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Game dev tycoon combination of genres. Game Dev Tycoon: bad good simulator

There are many factors to consider when creating a quality game. This article will guide you on how to achieve this.

Typically, the goal of game development is to achieve a high score (preferably 9.5+). However, during development, your actions do not directly affect this score, but rather your game score. The game score (a hidden value that you won't see. Don't confuse it with so-called game reviews) consists of the sum of Design and Technology divided by the game size modifier (this compensates for the fact that a larger game takes longer to develop and accumulates more points) and multiplied by several quality modifiers. All these modifiers, as a rule, range from 0.6 to 1. Thus, reducing at least one factor reduces the total game score very significantly. The game score does not directly affect the game score, but is compared with the previous game score to calculate the game score (details in the next paragraph).

You can influence the amount of Design and Technology points outside of game development by exploring new areas (allowing your employees to gain more points by leading developments in those areas) and training employees or hiring new ones (this will increase their contribution to the common cause) while how you can influence all the quality modifiers during game development. Good quality ≠ Good review!
First, you need to understand that a well-made game does not guarantee a good review (review score - also a table with reviews of publications).

In this game you compete exclusively with yourself, i.e. with your previous records (except at the very beginning of the game, while you are competing with game presets (base game records)). Your game score is compared to your best game score (allowing for an increase of about 10%-20%), and this is your final game review (aka "review score") (before the review score changes slightly at random). Therefore, in order to get a good review, you need to slightly increase your previous game score.

This is VERY IMPORTANT to understand:

To get good reviews ONCE, all you have to do is keep playing and no matter what you do, you will eventually get the game rated 9.5+.

In order to receive good feedback every time, you have to develop games to consistently improve them, but not make them perfect. Each new one needs to be made a little better than the previous one.

Why should you care about creating high-quality games then? Then, it’s easier to make a high-quality game (with maximum quality checks) than to make games that are not of the highest quality and equally lousy (due to comparing the subsequent game with the previous one, making it worse or better, not The best decision, - approx. ed.)

For example, in order to get a better quality game based on working with the sliders, you should not bet less than 20% during development (~3-6 per genre), never go higher than 20% (0-3 per genre), and apply more than 40% at least twice (~3-6 in genre).

However, in order to make a game of worse quality, you need to do the opposite, set less than 20% to certain topics (~3-6 per genre), more than 20% to certain topics (~0-3 per genre). So if you are aiming for the best quality, you have 60% freedom (slider value 60% of 100%, others not) in 2 sliders, 80% in ~1-4 sliders, 20% in ~0-3 sliders and 100% freedom in the remaining ~0-6 sliders, and if you go for the worst quality, you have 20% freedom in ~3-6 sliders, 80% freedom in ~0-3 sliders and 100% freedom in the remaining 0-6 sliders. So you have 500%-800% (of the total 900%) freedom in the first case and 360%-660% in the second case. So if you stick to the "best quality" rules, you have more creative freedom than if you stick to the "worst quality" rules.

For those who did not understand anything from the two paragraphs above, I will explain. Each game has three stages of development where you move the sliders up/down. At each stage, it is IMPORTANT to set the sliders in the correct percentage, because... this is a future modifier for receiving a GOOD REVIEW. So, for example, Action takes priority in development time over such parameters as Engine and Gameplay (and the engine is the most important of them). The History/Quests parameter here has a “negative” modifier. Thus, the time devoted to the Engine and Gameplay is set high (100 percent for the Engine, which has a modifier of 1, and 80% for Gameplay, since it has a modifier of 0.9), and 0% is set for Stories/Quests (since the modifier is 0.7 ). And we see from the bottom of the progress bar that we spend more than 40% of the time on the engine and gameplay, and less than 20% on History/Quests - this is exactly what is said in the paragraphs above: A “bad” modifier has little time for development, and “good” (with a coefficient >= 0.9) more than 40% (specifically by the progress bar, not by the sliders).

Even more radical rules in the genre/theme combination. There are great combos (which have a quality modifier equal to one), and there are Strange Combos (with a minimum modifier of 0.6 detrimental to quality). So if you need to get a weird combo, you'll be very limited in what genre/theme you should choose (let alone making multi-genre games). However, if you are focused on creating Great Combinations, you have more freedom.

