Feedback from a former hardcore gamer

Hi, I’m Raph, and I’m an ex-hardcore gamer. (Hello Raph)

I’ve dabbled in many genres, but I’ve focused mostly on Simulations, RPG’s and various Management-type games. I was (un)lucky to be born with a very high intelligence, and I’ve also created two games myself (a soccer management game and a similar management game with focus on RPG, without the sports and in a fantasy setting, both text based since I draw like a six year old). My first serious online game was Counter Strike, where I played in the upper national bracket (nothing fancy, I’m not even a has-been, I’m a never-truly-was). I then played WoW from vanilla up until last tier of Cataclysm, and my guild (read: I was the Guild Master) was a casual raiding guild for Swedish ex-hardcore gamers. Halfway through T12 (Firelands) we peaked #6 World Rank, which is a considerable achievement when you realize we raided 0-4 times a week, 3-4 hours per raid. There was a lot of hate against us for this. After WoW some of us bought Diablo 3, and after a few weeks we got bored but wanted to do something fitting before ending our misery, so we leveled a character 1-60 together in under 15 minutes /played. It’s up on youtube, and there’s a lot of hate against us for doing this.

I’ve a hard time doing anything half-assed. I figure life’s too short, and there’s too much to do, so I’d rather focus on a few things and give it my 100%. If I don’t know something, I study it. I make spread sheets. I’ve even done simulation engines in order to test theories. I’m extremely analytical, I have this need to know how things work behind the curtains, and I don’t do anything half-assed. This feedback is not an exemption.

I’ve played most games worth playing released since the late 90’s. Some of the best games I’ve ever played was Outcast, Mass Effect, Sim City franchise (the latest was a letdown though), Civilization franchise, Dragon Age (sue me), Black and White, Golden Eye (N64) and Theme Park (on 16-bit SEGA back in the day). As you can see, most revolve around building something, be it a character or some form of community.

Now that you know some about me and my (gaming) experiences, time to get to the point. I’ve played this game a few playthroughs, and I felt the need to give my feedback on the experience. I realize I can’t give anything but my personal opinion, so the format is adjusted accordingly. It’s not a cold analyze, but my feedback coupled with my feelings and thoughts. Some people might disagree with some, or most of the things I bring up. I don’t mind this. It’s only my opinion, not a recipe for win. I also realize that people probably in some form or another already have brought some of these things up already. What I’m hoping for is that these points are taken seriously by the developers, and are skillfully implemented in Game Dev Tycoon 2, since these are too many and to massive/game changing for a patch or five.

I also want to make this clear, I enjoy this game, overall. Since the company behind this title is new and inexperienced, I realize there’s greater room for appreciating feedback than if a well-established developer had made a similar title. I’m trained to always up my lowest level, so these suggestions revolve around that. It might sound like whine, look like I’m criticizing, and feel like I’m complaining. I want to make it clear that my hopes are that something productive comes out of this, or I wouldn’t set aside seven hours to write this. I’ve skimmed two or three topics, and noticed some of my feedback have already been brought up, which is nice. It means I’m not alone in feeling the way I am.

If you read through all of what I’ve written (my apologies in advance), you’ll notice I suggest one thing at one point, and something different someplace else. My guideline isn’t just to drag up what I find bad, or wrong, but to offer constructive suggestions alongside. If I’ve already made a related suggestion, I’ll suggest something else. If one doesn’t peak the developers interest, the other might. There’s no need for me to assume a single direction where the game/franchise is heading, but to keep an open mind and suggest what might work, regardless if it makes a previous suggestion not work. I just bring as many ingredients I can carry; it’s the dev’s that cook the soup.

And without further ado, my feedback:

1) The way game scores are calculated.
I decided early on that I’d explore the game before finding the math online to min/max the way I do with everything I do. After finding a few “recipes” for Game Making of Excellence, I was surprised when I restarted the game only to make mediocre games despite not-out-of-date technology. It was only when I went online to learn the cause of this that I realized this game is about making mediocre games and then gradually increase the quality. Apparently if I make good games from the start I’ll shoot myself in the foot.

I suggest you calculate the game score on the “recipe” of creating it, in contrast to the skill of the people working on the various parts, and compare skill/experience of programmers, technology level of the engine, and time spent on creating the game against titles currently on the market, and rate it accordingly. Even the most legendary of titles IRL would’ve received crap ratings had they been released some ten years later.

2) Competitors/Rivals
In any excellent tycoon type game I’ve played (and I’ve played a lot of them), you always know who your competitors are, and you’re regularly compared against them. In this game you can conduct industrial sabotage on an RNG event, but you’ll never know who they are, how big of a competition they were against you, that annual G3 booth # they get, the quality of their games, where their office is, and what type of games they make. They mean nothing to you. They are like flied in another room, in another country. Irrelevant. Take a lesson from Theme Park, Restaurant Empire 2 or the good old Car/Airline/Railroad Tycoon.

