Game Dev Story Direction Points

You could play the role of a game dev tycoon and make your own game dev story. As a CEO you have to do your best to operate your company well in this game dev simulator game and enjoy the life simulator game. The company started with the fund of 30K in the early stage, so you need to constantly develop games to make yourself alive enjoy the life simulator game. Funds and technology points can.

After playing the game twice, I finally manage to get slightly betterunderstanding of the game.At the end of the 2nd game I manage to:- Have more than $1,300,000K cash- Develop 3 consoles (24,000K market share)- Win consecutive 8 grand prizes- Get 4 best awards in a single year- Get 40 review points- Sold 80M+ units of one game- Have 9900+ fansSo that's just to set some credential.(Not to boast, I'm sure there are players out there with better results)My purpose of this review, is just to share some tips that I have learntalong the way. I think this is a great game that shows how indebted we areto the Japanese game developers for the advancement of video games.Now as the US, Korea, China and the rest of the world are coming in,I still find Japanese game to be some of the most original out there.Many of the tips that I shared contains spoiler for the secrets in this game.So if this is your first time playing, I suggest to stop reading and enjoydiscovering the secrets in this game yourself. This article is for those whois playing the second time and wanting to explore the possible corners inthe game.Let's get started. Here's my outline:- Develop- Staff- Action- InfoDEVELOP-Q - Who to write game proposal, graphic and music?I think it's all generated randomly, but certain traits have more influenceother than the rest. As long your staff has experience, he can do it even ifhis job is no longer suitable.

So this is my observation, with their minimalexperience:Game proposal - Writer - high Program & ScenarioGraphic - Designer - high GraphicsMusic - Snd.Eng. high SoundAfter you have full-fledge staff, I found that this first boost matters less.Q - What combination of Genre/Type works?There are a few results: Amazing, Creative, Not Bad, Hmm., Not Good, NothingI think this combination mainly influence the number of game units you willsell, not so much on the quality.

I did a PC-only company (PC Bigots) and it worked fairly well. I haven't finished it off yet but I got a 40/40 and GOTY by year 14 or so. You definitely don't sell as many games as console but it's still easy to be the #1 seller and keep the PC platform relatively alive. I'm sitting around with 100 million doing nothing, as opposed to 1000 million on my first game using consoles. But I guess my games are so good that each PC user buys 5 or 6 copies. =)One thing I saw this time that I hadn't seen before was a huge point boost at the end of development.

It was something like 'Your game has received a flash of inspiration!' , like the opposite of a blackout.

That was nice.Also, I only play on iPad now. It's much more comfy to play on the big screen and the graphics look just fine scaled up, being pixely to begin with. I tried an all-contracting company, but ended up getting beat down by my own employee salaries. I wanted to see whether I could complete contracts quickly enough to support large hacker salaries.

The answer is: not quite. Once your salaries get up above 5 mil or so it starts to be a race.

On the bright side, I could definitely see starting this way just to build up research points, but simply not spending many of them until you're ready for the big salaries later. Also, bigger offices seem tied to specific milestones, like making a game, and I'm convinced the game just released a random pc game for me, with very low stats (2's in review) after a while just to move me to the second office. Tunnel rats of vietnam war. My plan was to contract until I could make a console - it's possible, but the salary inflation with training kills you. I eventually branched out into endless robot shooter remakes (got a quick HOF game on my 2nd game) on PC only, but I could never get the capital to both meet expenses and fund a console.

Goddamn this thread and this game.That is all.So is there an end to the game? I'm on year 20, do they invent consoles in the future, or after a certain point do you give up and start over? I'm pretty much coasting along at this point.You mean new consoles? I had a game where I created a console pretty early on.like year 10 or so, and somehow that had an effect on the rest of the console market.

My console had by far the biggest market share by at least 2X of any other console for the rest of the game, and the other companies also stopped coming out with new consoles as quickly as in the past. I continued the game for about another 10 years past the end, and they still released those other ones later on, but it was years later than they did in my other play-thoughs. I mean I'm talking like year 24 or something they were still releasing new consoles. I wanted to see whether I could complete contracts quickly enough to support large hacker salaries.If you hire hackers, their salaries are much lower than training someone up to one.That is so true. I had all my guys except one (which I kept as a Hardware Engineer) maxed out on training/level ups and their salaries were around $15 million each.I had a game like that. I had a $70M yearly payroll.

But by that point, you're swimming in dollars, so it doesn't matter.Echoing what someone else said about the 600+ stat employees. I'd have someone with 620-some scenario rating kick my project off, and only end up with something like a 12 in fun. Meanwhile, someone with a 400 score in music would almost be at 100.If you're on android and have a swype keyboard, try random scribbles when naming your games. They'll come out sounding like Japanese RPG's.And if you're going for a gimmick playthrough, play as Bethesda and don't debug any of your games.

Game dev story direction points 2

The problem with hiring a hacker for the all-contract approach, I think, is that I never got the third office and you can't do the hollywood agent without it. I'm not sure what triggers the last office and the agent - if it's a dollar amount then it could be done, but if it's something like '1M sales', then you're hosed. You could certainly stay above water on nothing but contract work for 20 years though, especially if you used training rather than level ups. It's just a question of keeping expenses down and having decent enough people to take the most lucrative contracts. The problem with hiring a hacker for the all-contract approach, I think, is that I never got the third office and you can't do the hollywood agent without it. I'm not sure what triggers the last office and the agent - if it's a dollar amount then it could be done, but if it's something like '1M sales', then you're hosed. You could certainly stay above water on nothing but contract work for 20 years though, especially if you used training rather than level ups.

It's just a question of keeping expenses down and having decent enough people to take the most lucrative contracts.I don't think it's $1 million sales. I think it's just having enough capital reserves to afford the move.