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Post by derboo on Apr 25, 2015 11:50:35 GMT -5
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Post by Magma MK-II on Apr 25, 2015 12:26:30 GMT -5
Would be cool to have a screen of the anti-piracy message.
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Post by kal on Apr 25, 2015 21:09:04 GMT -5
Although I think Game Dev Tycoon is fun enough, it is all but literally a rip off of Game Dev Story. The writer tries to downplay it but the games are something approximating 95% the same, there is no real meaningful reason to play one if you've already played the other. Game Dev Tycoon basically has some small amount of differences in the late game but otherwise doesn't change much. There's slightly more historical events going on in the industry (but honestly still not enough to be fascinating) but like Game Dev Story you can't influence these events by being successful yourself so that's a shame.
Having said that, Game Dev Story isn't available on Steam/PCs in English so I don't really see a problem with it being almost exactly a clone. Mostly just wanted to get across how identical the two games are.
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Post by elektrolurch on Apr 26, 2015 7:22:34 GMT -5
I think i personally spend way too much time on this game. It has several faults in my opinion, the article mentions only a few. Nice to see it on here anyways.
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Post by 16bitter on Apr 26, 2015 12:47:28 GMT -5
Croteam's invincible scorpion as anti-piracy measure for Serious Sam 3 was pretty memorable too. Not apt commentary like with this one, but very over-the-top, befitting the series.
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Post by zilliont on Apr 26, 2015 13:48:49 GMT -5
This game looks and sounds pretty interesting, even though I'm not into tycoon games or any other kind of complex simulation. Like kal said, it'd be cool if you could actually influence the industry's in-game history. Maybe then we could see what would happen if the Dreamcast was a commercial success!
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Post by JDarkside on Apr 26, 2015 14:30:17 GMT -5
I think I've clocked in over 100 hours on this by now. Sorry about the lack of the anti-piracy screen, I only submitted the images I took myself a few months back. It's circling around somewhere, though, most likely on a game news article from around its release. You can't influence history, but you do have the ability to release a console. It's hilariously broken. I once made a game with such high review scores that it sold more than my consoles existed, and it was an exclusive. I'd highly recommend trying some mods, the new topic ones really add some challenge, and long game is really tricky, especially because you have to change your pace to avoid growing too fast and paying out too much for smaller returns.
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Post by kal on Apr 26, 2015 20:35:34 GMT -5
I think I've clocked in over 100 hours on this by now. Sorry about the lack of the anti-piracy screen, I only submitted the images I took myself a few months back. It's circling around somewhere, though, most likely on a game news article from around its release. You can't influence history, but you do have the ability to release a console. It's hilariously broken. I once made a game with such high review scores that it sold more than my consoles existed, and it was an exclusive. I'd highly recommend trying some mods, the new topic ones really add some challenge, and long game is really tricky, especially because you have to change your pace to avoid growing too fast and paying out too much for smaller returns. I would definitely mention the mod support in the article. Considering if anything, mod support is the main reason to pick it up over Game Dev Story.
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Post by JDarkside on Apr 27, 2015 3:51:12 GMT -5
I think I've clocked in over 100 hours on this by now. Sorry about the lack of the anti-piracy screen, I only submitted the images I took myself a few months back. It's circling around somewhere, though, most likely on a game news article from around its release. You can't influence history, but you do have the ability to release a console. It's hilariously broken. I once made a game with such high review scores that it sold more than my consoles existed, and it was an exclusive. I'd highly recommend trying some mods, the new topic ones really add some challenge, and long game is really tricky, especially because you have to change your pace to avoid growing too fast and paying out too much for smaller returns. I would definitely mention the mod support in the article. Considering if anything, mod support is the main reason to pick it up over Game Dev Story. I was considering it, ut I decided to stay focused on the main game itself, especially since the game's modding community isn't especially avid.
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Post by kaoru on Apr 27, 2015 15:56:35 GMT -5
Thanks for the reminder that I wanted to get this game, totes forgot about it. Now I'm addicted to it since days, and I don't even know why. Like, it's nearly impossible to lose in the first and third stage, the second one is the only critical one (and each time, I nearly DO go bancrupt in it), especially if you just produce one or two complimentary genres and circle through like four fitting topics. It's also super limited, because as said, there is no flexiblity in the game history, so no matter how many 9.75 best sellers you put on the GameCube, it will always fail. It's also widely inacurate (no Atari, no early Apple II vs DOS, no 3DS or Vita, no hilariously quickly pulled MegaDrive addons, no scamming Kickstarter money before you even have anything to show).
