We will be the first iPhone/Android Game Company that will truly focus on the Financial Turmoil facing the World, but we'll do it in a unique and fun way.
Funding: 200,000$ is required for the entire process of Development and Marketing. Pre-development process for creating the initial Design and Concept will require 15,000$.
"Financial Turmoil Games" will produce iPhone/Android Games depicting the current and future Economic Crisis scenarios in a FUN and Educational way.
Our first Game, "Wars of Trade", will truly take players inside the Global Trade Wars between nations like the USA and China, Russia and Germany, and so forth.
1. Intro: The Global Financial Crisis behind the Game
2. The Game
3. Goals and Mission of the Game
4. How do I play?
5. Sample Demo Game
6. Rules & Options
7. Investment & Why will this Game be profitable
8. List of Nations & Products
1. Introduction: The Global Crisis behind the Game
“Wars of Trade” is a simple, educational and the first iPhone/Android Game that will truly take you inside the Global Trade Wars and the Financial Turmoil, in a Fun, Educational and unique way.
"The U.S Trade Deficit is a bigger threat to the domestic economy than either the federal budget deficit or consumer debt and could lead to political turmoil.”
We are experiencing a Global Economic Crisis, where nations around the world are borrowing more and more money, buying and importing more goods than they are manufacturing and exporting.
We are entering the era of Global Wars of Trade, where every nation will fight for its economic survival. Whoever manufactures and exports more of its own goods - will survive and flourish. The rest will perish…
2. The Game
a) The Player selects a Country from a List of Nations.
b) He then selects "World" or "One-on-One": The first option represents a game of Player vs. the World, while the second option represents a game of Player vs. a specific “Opponent” Country: A One-on-One “Trade War”. For example: USA vs. China (This will be fully explained in Chapter 6: “Rules & Options” under “Trade War: One-on One”).
We will precede the explanation & description of the Game according to Player vs. World Option.
The Player: A selected country (the Player) is represented by a Figure wearing the Country’s Flag. The Player is located at the bottom of the iPhone’s screen. (See attached Image).
The World: At the top of the iPhone Screen is a moving and rotating World (Globe).
Balance of Trade: On the left side of the screen is a long vertical Bar with “0” at its center, representing the Balance of Trade (Definition: Balance of Trade is the difference between a country's imports and its exports. A country has a Trade deficit if it imports more than it exports).
At the bottom of the Vertical Bar is a RED line representing “Extreme Trade Deficit”. When a Player reaches the RED line, the Game is over.
Demand Window: A window on the right side with the letter "D" represents the current "In Demand" Products within the Player’s Country. (This will be fully explained in Chapter 5: “Example Demo Game”).
Manufacturing Window: A window on the right side with the letter “M” represents the current Manufacturing capacity. (This will be fully explained in Chapter 5: “Example Demo Game”)
Export & Import Weapons: Every Nation has an Arsenal of "Trading Weapons": 6-10 Products, which the Player can alter which to export and when, depending of course on his Manufacturing capacity. (This will be fully explained in the following Chapter 3).
For example: USA has these Export Products (Weapons): Peanut Butter, Maple Syrup, iPhones, Mac’s, Chrysler cars and F-16s.
3. Goals and Mission of the Game
Export as many Products as you can, while at the same time – cleverly prevent too much Import, in order to protect your Balance of Trade.
Importing is of course allowed and vital in order to preserve a high standard of living, but keeping it BALANCED – is Key.
So what do we Import?
Answer: The “In Demand” Products. The "D" window on the right side of the screen will guide you which Products you MUST let inside.
All the rest MUST be bounced off! If you miss in bouncing off too many Imported Products, Congressmen will pop up from both sides and scream “Balance your Trade!” and disturb you in your Exporting Operations.
The Products in the “In Demand” Window change constantly, so keep an open eye.
The Game begins with you (the Player) being already in Trade Deficit (Meaning: The Trade Balance Bar is somewhere between the 0 and “Critical Deficit” line).
Start by exporting basic products like Maple Syrup or Peanut Butter. The more Products you export, the more points and ‘money’ you earn, which you can then use to manufacture and export bigger and more valuable Products, like Chrysler cars and F-16’s.
As long as you manage to avoid reaching the "Critical Deficit" Line, you’re still in the Game.
