Suggestion List Thread

Hi,

I’ve played game dev tycoon for a few hours now. I like it, but I am missing a few things and would like to suggest the following:

  • documentation:

we need more information, a manual.
especially concerning the points the player manipulates and what the result will be. what effects what, how do the sliders actually work.
I dont mean to tell the players how to win the game, but give us hints and guidelines so we can better understand why some things work, and better yet, why they suddenly stop working.

  • technology:

there should be some kind of limit to the technology. stereo sound and 3d graphics for the gameboy should not work but it does. worse yet, as far as I understand, I will sell more units if I use them.
that is absolutely unrealistic as well as for the lack of a better word stupid

  • engines:

i like the general idea of engines. however, a few features i am missing are

  1. let me make old engines obsolete (not show up anymore)
  2. let me rename engines
  3. modification: this is important. it makes no sense at all to be forced to make a new engine just to encorperate a gamepad or other "small stuff"
    it would make much more sense to enhance your engine and add new input devices into it.
    or upgrade the graphics/sound/etc parts.
    the aim here is not to drag your first engines through the decades, so limits should apply. the number of enhancements maybe? the age? the ability to only add small stuff (input devices) and only upgrade existing stuff to newer versions (2d v1 to v2 but not 3d) etc…
    well, as you can see, I dont have the solution myself. but the ideas I hope are good and can get the ball rolling…
  • reviews:

give us an options to disable the slow review roll. after making a few games I dont care for the “suspension” - i want the results. immediately.

and the reviews could be used to help the player learn the game (more) like this
3/10 …boring.
This game should have had more story.

10/10 excellent.
It had everything ever needed. Good they did not waste time with sound.


well that are my ideas and suggestions for now. thank you for listening. keep up the good work!

9 Likes

I answer to this post, because I have a lot of propositions for future changes/additions and this post covers a part of them and there are a couple good here that I hadn’t thought. Before you continue, keep in mind that most of the propositions were inspired by Lionhead’s game “The Movies” which work in a similar logic as Game Dev Tycoon. Anyway, here are my propositions.

  • Consoles
  1. I noticed a weird thing about consoles. I created my own, released it and it sold 8M copies. After that I released a major hit game in the consol and it sold 12.5M copies. How did this happen? 4M people bought the game just to buy it, without the console? I noticed the raise in console sales but there were not enough sales to support this.

  2. There should be a choice about when you want a console to stop selling. Yeah, I know there is already a button, but I wanted to support my first console, even when my second came out. That’s probably because of the small space in the right of the screen, but I really would love this micromanagement (and it’s not even near true micromanagement).

3)More console options late game. No, I don’t mean more “Gameling” etc. I mean more custom designs for custom made consoles, after I finish the game, so I can create a big variety of game machines. This also could be implemented to the other companies as well, with random generated consoles etc late game, for variety. There is future in the sandbox mode, don’t leave it.

  • Games
  1. Better gaming history. I would really like to have a panel about my gaming history, where I can see all my games, not only in a historic order, but also showing my series (which game was first, how many sequels it had etc). Also I would like to see all my MMO expansions.

  2. Speaking of MMO, I would like to have a bit of a different system of payment. I would like to see how many actual game sales there were (meaning how many players playing them) and how many sales of time cards. But this is more of a detail.

  3. Option in which you can go multiplatform. Either with longer creation times (focusing on the technology part, not on story etc) or with a special option about porting an existing game (not with the reboot option you will have in the expansion).

  4. Create games for a new console made by you, before the console is out. This could work with the option to decide when to release a console and not releasing it automatically when the research is finished. If you release it without games, the sales should be less. If you release it alongside other games, the sales should go higher.

  5. More categories, like Shooter for example. Even some sub-categories perhaps, like turn-based or real time.

  • Studio
  1. I noticed that the maximum personnel was 7 people. That was completely unexpected, especially after I read the message about the AAA games with a full studio of specialized personel (yeah, 4-5 bancrupties in previous games made me more cautious about employing new stuff so I first reached the tutorial of AAA games and after that I hired the last man). I would propose that the maximum stuff would be 9 people.