There’s a surprisefully huge amount of players who enjoy competition. Beating it is what gives you a sense of accomplishment; victory. In this game it’s all about playing 35 years by yourself for and against nothing and then get an arbitrary number at the end. And this arbitrary number is in contrast to nothing, sheds light on nothing. It means nothing. Don’t get me wrong, I’m not trying to trash the game here, I’m giving you my feedback based on experience, logic and perspective. That’s all. Add competition, let the player name them, stick a face on them, and give them a speciality (like Action/Multi Genre/focus on a specific line of hardware, etc). Interact with them annually. There’s a G3 that’s awesome for PR, but there’s no award ceremony (GCDA/BAFTA/etc) for best games in genre.

3) Add RPG elements for the company
Add a trophy room. Let the player be able to pimp the hallways with statues of the characters from the players games. Let the player have the option to build a complex with a fountain at front and a helicopter pad in the back.

4) Add RPG elements for the player
Give him a salary. Let him buy a car, a house, go on vacation. Anything other than sitting in a chair for 35 years. Anything! Just being able to walk around the office would be a serious upgrade. Don’t want to be able to walk around? Solve it with humor and let him buy a wheel chair so he can stroll around while still working with a laptop in front of him.

5) Personnel. And this is a huge one
In any Management with personnel, you let a mechanic fix things, a janitor clean things, a waiter serve the food, a pilot fly the plane, and so on. In this game, there’s only one type of personnel. You remember that guy from Tekken, who you’d win with just mashing a single button? This game is that character. Mash one button and it all works out. There’s no PR department. No Support staff. If you’ve done a complete playthrough, do you just now realize you haven’t cleaned in 35 years? Since all the staff does is input code and go on vacation, who pays the bills? It is done automatically. I realize this game is about making games, not office management. But look at the non-existent (central) parts of what it is to run an office/company, and look what is implemented. Both the R&D and the Hardware departments require no management, just a number and it runs itself. What’s that Tekken character’s name? Bruce? Brian? Eddie, that’s it. The one button wonder. There’s a whole game to be played in Tekken, combinations to learn, read your opponent and adapt your fighting style accordingly, use the arena to your advantage, etc. What Eddie does to a fighting game is what Game Dev Tycoon does to the Tycoon genre; finding the correct button to mash, and don’t stop mashing it.

My suggestion, add different types of personnel. No company has only one type of personnel. A company is a group of people. No group consists of individuals that all do the same thing. When you grew up, did the entire family just vacuum the floor? No one did the dishes, went shopping, played some instrument or did sports? Mother, father and siblings all equipped with a vacuum cleaner walking around the house? Paint a funny picture? How about Sim City and all you can build is a five story residential building? How fun would that game be? How about Civilization and the only thing you can research is “Tech” with an incremental integer at the end? Or how about Tekken and the only character you can play is Eddie? Is my point starting to come across?

If you don’t want to add different types of personnel (R&D, programmer, designer, Tech-whatever, PR, Support, Market Analysts, etc), how about just giving the programmers different types of bonuses. Jim might be excellent at Adventure games, Helen might be awesome at RPG’s, etc.

A few years ago when I was bored, I went through the credits of the original release of World of Warcraft. I counted over five hundred rows of names. In this game you can only have half a dozen employees, and they all have to work on the same project at the same time. I can’t split them up to work on different projects (say 3 working on a Medium project and 1 working on a Small project, and just spam-educate the rest since I have the resources). Which leads us to the next thing I want to bring up.

6) Personnel, hiring
When hiring new personnel, it’d be nice with a picture of said person. I don’t want to hire all white male staff, I appreciate diversity, but once I got all African Americans. That’s not what I had in mind at all. Forgive me stereotyping, but I kept feeling that an all black staff was like having an all white basket ball team. And once I wanted an all-female staff, to see if there was an achievement. You know, for the lulz. This feature would also make the game more user friendly. The pictures that is, not the all-female achievement. And if you’re now hell-bent on adding that achievement, please don’t name it after me. When I die I don’t want that to be my legacy.

7) Projects
I want more control. Right now there’s nine categories split up in three in every third of the time allotted. Maybe I want two people to work on the World Design, and I want them to work on it in two of the three stages, to give them enough time to implement all the things I have available. It’d be better if I could do the planning during the planning stages of the game (before the first third). A time/personnel management window (project schedule) where I assign people to do various tasks from start to finish. Skip the 2/3 and 3/3 pop ups. It’s hard to get a decent overview when you only see a step at a time. If I’m to climb a stair case I’d like to know every step from the start, and plan accordingly. I don’t like running into the issue where I give one of my personnel 100% in the first two thirds, and then find out in the last stage that I need him to do a huge task. Or the opposite, I don’t use him in case I need him at the end only to find out I don’t, wasting potential for the project as a result.

Imagine this scenario, I sent someone on vacation mid-project. I now get a pop up for the second or third stage of the game development. I don’t remember the name of the person I sent on vacation, I’m bad with names and the game’s too short to learn and remember all the names. I can’t move the Time Management (or whatever)-window to see who’s greyed out, so I’ll have no choice but to wing it. Suggestion: Windows should be moveable.