As soon as you succeed in Balancing your Trade Deficit (Meaning: The Bar reaches up to the 0 line) – you Win and complete the stage, and succeed in advancing to the next Stage.
Bottom-line: It’s all about manufacturing and exporting - or getting crushed by Foreign Import.
Your Mission: Balance your Trade Deficit and Protect your Economy from Meltdown!
Confused? Don’t worry. It’s all fully explained in the following Chapters 4 and 5.
4. How do I play?
Exporting = The Player exports by throwing his country’s Export Products at the moving and rotating World. (Examples for Products: Germany = BMW's, Saudi-Arabia = Oil, France = Wine bottles)
Every successful Hit (Export Product hitting the moving Globe) rewards the Player with Money and Points.
Importing = The World throws back at the Player various Import Products of other Nations. Example: If the Player is the USA, the World throws at him German BMW's, Chinese Toys, Saudi Oil, French Wine Bottles, and so forth. (See Chapter 8: “List of Nations & Products”, at the end of this document)
Tactical Goal: The Player needs to bounce off most of the Import Products away from his Country, in order to keep the Balance of Trade, because each Import Product that passes through (into the bottom of the screen) and enters the Nation - makes him lose Money and Points. Exception: "In Demand" Products. The Player must keep an eye on the "In Demand" Window (which changes constantly), in order to identify which Import Products must he allow inside. Bouncing off too many “In Demand” Products will instigate Riots on the streets and disturb your Exporting Operations.
The Catch: Every Product has a different Value: An American iPhone is worth more than a French Wine bottle, while a German BMW is worth more than both. But: the more expensive a Product is, the more time and resources it takes to manufacture it.
If you choose to Export F-16s, the most expensive Products in your Arsenal, it will take more resources and will slow down the rate of manufacturing, so you can throw (export) much less Products, while on the same time - you will need to bounce off much more Imported Products, in order to keep the Balance of Trade.
As the speed of Imported Products intensifies, the Player needs to cleverly choose the right Products to Export, Import and the ones to bounce off.
5. Sample Demo Game
I select a Country: Italy.
I select my first Product to Export: Pasta.
I start throwing Pasta at the rotating and moving World.
With each successful hit, I make more and more money.
Simultaneously, the World is throwing at me French Wine Bottles, Chinese Toys, German BMWs, Japanese Sony PSPs, and more.
I bounce off many of the Imported Products, preventing them from entering my country and keeping my Balance of Trade, while at the same time I keep an eye on the "D" Window and allow the import of "In Demand" Products.
At the same time, I need to monitor the Manufacturing window (M). When this window is colored RED – it means the resources are scarce and hence manufacturing capacity and speed are Low. When the window is colored ORANGE, meaning manufacturing is at medium capacity, while color GREEN means Full capacity and speed.
How do I keep the “M” window GREEN and Manufacturing at Full speed?
The Answer: Green Trees. During the Game, the world throws at the Player, alongside all other Products, small GREEN TREES, which represent valuable and crucial Resources for the manufacturing process. The Player must allow these GREEN TREES inside. Collecting as many GREEN TREES as possible will keep manufacturing capacity at full speed, and the “M” window GREEN.
As the speed of the Game intensifies, if my Trade Deficit is deep below the 0 line, I will need to focus on manufacturing and throwing as many Export Products as possible, while bouncing off the most expensive Import Products first.
6. Rules & Options
The World throws at you various Products with different Values. You need to quickly identify the ones to let in and the ones to bounce off, while at the same time - selecting which Products to manufacture and throw at the World (Export).
Demand: The Player must allow "In Demand" Products inside, in order to keep the high standard of living and his citizens happy. If he bounces off "In Demand" Products – riots will begin.
Trade War: One-on-One
Prior to Game start, the Player can select to play a One-on-One “Trade War” against one specific country. For example: USA against China, UK against Russia, and so forth. Players can even go online and search for real opponents from these countries…
However, in these One-on-One “Trade Wars”, various Products (depending on the Nations involved) will not be “available” for Export. For example: In a USA vs. China Trade War, the USA will of course NOT export F-16s to China, and neither will Russia export Tanks to the USA.
7. Investment & Why will this Game be profitable?
Development of the Game for iPhone will reach approx. 100,000$.