For example, Dungeon, Airplane, Fantasy and many other themes can create not only one worst Strange Combo (look at the table with + and -, there are only 2 minuses), but also 4 Great Combos (4 pluses ). In general, there are a lot of topics that give more Weird Combos than Great Combos (Game Dev, Superheroes with three Weird to one Great, Romance, Startups, Hospital and Surgery with a score of 2 to 1), then how most of them give more Great than Weird combos.

So this page will not help you develop a game that will get a good gaming review (that page with four numbers from gaming magazines/publications). She will tell you how to make better games, which in turn will help you get good reviews. If you're developing games of consistent quality (Great Combos, tech/design balance, no bugs), your game score will be based almost entirely on the sum of the Design/Tech points you see during development (the orange and blue balls on top), and, this way, it will be easier for you to judge how well you did (before you see the review). Errors
Above all, avoid the following things: Developing two games in a row with the exact same theme/genre/second genre.
Development of a sequel or add-on (expansion) less than 40 weeks after the release of the previous version.
Development of a sequel using the same engine (does not apply to addons).
Development great game without using 2D graphics V4 (version 4) or higher/3D graphics V3 (version 3) or higher.
Developing a AAA game without using 3D graphics V5 or higher
Developing an AAA game without appointing at least three specialists in relevant fields considered important to the genre.
As stated above, game quality is calculated as a combination of various modifiers, each of which is applied as a multiplier to the sum of Design and Technology. If we leave aside those mentioned above, then the following modifiers remain that affect the quality of your games:

Technology/Design
Sliders offset (percentage of time)
Genre/Theme Combinations
Trends (trend)
Errors (Bugs)
Thus, to ensure that the game is created High Quality(except for trend, which is somewhat of a random modifier), during development you should:

Get the correct final score balance between Design and Technology
Select a great combo of genre and theme
Choose a platform that matches your genre (or both genres in the case of a multi-genre game)
Identify and remove errors (bugs).
The game creation process can be divided into two main parts: pre-production and development. Preparation for production.
During pre-production, when major game issues are being resolved, the following options are available:

Name of the game
Size. It affects the amount of time spent on development and its cost. It's hard for small games to score the average 10 points.
The target audience
Subject. common topic Games (War, Fantasy, Science Fiction, etc.)
Genre
Platform.
Game engine.
The choice of genre is the most important in the preparation process. Genre influences most of the decisions that will be made during the development process. Theme/Genre Combinations
An important part of pre-production is choosing a theme and genre. Combining them can result in either a Great Combo or a Strange Combo.

Multi-genre combination
The only way to get a Great Combo for multi-genre games is to use two genres, each of which will receive a "Great Combo" according to the theme. This means that a theme like Surgery cannot get a “Great Combo” in multi-genre games (see table above, surgery only has one Great Combo combination).

Genre/Platform Combination
Each genre has its own popularity on each platform. Your choice of genre in relation to platform has little impact on game reviews. It has a greater impact on game sales. The higher the selected platform's sales modifier, the more you will earn.

This table is based on original data. (++) - Excellent fit, (+) - Normal fit, (-) - Avoid these combinations.

Combinations of platform and target audience.
You will receive messages from time to time about the suitability/non-suitability of the target audience and the selected platform. Your audience choice has a minor impact on Game Reviews. First of all, it affects the number of sales of your game. The higher the sales modifier of a given platform, the more you will earn from this audience.

Based on the original game data.

Fits good

Great fit

Avoid such combinations

Table on PC changed to latest version games and written according to the notes from there.

The main mistakes you can make when releasing a game:

1. Development of large games on an engine smaller than 2D V4 or 3D V3

2. Continuation of the game (sequel) on the same engine as the previous part

3. Making two games in a row with the same genre/theme

4. Development of the next part of the game (sequel) within 40-45 weeks

What can affect the quality of your game:

1. Combination of theme and genre

2. Number of bugs (the fewer, the better)

3. What's on this moment popular (appears in the top right corner when something is popular)

4. Correct location sliders

5. Design and technologies (their number)

How best to arrange the sliders:

Action - Stage 1 - Engine/Gameplay; Stage 2 - Level Design/Artificial Intelligence (AI); Stage 3 - Graphics/Sound;

Adventure - Stage 1 - Gameplay/Quests; Stage 2 - Dialogues/Level Design; Stage 3 - World Design/Graphics;

RPG - stage 1 - Gameplay/Quests; Stage 2 - Dialogue/Level Design Stage 3 - World Design/Graphics

