-Creating a series. At the moment, you can simply create sequels to games and you’ll then create a series in your own mind, but the game just treats each like the original’s #2, rather than the next game in a long line of games. If a game is great enough (or even good enough but needing more features), fans should tell you that they’re looking for a sequel.
Regardless of if fans voice their opinions, however, you can create a series in the same menu you create sequels and new games from. For a series to become a reality, you need to have at least two games in the series. So, as soon as you’ve created a sequel to the original, you can create a series by simply selecting which games you’ve created belong to the series. You must add games that are legitimate sequels to others, though; so you can’t add games that belong to other series or are not sequels of the original.
If a series becomes successful, you could receive extra hype whenever you choose to start marketing (or when G3 comes around, more fans will be gained and will come to the conference). If a series fails, however, you may have a hard time gaining hype even if you use the most expensive marketing (okay, maybe not that drastic; Large Campaigns will always have some effect of hype, but Small Campaigns might not if a series is so bad). Even if a game receives a 10/10 in a series (which is it even more likely to do if previous games are bad), if it had bad reputation in the past, you may have a harder time getting sales depending on hype.
To add to this, creating a series will add a new menu called “Series Info” (like Game History, it will have a list of every series, including what games are in each series; reputation of a series will be listed here rather than general score); any game in Game History belonging to a series will have a section called “Series: [Series Name Here]”; game reports will have additional insight in regards to whether people like the series or not.
-Console Manufacturer Marketing - For games in a successful series that are on multiple platforms, a console’s manufacturer (like Vonny or Mirconoft) may want you to market more for their console, so they will give you some cash to use for marketing. Whenever a console manufacturer chooses to do this, it will appear in the news as soon as they’ve done so and when you’ve marketed. Depending on the success of your game, you could receive anywhere from $100K-$3M for marketing. You will gain extra hype from this form of marketing, but fans may voice their opinion about you doing so and drop out (realistically, thinking you may care more about one specific console than the others).
-Price Tag - Setting the price for the game. People have been begging for this since versions past, so this has to come about eventually. The price tag you choose will have an effect on hype, sales, and rating, and the way all this is effected is on what type of game you’re developing. For example, if you develop a AAA MMO for PC, PlaySystem 4, and mBox One/Next and deliver on a good (7.5/10 or 8/10+) experience, fans and new people to your fandom should find an $80 price tag to be just.
Just the same, if you develop a game like that at an even lower price tag, say $40-60, fans might rejoice and ratings could be higher along with hype and sales. However, if you were to do the same type of pricing ($80) with a regular Small game on the grPhone, PPS, and GS and deliver any type of experience–good or bad–you’ll be badmouthed for it in reviews and by fans, losing out on hype, sales, and review scores altogether, while also being mocked in magazines for expecting people pay such exorbitant fees for a game you didn’t put enough work into.
The lowest you should be able to set a price to is $1, and the highest should be $100.
-Mobile Hardware Development - Being able to develop a mobile platform at the same time as a home console. Not really much else to say there Designs for it should include some really futuristic looking things over time, including flexible screens on said devices.
-Pausing Game Development - You can temporarily stop game development once you’ve reached any stage (except the one where you’re able to actually “Publish the game”). Pausing game development:
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Will sacrifice most, if not all, of the hype for the game.
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Will lead to the loss of some (a very small amount, that is) not-so-hardcore fans of the game.
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Magazines/Fans Voicing Opinions - You may see magazines talking about how a game has been paused in development. Magazines could vary in what they’re saying depending on how much hype the game already had (if it was low, they might say “We won’t miss it much”, for example). Fans could also voice their opinions saying “I love games from [Company Name] and I was really looking forward to their newest game [Game Title]. Too bad we’ll have to wait a bit longer now.”
Pauses result in basically a delay. While you’re paused, you can:
- Resume development any time by selecting the option “Resume Development” in the menu by clicking anywhere on the screen.
- Stop development at any time by selecting the option “Cancel Development” in the menu by clicking anywhere on the screen. (May result in an extreme loss of fans and negativity from magazines)
- Create a new game entirely, while the other is paused. (You can only have 2 games paused at once, while developing yet another game; you can’t pause 3 at a time) In this way, it is possible to release 3 games very close to each other.