  2. Which brings me to another thing. I became a cool gaming studio. From rugs to riches, yeah. Why not hire more people. Become a cooler company. It could work, especially with this screen sliding to see the research facilities. Have an extra room with another full staff, creating another game!

  • General Events

Similar to the G3 event, only with awards. Like BAFTA etc. Possible giving passive bonuses? Working with the other companies system explained below

  • Other Companies
  1. There could be some other developers also in the game. Random guys, specific guys, doesn’t matter. Other guys out there, making games (random would be perfect) and targeting your target groups and sales. Competitiveness. And you compete for the above mentioned awards etc.

  2. These guys also can ask your permission to buy (or buy by default) rights to use your consoles, if you have one. And make games there, raising your sales.

  • Staff
  1. I couldn’t help but notice that the staff didn’t take design or technology points when developing a game. That isn’t normal. I didn’t quite understand the system with the training at first so when I was supposed to have at least one specialised guy, I didn’t meet the requirements. That shouldn’t happen. My team created games for 15 years, they didn’t learn anything? It would be more realistic that every member of the team gained points in design and/or technology. Less if they worked on a small game, more for a medium etc. They also should gain specific points for working on a certain part of the game. For example 15 design points for working on the story/quest part of a medium game or 7 design points and 7 technology points for the gameplay section of a medium game. First I thought the system was like this so I always got my main char in story/quest so he could get enough experience in the sector to make him a specialist. When I understood what I had to do, I realised I had lost too much time. (was almost in the end of the game)
  • Gameplay
  1. A pause button would be perfect in game. There are times I just want to just pause it without opening another panel like the “creat new game” bar.

  2. Perhaps the time could pass more slowly. It feels to me like the time passes far too quickly to grasp the whole picture. This also would need a fast-forward button who those that are okay with the current speed.

I can’t remember of anything else right now. This was the major part of my suggestions. To sum it up, look up the game “The Movies” from Lionhead and add similar mechanisms. It has not much micro-management (an illusion of true micro-management would be more accurate) and I believe it could be implemented in the game. I hope you, at least, give these propositions a thought.

If I remember anything, I’ll post it here.

11 Likes

I like the idea of more events from other companies, competitors etc. Also, once we get to stage 3 we should be able to send out our own publishing contracts for small/medium games, especially if we have our own console.

Another thing I would like is some sort of investement/exclusivity program, as in I could buy stocks of Ninvento, make great games for only them, and so their market share increases, increasing my stocks in them. Likewise, making crappy games would see them drop, and shares drop as well.

Last thing: Multi-platform releases. Come on.

Bump because I updated my list.

Hi everyone,

First of all, sorry for my very bad english, I’m french and I used google translate to let me know on this forum (at least I hope ^^).

Here are a few additions I’d like to see in the game (In addition to all the previous good ideas):

Decide the selling price of its games and it has an impact on sales.
Select the mode of distribution (box or Demat).
Have a policy of DLC or not (you can just do it with extensions on the MMO).
Organize beta-testing before releasing his game and have a critical return of beta testers at this stage with the option to continue the game développemnt or stop.
Choose a DRM policy and it has an impact on sales.
More choice of studios and hire more people (in this case it must be able to affect more than one in an area of ​​development of the game).
Random event during the developement of the game and after (for exemple: a class action from a consumer association because I used a crappy drm).
Do not properly debugging a real impact on sales (I made a game with more than 200 bugs and it is sold by millions without crtitique or consequences).

3 Likes

I agree with the reviews, would be nice if we get a bit more feedback.

One thing i’d like to see is the ability in the second or as new feature in the bigger third office to either split your team or hire a second group of people so to be able to create two games at the same times or let one group work on a new game, while the second works on an add-on for an MMO.
The ability to outsource games would also be nice. You can work for a Publisher, so why not become a Publisher yourself, hiring smaller companies to create some games?

Also possibly the ability to port games over to other systems, this could be combined with problems. Like porting over a game from the Xbox 360 to the PC is easy because of the similar Hardware and API while porting it to the PS3 is difficult, the game could end up a bit worse.
At the same time a console manufacturer could approach you with an exclusive contract for the next game

We should be able to have more control over the games. The ability to rename the game before releasing was mentioned a lot of times and it would be very helpful.
Another thing would be to decide the contents of the box. What comes with the game? Just the game and manual or something fancy? Back in the day, RPGs came with maps of the world and other stuff. Psygnosis always gave away T-Shirts with their games. This was possible in the game Game Tycoon and it would be fun. Giving away stuff could bring in more fans, while leaving out things (like today where you don’t get a manual anymore) could bring in more money but also anger the buyers.