Simulator - Stage 1 - Engine/Gameplay; Stage 2 - Level Design/Artificial Intelligence (AI); Stage 3 - Graphics/Sound;

Strategy - Stage 1 - Engine/Gameplay; Stage 2 - Level Design/Artificial Intelligence (AI); Stage 3 - Graphics/Sound;

Casual - Stage 1 - Gameplay; Stage 2 - Level Design; Stage 3 - Graphics/Sound;

Games for adults run fine only for PC, G64, mBox360, mBox one, mBox next; PlaySystem 3, 4, 5;

For 0-13 go PC, G64, VenaOasis, mBox360, mBox one, mBox next; PlaySystem 3, 4, 5;

All platforms go to +0

I will share my most successful games

1. Sci-Fi Action, for everyone, Master V platform, earned all 10

2. Cinema-Casual, for everyone, TES platform, average rating 9.75

3. Wild West RPG, 0-13, VenaOasis platform, average rating 9.5

4. Romance-Adventure, +18, PC, average rating 9

5. Sci-Fi-Action, for everyone, PlaySystem platform, average rating 9.75

6. Sci-Fi-Action, for everyone, platforms mBox360/PlaySystem 3/PC, average rating 9

7. Sci-fi-Action, +18, platforms mBox next/PlaySystem 5/PC, average rating 9.25

8. Medieval/RPG-Strategy, +18, PC, average rating 9 (MMO)

9. Cinema-Casual, for everyone, mBoxnext/PlaySystem 5, average rating 9

* The sliders were arranged according to the table above

Perfectly combined:

Action/ war, alternative history, fantasy, middle ages, aviation, vampires

Quest/detective,mystery.romance,middle ages,spies

Role-playing/dungeons, wild west, school, fashion, post-apocalyptic

Simulator/ aviation, sports, surgery, hunting, hacking, life, city, rhythm, science fiction, business, dancing, game development

Strategy/War, Government, Science Fiction, Space, Fantasy

Casual/zombie,movie,music,comedy

To start

Warning! A LOT OF LETTERS

There are many factors to consider when creating a quality game. This article will guide you on how to achieve this.

Typically, the goal of game development is to achieve a high score (preferably 9.5+). However, during development, your actions do not directly affect this score, but rather your game score. The game score (a hidden value that you won't see. Don't confuse it with so-called game reviews) consists of the sum of Design and Technology divided by the game size modifier (this compensates for the fact that a larger game takes longer to develop and accumulates more points) and multiplied by several quality modifiers. All these modifiers, as a rule, range from 0.6 to 1. Thus, reducing at least one factor reduces the total game score very significantly. The game score does not directly affect the game score, but is compared with the previous game score to calculate the game score (details in the next paragraph).

You can influence the amount of Design and Technology points outside of game development by exploring new areas (allowing your employees to gain more points by leading developments in those areas) and training employees or hiring new ones (this will increase their contribution to the common cause) while how you can influence all the quality modifiers during game development.

Good quality ≠ Good review!

First, you need to understand that a well-made game does not guarantee a good review (review score - also a table with reviews of publications).

In this game you compete exclusively with yourself, i.e. with your previous records (except at the very beginning of the game, while you are competing with game presets (base game records)). Your game score is compared to your best game score (allowing for an increase of about 10%-20%), and this is your final game review (aka "review score") (before the review score changes slightly at random). Therefore, in order to get a good review, you need to slightly increase your previous game score.

This is VERY IMPORTANT to understand:

To get good reviews ONCE, all you have to do is keep playing and no matter what you do, you will eventually get the game rated 9.5+.

In order to get good reviews every time, you must design games to consistently improve them, but not make them perfect. Each new one needs to be made a little better than the previous one.

Why should you care about creating high-quality games then? Then, it’s easier to make a high-quality game (with maximum quality checks) than to make low-quality games that are equally lousy (due to comparing the next game with the previous one, making something worse or better is not the best solution - editor’s note)

For example, in order to get a better quality game based on working with the sliders, you should not bet less than 20% during development (~3-6 per genre), never go higher than 20% (0-3 per genre), and apply more than 40% at least twice (~3-6 in genre).

