented for those who can obtain it for their games.

Or for those who can remove it for their applications. (^_^)

>As far as obstacles during development of games, the games' quality still would depend how much time is spent on tweaking them. As far as cinimatics being 2D or 3D

Or their audiomaticks being 4E or 5F. (^_^)

>that would just be a matter of disk space and system memory.

Or floppy Frisbee versus random forgetfulness.

>Also the technology behind the design shouldn't be to flashy

To flashy or not to flashy? That is the answer! (^_^)

>to have outragous manufacturing costs and selling prices.

Yes! It's totally incalmous to have to spend money to make stuff and buy stuff.

>So why I came to you is if you have any input on the questions I have and admire any critism on my ideals.

Cool. Just one question: what country were you born in, and what is your native language? Oh, sorry, one more question: what the heck are you trying to ask us?

-- Tom Sloper -- sloperama.com

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