Licenses would be fun. They should be extremely expensive, but a game with license should sell like crazy, even if it’s complete crap (So you could pretend to be Acclaim or Ocean :wink: )

Arcade machines - Why not be able to create your own arcade game? Just like Sega, Konami and all those others used to do.

Re-Releases of your old games. Just like Super Mario All-Stars on the SNES or all those Arcade compilations on the PS2 - collect a bunch of your old games, slap them on a disc, release on a new system.

Addons/DLC - Shouldn’t be MMO only i think.

More Events. How a bout a new video game crash happening? Mature Games get banned or there’s a discussions about them and they lose in popularity because of it? Generelly more news about your competitors. What games do they sell? How good do they sell?
Speaking of this: Selling Charts. I wanna see what the other companies bring to the table and by how much they sell more than my games.

Next to the normal game mode, how about some challenging scenarios? Like you take control over a crappy company that hasn’t much money and you have to turn into a successful company in a specific timeframe?

And finally i agree with Zaratoth about Genres and Game types: FPS, Round-based, Real-Time but also Puzzle games and Platformers. It’s missing a lot at the moment.

3 Likes

I would like the ability to Change the title of a game right at release. (and at any point during production)

I’d like to trash a game mid production if possible too.

very good ideas that others have recommended. here is a short list of what I find interesting as well

  • better gaming history
  • games for own console prerelease
  • more cathegories (shooters, turn base, real time, puzzles, jump and run etc)
  • more staff / project teams / develop multiple games simultaniously
  • other companies / more competition (not sure if rly good idea)
  • learning by doing (the train menu is ok, but it is true, if you work on games for 10 yrs, you should also get better without dedicated training)
  • adjustable time passage
  • late game publishing contracts for other firms / outsourcing (if easily implemented)
  • selling price options / distribution modes
  • DLC / expansions (kinda like sequels)
  • beta testing (cost money, result in less bugs, more fans & sales)
  • DRM options with pro/con effects
  • renaming of games pre release
  • MULTI PLATFORM RELEASES & porting of games!
  • collectors editions / preorders / other stuff in the game(boxes)
  • licences
  • re-release (very) old games
  • have very popular games a longer time on sale and/or have some magazine ask 1-2 yrs after release for the right to package the game on their magazin for some $
  • abort development / continue later (with penalties…)

and another thing that I think this game really needs:

  • less pop ups !
    have the messages appear in a scroll window or something similar.
    especially the recurring messages every game. like new consoles, older consoles going out. if that is too much work, at the very least give us an option to disable all those messages that occur every game at the same time…

  • quicker conventions:
    give us an option to have the convention counter be instant, or better yet, just give us the ranking and be done with it…

2 Likes

About beta-testing, when I finish developing a game and my staff focuses on dealing with bugs, isn’t this beta-testing? I don’t think there should be anything more than that.

Paid. Reviews.
Would add realism.

Oh and MMOs are terribly broken right now. I made over a trillion in ‘sales’ (subs?) by just running an MMO for something like ten years and constantly adding expansions. Compared to my traditional games which maybe got me 2 billion for a 10/10/10/10 AAA game the MMO sales are just ridiculous. I like running a successful MMO for an extended period of time but I don’t want it to break the game.

debugging is not the same as beta testing.
it would cost more money, has to be “special” ordered and would drastically decrease the likelyhood of hidden bugs in the game and hence, decrease the need for patches.

at the same time, hidden bugs likelyhood should be increased, especially with bigger games.
right now, out of 50 games you probably get 1-3 “hidden bugs” messages. for small games this is acceptable, for medium games a bit optimistic, for large or AAA games definately not enough.
thus forcing the player to have beta tests, at least later in the game when developing bigger games - or live with unhappy customers and suffer the consequences…
there is already some kind of mechanism at work that will decrease the ratings of buggy games, but this could be enhanced a bit as well…

this would add realism and give the player more options to handle his business.