However, in order to make a game of worse quality, you need to do the opposite, set less than 20% to certain topics (~3-6 per genre), more than 20% to certain topics (~0-3 per genre). So if you are aiming for the best quality, you have 60% freedom (slider value 60% of 100%, others not) in 2 sliders, 80% in ~1-4 sliders, 20% in ~0-3 sliders and 100% freedom in the remaining ~0-6 sliders, and if you go for the worst quality, you have 20% freedom in ~3-6 sliders, 80% freedom in ~0-3 sliders and 100% freedom in the remaining 0-6 sliders. So you have 500%-800% (of the total 900%) freedom in the first case and 360%-660% in the second case. So if you stick to the "best quality" rules, you have more creative freedom than if you stick to the "worst quality" rules.

For those who did not understand anything from the two paragraphs above, I will explain. Each game has three stages of development where you move the sliders up/down. At each stage, it is IMPORTANT to set the sliders in the correct percentage, because... this is a future modifier for receiving a GOOD REVIEW. So, for example, Action takes priority in development time over such parameters as Engine and Gameplay (and the engine is the most important of them). The History/Quests parameter here has a “negative” modifier. Thus, the time devoted to the Engine and Gameplay is set high (100 percent for the Engine, which has a modifier of 1, and 80% for Gameplay, since it has a modifier of 0.9), and 0% is set for Stories/Quests (since the modifier is 0.7 ). And we see from the bottom of the progress bar that we spend more than 40% of the time on the engine and gameplay, and less than 20% on History/Quests - this is exactly what is said in the paragraphs above: A “bad” modifier has little time for development, and “good” (with a coefficient >= 0.9) more than 40% (specifically by the progress bar, not by the sliders).

Even more radical rules in the genre/theme combination. There are great combos (with a quality modifier of one), and there are strange combos (with a minimum quality penalty of 0.6). So if you need to get a weird combo, you'll be very limited in what genre/theme you should choose (let alone making multi-genre games). However, if you are focused on creating Great Combinations, you have more freedom.

For example, Dungeon, Airplane, Fantasy and many other themes can create not only one worst Strange Combo (look at the table with + and -, there are only 2 minuses), but also 4 Great Combos (4 pluses ). In general, there are a lot of topics that give more Weird Combos than Great Combos (Game Dev, Superheroes with three Weird to one Great, Romance, Startups, Hospital and Surgery with a score of 2 to 1), then how most of them give more Great than Weird combos.

So this page will not help you develop a game that will get a good gaming review (that page with four numbers from gaming magazines/publications). She will tell you how to make better games, which in turn will help you get good reviews. If you're developing games of consistent quality (Great Combos, Tech/Design balance, no bugs), your game score will be based almost entirely on the sum of the Design/Tech scores you see during development (the orange and blue balls on top), and, this way, it will be easier for you to judge how well you did (before you see the review).

For more information about reviews and how a game's quality is judged, see Review Algorithms.

Above all, avoid the following things:

  • Development of two games in a row with exactly the same theme/genre/second genre.
  • Development of a sequel or add-on (expansion) less than 40 weeks after the release of the previous version.
  • Development of a sequel using the same engine (does not apply to addons).
  • Developing a large game without using 2D graphics V4 (version 4) or higher/3D graphics V3 (version 3) or higher.
  • Developing a AAA game without using 3D graphics V5 or higher
  • Developing an AAA game without appointing at least three specialists in relevant fields considered important to the genre.
As stated above, the quality of the game is calculated as a combination of various modifiers, each of which is applied as a multiplier to the sum of Design and
Technologies. If we leave aside those mentioned above, then the following modifiers remain that affect the quality of your games:
  • Technology/Design
  • Sliders offset (percentage of time)
  • Genre/Theme Combinations
  • Trends (trend)
  • Errors (Bugs)
So, to ensure you create a high quality game (other than trend, which is somewhat of a random modifier), during development you should:
  • Get the correct final score balance between Design and Technology
  • Select a great combo of genre and theme
  • Choose a platform that matches your genre (or both genres in the case of a multi-genre game)
  • Identify and remove errors (bugs).
The game creation process can be divided into two main parts: pre-production and development.

Preparation for production.

During pre-production, when major game issues are being resolved, the following options are available:

  • Name of the game
  • Size. It affects the amount of time spent on development and its cost. It's hard for small games to score the average 10 points.
  • The target audience
  • Subject. General theme of the game (Military, Fantasy, Science Fiction, etc.)
  • Platform.
  • Game engine.
The choice of genre is the most important in the preparation process. Genre influences most of the decisions that will be made during the development process.