It's not even technically a great Tycoon game, since it's so limited, even in its stats - game profit is a simple [earnings - cost] without taking in consideration your auxilary costs the game actually has to cover too, and multiplatform titles will not tell you how much they sold on each individual one.
But yet, damn if I didn't make three 42 year long companies by now (plus the first 3 that died on the second office). Such a perfectly addicting casual game :3
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Post by JDarkside on Apr 27, 2015 17:48:26 GMT -5
Thanks for the reminder that I wanted to get this game, totes forgot about it. Now I'm addicted to it since days, and I don't even know why. Like, it's nearly impossible to lose in the first and third stage, the second one is the only critical one (and each time, I nearly DO go bancrupt in it), especially if you just produce one or two complimentary genres and circle through like four fitting topics. It's also super limited, because as said, there is no flexiblity in the game history, so no matter how many 9.75 best sellers you put on the GameCube, it will always fail. It's also widely inacurate (no Atari, no early Apple II vs DOS, no 3DS or Vita, no hilariously quickly pulled MegaDrive addons, no scamming Kickstarter money before you even have anything to show). It's not even technically a great Tycoon game, since it's so limited, even in its stats - game profit is a simple [earnings - cost] without taking in consideration your auxilary costs the game actually has to cover too, and multiplatform titles will not tell you how much they sold on each individual one. But yet, damn if I didn't make three 42 year long companies by now (plus the first 3 that died on the second office). Such a perfectly addicting casual game :3 Game Dev Tycoon is a great example of why sometimes less can be more. It's streamlined just enough to make its mechanics addicting and fun to repeat.
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Post by kaoru on Apr 28, 2015 7:29:40 GMT -5
It's really interesting how little the systems matter besides limiting you target audience/prefered genre wise and maybe giving you a timer until they disappear. Just for the shits and giggles of it, I became an Ouya exclusive developer for a while, but besides no one in real life owning the damn thing I still sold millions of copies, just as if I went for the DS with his better market penetration. There might be a slight modifier on it, at least it _feels_ to me that if I start with the C64 and NES, the average game sells somewhat better than for the licensing free PC, but if true it's barely noticable. This is Sega's wet dream, just throw everything into Shenmue and you _will_ sell three times the copies of existing DreamCasts owner >:3
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Post by JDarkside on Apr 29, 2015 5:37:11 GMT -5
It only matters particularly early on, as you need market availability for more people to notice you.
Oh, and weird thing. My first game, I never used any publishing deals. I somehow kept failing when I didn't use them after that first game.
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Post by kaoru on Apr 29, 2015 11:05:39 GMT -5
I never used a publisher so far xD I'm too affraid and don't like the limitations. I just crunch out small decent games with 1 co-worker until 100k fans and then self publish medium ones. Usually make up the lost time by imediately hiring 3 more people and am in the large office withing a couple of medium games already.
Also, made my first casual games company. Holy shit! Like, the first GameBoy casual game I did made me 5 million moneys right away. Never got out of the garage phase so fast.
I kinda wonder if you can just be a little indie. Like staying in the garage or with one co-worker and putting out small simple games without many new modules, since I noticed in my last two games that upgrading engines doesn't seem as necessary as the game made me believe at first. The times I nearly went bancrupt on the second office seem mostly tied to making too expansive engines too quickly or hiring too many people before I can make/publish medium games. On the casual company, I used the same engine for a good 10 years, making nothing but sequels, and still got 7s to 9s across the board.
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Post by kaoru on Apr 30, 2015 7:01:24 GMT -5
Last time, I promise. But this game is hilarious I kinda wonder if you can just be a little indie. So I tried that. Let me present to you "Indie Me", a company now in the PS2-era, which never researched a single upgrade, never made an own engine, never came out of the garage. Instead one guy still hacks away at his PC he got in 1983, producing nothing but RPGs that look, sound and play exactly like the first Ultima over and over. He now has over 4 Million fans, is nearing half a billion cash and never gets an average score below 7, usually 8s and 9s. I really expected the game to go "nope" at one point and start giving me scores of 1s and 2s, people stopping to buy the games, getting into a spiral of death because I'm too far behind on catching up on modern research stuff. But they keep eating that shit up! Even in the seventh sequel without any change. This of course is a bloody boring way to play the game, but it shows that there really very little that matters when the game calculates the rating/success of a game: If your combination of theme + genre + system + target audience is good to great all around, it won't dare give you below a 7, as long as you don't repeat the same theme right away and instead circle through like 5 of them. Well, that and of course putting the sliders during development at the right places and not multi-tasking other stuff while at it. And in case of sequels, have at lest 5 to 7 other games between them, but needing to be on a new engine as the game tells you to clearly does not matter.
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