additionally, beta tests could be conducted in house, keeping your staff (or part of it) busy but have no impact on hype, fans and/or sales (except for the obvious, buggy games dont sell too well)
then there could be public beta tests, costing some money and only keeping one of your staff busy for a short time, but raising hype for “good” games, lowering it for “bad” games.

after the beta test have your staff fix the bugs (or not) and release. maybe even have an option to “raise” the quality of the game a bit, lets call it balancing (through money and coding time)

depending on the quality (time/money) thrown at the beta test more bugs will be found, more balancing “problems” will be found. throw too much money at it, it is wasted, too little, not everything will be found.
keep a base chance of hidden bugs, no matter how much you test.
have balancing raise the review scores a little, depending on how much/good you balanced.

which reminds me of another two points I would like to “suggest”

  • “feel” the ratings:
    when someone is making a game, especially a studio with staff on bigger titles, they should be aware of how “good” and “well liked” their game will turn out. this does not mean they know the score before hand, but they should be able to “guess” correctly if their product will end up in the 1-4, 5-6, or 7-10 group. especially after (public) beta testing.
    if the player had some sort of “sense” for red/yellow/green quality DURING development, it would help the learning curve with setting up the sliders.
    there should be a random element involved (mistakes happen) and it could be tied into level/experience. my first game I have no idea, after 30 years in the business I should be rather proficient in estimated my own work.
    I understand that this is possibly a game breaking help, everyone would just try the sliders each development phase until they get the green indicator. on the other hand, people can always just look up each setting on the wiki.
    to combat that, you could get the indicator only AFTER you set the sliders and coding has begun.
    that way you still can end up with bad work, but you can learn from your mistakes and get a better feel for each development phase.
    right now, you have 3x3 sliders, the tech/design ratio, the combo and other factors including a random component that will yield one rating. this makes it hard to really figure out how to make a good or even great game.
    with an indicator during development you at least can get a feeling for the sliders. i think it really would make the game more fun.

additionately, with the previously proposed idea to scrap projects during development, this would make sense. screwed up phase 1 (red), tried fixing in phase 2 (still red), scrap, start again.
pay with time and money. or try getting yellow and recover some costs by releasing…

  • development time
    this could be tricky to implement, possibly break the game and it could be argued that the game sizes already simulate this.

however, how about deciding how long you will be developing each phase. if we say the current game is always 100%, if we could shorten the time, the quality would suffer, lower ratings, possibly cost fans and sale. but i can crank out more games.
if we raise the time, the quality will get better, raise the ratings, get more sales, more fans, but developing the game gets more expensive and I can make less.

of course there is a minimum time (somewhere between 50-80%, could be different for different game sizes) and a maximum time (maybe 150? 200% 300%)
the effects of the time manipulation should not be linear. only spending half the time on the game could possibly cause a 9.0 game to come in as a 2, but spending 300% on a 5 game will not turn it into a 9.0 game.
but it should be possible to turn a 8.x game into a 9.x game or crank out three 5.x games instead of two 6.x games…

2 Likes

Ok, I see your point about beta testing and I now think that this is cool.

All the other propositions you have are quite good. Especially the part about the indicators. It adds a lot of strategic value in the game without breaking its mechanisms. Even if someone could achieve a perfect 10/10 with this mechanism, it could also be at the grave cost of bankruptcy because he used a lot of time and money to create and then scrap games. I like this idea.

I would really enjoy seeing emails from fans. Like what you are doing here.

You release a game get your praise from the fans you have and then also get the hate mail from the ones you lost, and then maybe some suggestions about how to make the game better. Kinda of what this post is about. I just feel like the game would be more Immersive. I just think it’d be cool to have started out talking to my core group of fans and then having a more dedicated fan base for when you move beyond your garage.

:slight_smile: thanks

for now, I will raise one more very important point…

all those ideas and suggestions, well implemented, would make the game way more awesome but would also take considerable time and brain to implement.

I perfectly understand that this may not feasable for a 2 man team and an already sold ~$7 game.
However, I really would love to see those features implemented and would be willing to shell out more bucks for either an addon or game dev tycoon 2 :smile:

An alternate route to take would be to allow modding of the game, let the players add those/more features. This may not be feasable for engine/source code reasons. But it could be?