Theme/Genre Combinations

An important part of pre-production is choosing a theme and genre. Combining them can result in either a Great Combo or a Strange Combo.

Single-genre combinations

This table is based on the original game data.

Multi-genre combination

The only way to get a Great Combo for multi-genre games is to use two genres, each of which will receive a "Great Combo" according to the theme. This means that a theme like Surgery cannot get a “Great Combo” in multi-genre games (see table above, surgery only has one Great Combo combination).

Genre/Platform Combination

Each genre has its own popularity on each platform. Your choice of genre in relation to platform has little impact on game reviews. It has a greater impact on game sales. The higher the selected platform's sales modifier, the more you will earn.

This table is based on original data. (++) - Excellent fit, (+) - Normal fit, (-) - Avoid these combinations.

Combinations of platform and target audience.

You will receive messages from time to time about the suitability/non-suitability of the target audience and the selected platform. Your audience choice has a minor impact on Game Reviews. First of all, it affects the number of sales of your game. The higher the sales modifier of a given platform, the more you will earn from this audience.

Based on the original game data.

Fits good

Great fit

Avoid such combinations

Development stage.

Design sliders allow the player to control the allocation of time for various aspects of the project. The higher the slider is set in relation to the others (they can be viewed at the bottom of the game development screen), the more allotted time it will receive in the development process.

Shifting the sliders has two main consequences:

  • Allocating the allotted time affects the quality of the game
  • The amount of Design and Technology points added to the game during development is proportional to the time allotted for the corresponding part (for example, spending more time on the Engine will give you more Technology points, and time allotted to Story/Quests will give more Design points).
  • Game quality and the right balance of Technology/Design ( exact value, which you should aim for based on the chosen genre) are very important when calculating the rating.
So, let's summarize - how to set the sliders:
  • Look at the table below and note the ratio of tasks and pros/cons fields for your genre (or combinations).
  • Make sure you set the slider above 40% of the allotted time on the plus fields at least twice throughout the development process.
  • Make sure to allocate at least 20% to positive fields and no more than 40% to negative fields.
  • Accordingly, adjust the sliders to stay within the 25% Tech/Design ratio to suit your genre (or combo) goals.
  • Remember that the bottom bar has three parts (located below the sliders), and that what matters is not how many percentages you assign to each slider. All of these values ​​(40% and 20%) refer to the approximate size of the portion of the box in the bottom panel.

For multi-genre combos, the values ​​are calculated taking into account that the first selected genre is half as important as the second.

The main point of multi-genre is the elimination of genre requirements - this gives you greater flexibility in using different possibilities. For example, the Strategy/Adventure and Strategy/RPG genres only have 3 fields with a "+" and the rest do not matter - therefore, if you make Strategy or RPG (as a single-genre game), you will have 6 fields with a "+" and one field for concern with "-". Therefore, multi-genre gives you more creative freedom when you combine genres in the right way. It is best to leave it for large and AAA games, since more low levels freedom does not provide great opportunities.

Development for dummies

If you are absolutely clueless after reading the previous paragraph, and cannot understand how the game works, but want a simple solution, simply adjust the sliders according to the table below.

Please read this before using the table below.

Sliders are not the main way to get good grades - they are a combination of many factors. Some of them take into account previous reviews, your staff, the current year, genre per platform, etc., and the main one is your Technology/Design quotient. I'm not saying that the table is useless, but if you follow this table and your Tech/Design scores are not up to the desired values, then you will get terrible reviews every now and then because the quality of your games will be inconsistent - sometimes you will hit the mark With this table, sometimes you will be far from high quality, because instability leads to bad reviews. So please explore the rest of the pages and read them while playing, or just have fun and make games the way you would like them to be. The table above with the "+" and "-" way is the best reference material if you understand what you are doing. Let's say your character has 300 Technology, 300 Design, 300 Speed ​​and 300 Research. Your 2nd worker has 500 Technology, 100 Design, 150 Speed ​​and 200 Research. The 3rd worker has 400 Technology points, 200 Design, 200 Speed ​​and 100 Research points. Your Technology/Design quotient will not work. Your technology will be high enough for most genres of games. Games of the genres RPG, Adventure, etc. will be released in poor quality (due to a poor Technology/Design ratio), while Simulations, Strategies will be of good quality (due to a good balance in their favor). If your employees have more design points than technology points, then the opposite will happen. So if you follow the table below, you'll end up with quality games in one genre or another, but subpar games in others, which means you'll get bad reviews and inconsistent game scores. You'll never get stable good quality games with this table after your first garage/office. You have two options, have fun and enjoy the game in the form in which Greenheart made it (editor's note - developers), or check the optimal Technology / Design ratio on the game's source data page, check the Review Algorithm, use tables with "+" and "-", use Good Combos, always keep an eye on the right audience and make sure the Technology/Design ratio is correct by dividing your workers between development stages.