Marketing to the iPhone community is estimated at approx. 25,000$.
Following the first stage of Marketing the Game for the iPhone community,
we will move on to development of the Game for Android. The cost will reach approx. 50,000$.
Marketing in the Android community is estimated at approx. 25,000$.
Total Investment: 200,000$.
Pre-Investment Option: There is an option to hire a Game Development Firm for a Pre-Development project, where they will flesh out the game entirely and figure out the best way to scale it down for a Version 1.0.
This will cost 15,000$.
Cash Payback Period: We project 100,000 downloads within the first year, and 300,000 downloads throughout the 2nd year.
Revenues: Price of the Game will be set at 0.99$, but we need to add to that user purchase of "products" within the Game (buying more manufacturing power, etc).
Apple receives 30% of all revenues.
Estimated Profit after 2 years: Approx. 200,000$.
Return on Investment is after 2 years.
Why will this Game be profitable?
Originality: According to our Research, this will be the first iPhone/Android Game that truly confronts the "hot" issues of Global Trade Wars and the Economic Crisis, which are threatening to cripple and squash nations like Greece, Italy, Spain and more.
A smart and aggressive Marketing Campaign for the "First Global Trade Wars Game..." can draw worldwide attention and create a powerful promotional Buzz.
Functionality: The Game features and capabilities enable players to “feel” and absorb the pressures of Global Trade Wars. Players learn how Trade Deficits are created, as well as what many countries are exporting to the World.
Simplicity: The Game is simple to understand, and will be very simple to operate and play. However, it will demand focus, fast reactions and strategy.
Fun: “Trade Wars” is a fast paced game that reveals the Global Trade Wars in a revolutionary and action oriented fashion. It’s a FUN way to join the Trade Wars and protect your Nation’s Economy from meltdown, using powerful Arsenals of "Weapons" = your own Manufactured Products.
Profit Potential: The following reasons make me believe that “Trade Wars” will be purchased and downloaded by hundreds of thousands around the Globe:
• It’s a large Target audience: Adults, 18-55, Worldwide. Projection: 500,000 downloads during the first 2 years.
• It’s a "Hot" Global Topic: The Game confronts the Global Economic Crisis and Trade Wars, especially between the US & China, the European Crisis, and more.
• The above-mentioned reasons of the Game’s originality, functionality, simplicity and fun.
8. List of Nations & Products
Following is a partial list of relevant Countries for the Game, and their main Products of Export:
U.S.A: F-16s, Chrysler Cars, iPhones, Maple Syrup, Peanut Butter
Germany: Ships, BMWs, Washing machines, Beer, Sausages.
Italy: Ferrari cars, clothes, Wine bottles, Shoes, Pasta.
France: Peugeot Cars, Wine Bottles, Cheese, Perfume.
Japan: Nissan Cars, Sony PSP, Vaio Laptops, Sushi, Suzuki Motorcycles.
Canada: Engines, Timber, Aluminum, Zink, Petroleum,
Greece: Metaxa Bottles, Olive oil, Textiles, Chemicals, Vegetables.
UK: Rolls Royce Engines, Finance Instruments, Beer, English Tea, Tin
Australia: Gold, Coal, Iron ore, Meat, Wool
Russia: Missiles, Natural Gas, Iron, Fish, Fertilizers.
Saudi Arabia: Crude Oil, Fuel Oil, Chemicals, Fertilizers, Plastic
South Korea: Ships, KIA Cars, Samsung TV’s, Soju bottles, Kimchi
South Africa: Gold, Diamonds, Platinum, Auto Parts, Chemicals
Brazil: Aircrafts, Engines, Cement, Steel, Coffee
Turkey: Engines, Cement, Turkish Kebabs, Clothes, Tobacco,
India: Generators, Diamonds, Chemicals, Sugar, Rubber
Mexico: Auto parts, Engines, Crude Oil, Cotton, Sugar
Indonesia: Crude oil, Rubber, Plywood, Soy beans, Cotton
Argentina: Machines, Meat, Soya beans, Fruits, Sugar
China: Tanks, Computers, Shoes, Toys, Lumber
We plan to develop and market the Game with MEDL Mobile, a Nasdaq traded company with a vast experience in this field, which will bring us a sustainable advantage in marketing and updating the games along the years.