
Originally Posted by
Gmegbln
I'm glad you're willing to pay people for work, you see a lot of "idea guys" in game dev that don't provide many skills themselves and expect artists and programmers to do all of the work for them to maybe get paid in the end, so I appreciate the perspective there.
May I ask why you want to make an AES game in particular? I don't think selling on AES alone would be very profitable. If your game idea is a winner, why not put it on modern, accessible platforms to widen your consumer base instead of selling a couple hundred carts at $400 or whatever? If this is a hobby or passion project then by all means go ahead, I'd like to code a MVS game one day too to learn (I've been spoiled by modern hardware lol). I just think the market for a new AES/MVS game is smaller than people think, and the people that buy it probably won't even play it.
That being said, it IS a good marketing tactic - new game on old console? Game press eat that shit up. At the very least, diversify your platforms like Xeno Crisis did, port it to anything that is financially feasible to. If you're trying kickstarter then I guess you're playing with other's money so it doesn't really matter, but remember that physical goods are expensive.
Good luck! If this is your first game, then all I'll say is finish what you start. Don't fall into the trap of constantly shifting and evolving the idea, create a good achievable target and stick to the plan.