![]() Took one that paid 13% for a SuperHero/Adventure. Rip wrote:Oh snap, so I decide to check out a publishing deal. Most expensive (49th World): 443.7M (this counts maintenance costs which get considerable) Most profitable (49th World): 731.3M (this isn't actual profit, this is total revenue) Least profitable (UFO Warp Drive): -915k (3rd game in a series, it didn't bomb that hard but was too expensive to make) Most used topic (Fantasy): 7 (mostly thanks to 49th World and its expansions) Most used genre (Action): 40 (I stuck with Action exclusively for all the small and medium games with the exception of two publisher deals where I had to pick a non-Action game and didn't have the fans to self-publish yet) Publishers used: 13 (this is actually "games not self-published" not a count of different publishers) The AAA expansion I released 4 months before these stats sold about 15-20M of those copies) Just "beat" the game (it lets you continue playing after the 30th year is up if you want).Ĭustom consoles: 0 (didn't even know this was an option I didn't research down the hardware path)īest Seller: 49th World (53.1M units my MMO. (not that a list of features is the most important way to judge a game, this is just to prove a point)Īlso, the fact that it is still in development gives me hope that more features will start to get put into the game since he had a huge influx of funding income yesterday thanks to a live stream event from Total Biscuit. here's a list of things which, I think, you won't find in GDS: research and develop your own game engines, find publishing deals, target specific audiences, random events where you get to make decisions, open your own research labs, invent things like steam or custom hardware. if you liked GDS and you're open to a different interpretation of a similar style of game, give it a shot, you might like it. It's not just about grinding to raise skills. in Game Dev Tycoon it's possible to create a good game right from the start, which is I think unique. this will have a major impact on how well your game does. in GDT you go through three stages in which you decide what you want to focus on. we tried to make the development phases more involved, so it's not just about your staff's skill points but largely comes down to the choices you make. ![]() sure, in both games you develop games, replay gaming history, pick a topic/genre combination and grow your company but how you make hit-games, how you progress and what choices you can make are different. ![]() Thankfully, the Vendendo Wuu arrived and I was able to release a new game in my long running “Super Duper Men” series and it saved me.ĭev here: from the outside it might seem very similar and there are some things which do work similar (like for example the game expo.) but the way the core game works is very different. Around the time the PlaySystem 3 came out I was feeling relaxed with over $8 million dollars but my horror game, “Alone in the Park”, sunk me down to under $500,000. Towards the end of the game the cost of development match the real world pretty well with development costs skyrocketing to the point where a single mistake can crash your company. The game both loves and mocks the game industry and all the consoles you would expect are here but have been given not so subtle name changes. Eventually you can throw money at marketing and attending events like G3. As the game progresses you must balance hiring and training new employees with researching new game technologies. You start out as an indie developer working out of your garage but after building up your skills and releasing a few hits you are able to move into a real office and hire employees. I only found out about this game yesterday but after reading their amusing method of dealing with piracy I decided to give it a shot and I’m glad I did as the game is highly entertaining.
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