If all else fails and you guys have to move on to your new project, at least give us a small patch that doesnt add new features or changes them, but at least addresses my issues with the time it takes to wait for the review numbers, the visitors at the conventions and lets us disable each-game-recurring messages (console xy coming/going etc)
This cant be too much work.

And then make your next game more awesome, maybe with a few of our ideas that can be translated over to the next project.

one last thought. I am a pretty busy guy and have no real java programming experience. But I definately would be willing to help with brainstorming ideas, tackling the math/logic parts and/or testing if the need should arise. (for free)

2 Likes

Being redirected here, i’ll repost my other thread. This forum isn’t easy to navigate xD :

Well after playing the game for like 100+ hours, i feel that a few things should be updated.
These suggestions may have already been posted, but i like to keep things in a single thread. If possible, i will edit this thread when and if i have more suggestions!

  • Allow for tripple genre picking.

  • Allow for Engine Upgrades (just like in the real world, most engine developers create an engine, and then upgrades it along the way, before releasing a whole new engine).

  • Allow user to pick company lifetime, 10, 20, 30, 50, 100 years seems like good intervals, and makes for great community challenges.

  • Create challenging game modes, for example no bank loans, no bank credit, AI competitor etc.

  • Add multiplayer, so that 2-4 players can compete against eachother in a race towards a set goal (can be most games within timeframe, best game within timeframe, most cash within timeframe, first to set cash amount, first to tripple A, first to get a 10-rated game etc).

  • Add a “bug specialist” to specialist training, that will alert you if you’re trying to release a game with bugs if you have it on your team.

  • Level out the cost of running an MMO. Currently creating expansions for your MMO is not only costly to create, but also costly to maintain. Running an MMO at 50-100 million cash per month is just not feasible.

  • Add description to certain research items, like the Boost, so that people know that it’s a “one time” research that you can activate at will.

  • Allow “Game History” to show genre and what not, about earlier games, to make it more clear what you have already developed.

This is about what i have for now, i hope that i am able to edit this post after i’ve posted it.

Keep up the good work, i’ll definitely recommend this game!

/ Primus

1 Like

I didn’t see this up above, but I would like a page where I can view the stats of my console(s). The cost to make and maintain, as well as sales, current market share, and highest market share.

Extra space to name your game

I really want to give my sequals awesome sub-titles

Needs better sorting for “Game History” list. I should be able to hide games that did not perform well, show only profitable games, show games and their sequels separately, and sort games by rank, budget and profit.

Scrolling huge list left and right is just ridiculous.

Being able to sort the Game History would be great! Agreed! I also like the competing companies idea (espicially if we can BUY them once they fail). It would also be interesting if the game kept track of your previous games and mentioned them as you went through a new playthrough (kind of like a ghost in a car game, let you know how you were doing back then in comparison.)

And I brought this up in my review, but it bears rementioning: MAKE THAT GAME TITLE BOX BIGGER! (and yes, the sub-title)

  1. In the office #2 (after the garage), when I train an employee the stats of that employee are standing over the green training progress bar and I can’t see if the training will be over soon.

  2. The thing the employees do where they scratch the back of their heads or drink coffee is really annoying because when they do that they don’t generate Design and Technology points, thus reduce the quality of the game and sometimes I fail a contract because of that.

  3. When I press the ESC button to save or load or whatever the image of the game zooms in and zooms back out which looks very sluggish and you should fix that.

  4. The part where the percentage of Engine, Graphics, AI, Story etc. shrinks if I put too much stuff such as advanced cutscenes or other expensive stuff is really useless and I really don’t see why that should lower the game’s quality. Please, please get rid of that.

  5. The game gets extremely sluggish in office #3 when developing a game. I think it’s because there are too much bubbles floating around or something. Could there be an option to disable the bubble animations?

  6. There should be a warning pop-up if we are about to finish a game that has bugs because sometimes I have 0 bugs but just before I’m about to press the finish button an employee makes a bug and it ruins my reviews.

  7. Remove the constant pop-ups that the players get each time they cross the 500K, 1M or 5M milestone of unit sales.

Very good game though. Congrats.