Be careful - while this WILL work at the BEGINNING of the game, while you have one employee and few options, at the end of the game, when you have several employees and many opportunities, this table will not give you the maximum quality of games produced - it only will be a rough guide.

Specialization of training

Specializing in a specific slider requires you to meet the demands of technology and design levels. You can also train a separate specialist for each of the sliders. Great games require employees who are either design or technology focused, or a balance of both. Leave your generalists for the final development phase. Specialization costs 200 research points and 5 million credits per specialist.

Specialization requirement sliders:

Developed and published by Greenheart Games. The game begins in the 1980s, when the gaming industry was just emerging.

Game Dev Tycoon

Logo Game Dev Tycoon
Developer Greenheart Games
Publisher Greenheart Games
Date of issue December 10, 2012
Genre economic simulator
Technical data
Platform Windows, macOS, Linux, iOS, Android
Game mode single-user
Carriers digital distribution, Steam And Humble Store[d]
Control keyboard, mouse, touch screen
Official site

Game process

The player begins by giving a name to himself and his future company. Next, the player can create his own games by choosing the game theme, genre, platform and game engine. Also, over the course of 30 - 42 years, consoles from famous companies. Sony will be represented in the game as Vonny, Microsoft as Micronoft, Nintendo as Ninvento, Sega as Vena, etc.

Initially, the player begins to develop games in his garage, but soon he can acquire 2 new offices. In offices, the player can hire other game developers and work together with them.

In the process of creating a game, the player distributes the development time for each element (at the first stage, the player chooses between “engine”, “gameplay” and “plot / quests”, at the second - between "dialogue", "level design" and " artificial intelligence", and on the third - between "world design", "graphics" and "sound"). After development is completed, the game is assigned a rating, which determines future sales.

During the game, the player accumulates research points, which he can spend on various research (for example - researching a new gaming topic) or developing developer skills. To use some improvements for various development elements, the player can create his own game engine.

Towards the end of the game (in the very last office), the player has the opportunity to create his own game console and open a laboratory for research.

Development

Reviews
Russian-language publications
EditionGrade
GameWay7/10

Review of the game "Game Dev Tycoon"

Review of the game "Game Dev Tycoon"

Genre: economic simulator.

Platform: MAC, RS.

Supported OS: Windows, Mac, Linux.

Controls: mouse and keyboard.

I'm sure many of those present here love games. Some of these people would like to create their own, but due to a number of reasons, be it lack of skills, knowledge, or simply time, they could not do it. Economic indie developer simulator computer games Game Dev Tycoon from the Greenheart Games studio allows us to be a game maker at least a little.

By the way, the developers fought against piracy in their game. A version of the game with minor changes to the code was published on the Internet. Thanks to these changes, at some point our studio itself became a victim of piracy and the money ran out very quickly, which led to Game Overy.

Start.

We begin our journey as a game maker in a small garage with 70K money. With due diligence, you can increase your money and move from the garage to a spacious office.

After we have come up with the name of the player and the name of our company, we can begin. The very first thing we are allowed to do is create our first game.

Game development.

After the player has decided on the game genre from the five proposed ones: action, adventure, RPG, simulator and strategy, and has chosen the theme of the future project from several open ones, the development itself begins. it has 3 stages where we need to adjust the sliders depending on what we want to get. If the player has an idea about games and what is important in a particular genre, setting the sliders correctly will not be difficult.

Review of the game "Game Dev Tycoon"


Review of the game "Game Dev Tycoon"

When all 3 stages are completed, all that remains is to wait a little longer for the bugs to be eliminated. Nobody likes bugs, not even virtual players of our creations.

When everything is ready, we can release or delete the game, give or change the name.

