ACTION GAME SUCCESS CHART (version 1.0, 22 january 1999) This material is Copyright (C) 1999 by B.W. van Schooten, all rights reserved. This material comes with no warranty whatsoever. The author is in no way responsible for any damage or loss caused by use of this material. Does your game have the following features? If yes, tick the box on the right. +--+--------------------------------------------------------+--+ | 1| Is it a Doom clone? | | +--+--------------------------------------------------------+--+ | 2| Does it have first-person 3D perspective? | | +--+--------------------------------------------------------+--+ | 3| Power-ups? | | +--+--------------------------------------------------------+--+ | 4| More than 10 different power-ups? | | +--+--------------------------------------------------------+--+ | 5| Secret areas? | | +--+--------------------------------------------------------+--+ | 6| Deathmatch mode? | | +--+--------------------------------------------------------+--+ | 7| Deathmatch mode over the internet? | | +--+--------------------------------------------------------+--+ | 8| Save-game feature? | | +--+--------------------------------------------------------+--+ | 9| Easy enough to play with a second-rate input device? | | +--+--------------------------------------------------------+--+ |10| At least 50 megabytes of full-motion videos? | | +--+--------------------------------------------------------+--+ |11| Does it support the most expensive 3D card available? | | +--+--------------------------------------------------------+--+ |12| Is it a Doom clone? | | +--+--------------------------------------------------------+--+ To determine the commercial feasability of your game, count one point for each box ticked and use the table below. +-------------+-------------------------------------------------------------+ | Less than 4 | Consider giving up your project immediately. | +-------------+-------------------------------------------------------------+ | 4... 7 | You may have some major organisational problems. Try | | | replacing some of your programmers. | +-------------+-------------------------------------------------------------+ | 8...10 | Minor communication problems. Organise some extra meetings. | +-------------+-------------------------------------------------------------+ | 11...12 | Your game has the potential to become a real commercial | | | success. | +-------------+-------------------------------------------------------------+