After waiting a little time, our creation is rated. The line between good scores and terrible ones is very thin, even with the right sliders it is possible to create a terrible game

Review of the game "Game Dev Tycoon"


Review of the game "Game Dev Tycoon"

Research

The second thing we will be able to do in the game is conduct research. They are needed to discover new game themes, the ability to make games on not one, but three platforms, and improve your engine. YES YES you can create your own game engine and sell or rent it over time.

After creating several games, a journalist suddenly visits us and asks us to give an interview about the game being developed. A journalist can also ask what is more important in a game of this theme and genre. Some time after the interview, the media will report about our game, plans, etc., and after this moment the “Hype” counter appears. It shows how much people are waiting for our next masterpiece. After the necessary research, we have the opportunity to raise the level of excitement ourselves by investing in various types of advertising, from small investments in magazine advertising to large advertising campaigns.

Review of the game "Game Dev Tycoon"


Review of the game "Game Dev Tycoon"

As we progress through the game further, the player begins to be invited to exhibitions, where, depending on the money paid, we will be given small, medium and large stands. Such exhibitions are a great way to build excitement for an upcoming game. Just like with marketing, after the necessary research, the player will be able to create their own exhibitions.

Development

By creating successful projects, the player has the opportunity to move to a spacious office and hire the first employees. From now on, our character and hired workers can be trained for research points. Make them into design specialists or masters in technically, it's up to the player to decide. Research points are earned during game development, contract work, and engine creation.

Fans, publishers and money

Well, the player and employees are trained and all the sliders are placed correctly, but sales are not high. Fans play a big role here. In general, they appear immediately after the release of the very first game, but we understand their meaning later, more fans -> more potential buyers, more buyers -> more profits. But what to do if there are few fans and you want money? This is where publishers come to the rescue.

Having set some conditions, publishers give money for the development of the game, take most of the proceeds, but sales of the game with the help of the publisher are 10 times more independent work without a publisher. But if certain conditions are not met, the publisher may take some of the money from you in the form of a fine.

Review of the game "Game Dev Tycoon"


Review of the game "Game Dev Tycoon"

We have to resort to the help of a publisher until our small company gets stronger and gains a sufficient number of fans and earns a lot of money. But what to do if the money runs out and new ones will not be earned soon. The first time the player has a negative balance, the toy makes concessions and the bank gives us a certain loan. The bank can give a loan several times, but at one not very pleasant moment this does not happen and the game ends. The lack of opportunity to take out a loan whenever you want and for any amount is a little upsetting, but if you go through it correctly, you may never encounter such a situation.

By the way, regarding the conditions from the publisher, there can be 6 of them: platform, genre, game theme, target audience, game size and minimum rating. By the way, the fine from the publisher will depend on the minimum score that you receive after creating a custom game. There may be no conditions other than a minimum score to give the player more freedom to be creative.

Review of the game "Game Dev Tycoon"


Review of the game "Game Dev Tycoon"

New opportunities

Here the player is exploring new opportunities, releasing games, advertising himself at exhibitions and not only in general finding new opportunities where to spend his hard-earned money. And if a couple of conditions are met, we are given two more money eaters: a technical laboratory and a research laboratory. If everything is clear with the second, research is new and useful, then in the first the player can create his own console. But you should approach this business with a very thick wallet, since creating a console will eat up our savings and not choke, but if the console is created and sold, if the player stimulates its sales by releasing exclusive games, then all costs will be fully repaid

Review of the game "Game Dev Tycoon"


Review of the game "Game Dev Tycoon"

Another opportunity offered by the game is creating your own online masterpiece. The player himself can remove such games from sale, unlike offline games. Up to a certain point, the income from an MMO exceeds the costs of its maintenance and profits flow like a stream into our hands, but then the moment comes and it becomes unprofitable to maintain such a monster, and it eats more and more money. Along with closing the project, the player can create an addition that will allow him to earn a little more income from our MMO.

Conclusion

Wow, we've reached the conclusion. Summarizing all of the above, we have the opportunity to create games that are analogues of existing masterpieces, and we can at least create here something that many are looking forward to with great impatience. We can talk more and more about this game, but let the players themselves find everything that is not described in the review. Unfortunately, this toy cannot last more than a couple of evenings due to the monotony of what happens in the last stages of the game, and even if the game is successfully completed, repeating your success in the second or third playthrough is not as interesting as discovering everything new for the first time.

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