I also wouldn’t mind opening up more branches (offices) of my company when I have hundreds upon hundreds of millions of dollars. Let them all focus on different genres. My main office works on the MMO, my sister office works on my console, titles and actual hardware for it. A third office works on my RPG games. You get the idea. This won’t work if the main character is tied to a single office. As owner of the company you’d have to be able to freely distribute personnel, include one self.

3 Likes

8) The serious amount of (irrelevant) pop ups
It’s driving me mad. Imagine this scenario. I want to focus solely on PC titles. I keep getting interrupted having to at times spam-click since the irrelevant texts about consoles just keep coming and coming. There’s also a surprisingly low amount of PC-related news, like new CPU’s/GPU’s that support the new 3D version(n), new DirectX versions, etc. In this case, I’d like to only get PC related news, or at least both PC and Console news, down to the left/right, not force-pausing the game and I have to wait for the text to be typed up on screen before the Dismiss-button appears. Suggestion: Instant text, button appear at once if there is one, and they’re not in the center of the screen forcing you to stop whatever important it is you’re doing, forgetting whatever numbers you’re actively trying to remember, and give the message your undivided attention. Also, consider only giving news on a piece of hardware if it’s relevant. For instance, if the player has a license to it, or when for example the Gameling is announced, the player can check a box saying “Keep me informed regarding the Gameling”.

9) The in-game menu
This is a minor one, but I’d like to see this one altered. It’s nice to have special effects on the menu having it appear row by row like doors closing/opening. It’s not that nice when there’s so many rows it takes almost a second every time to get that menu up and running. You probably have statistics on how many times the average player access this menu during a full playthrough, I don’t. I just know I’d either like it instant appear/disappear, or have the buttons always there in the upper left corner or anywhere in the vast amount of unused space.

10) Game Dev templates
Ever played a sports management game? Let’s say football. You have a starting 11-man roster, tactics and formation which you can save to slot A, and another 11 men in another formation with different tactics in slot B. If you don’t see where I’m going with this, translate this into the Game Dev Tycoon game. You make a Strategy game, and you load up your “formation”, Mark goes on Engine, Peter on World Design, etc. The bars are adjusted for the genre as well. Next game is an RPG, so you load up your RPG template. Mark still goes on Engine, since lets face it, he’s a bad ass at what he does. But Peter is now on Sound, and the various bars are different, to suit the RPG genre better. If you want to take this idea one step further, it’d be nice to be able to have these buttons adjusted to Game Size (Small/Medium/Large) as well.

11) Consoles
When creating your own, you choose what Graphics level to use. This makes sense when comparing to the real world, but no sense whatsoever when comparing to the rest of the game. I can use state-of-the-art 3D on the Gameling, something I’d like to believe would bring the best PC’s to its knees. There should be a better overview what consoles support what technology to better adjust a Game Engine towards it. I realize it might not be necessary as the game is now, which is why my suggestions lean towards its sequel. A decent 2D-based Game Engine adjusted to Gameling game development would make much more sense than using whatever it is you have that is best. Consoles goes in generations, but there’s not much information floating around in the game what generation it is now (16-bit, 32-bit, etc). Knowing stuff like this, along with what “bit rate” your engine has, helps knowing if you’re actually developing current generation games. Imagine you’d still do 16-bit Sonic the Hedgehog when Playstation had been around for years. Right now you don’t really know, you can only do educated guesses, assuming you’re educated enough to realize you have to make a guess.

12) Moving to larger locales
Once I can move to a bigger office I keep getting that darn pop up at regular intervals, but I have no way of choosing when to move when I feel it’s the perfect timing; I have to wait for the next game-pausing pop up. I suggest adding a “Move to bigger office”-button somewhere when it’s appropriate. I don’t know if you can move to smaller offices once you start to run dry, but if not I’d like to have that option. If all else fails; move back to mom’s garage! I’d also like to be able to pick where I want to set up an office, and when. A world map perhaps. Different countries/regions have different conditions for a game developer. Taxes, educated staff, tastes in genres, etc.

13) Economy
I kept clicking on the boxes containing sales figures/economy in the top right in the hopes to get a bigger window with graphs and logs. To my disappointment, there were none. Suggestion: Add them.

14) Games on sale
I find that the games are on sale for a very short time. I can’t think of any company IRL that only has one title in the stores at any given time. After the first few weeks, cut the sale figures by four, but extend the time they’re on sale by the same amount. Or something.

15) 2D and 3D Graphics
I’m missing FPS/3rd person shooter/Fixed 3D, and Parallel Projection/Top-down perspective/Side-scrolling/2,5D 2D. Right now it’s 2D v1, 2D v2, 3D v1, etc.

4 Likes

16) Markets
I’d like to make a Ninja RPG on the Asian market, and a Wild West game for the Western market. Right now there’s only one market, and it consumes all genres apathetically. Different regions have different cultures and tastes. There’s a reason why the Americans lean towards powerful muscle cars and the Europeans towards smaller more maneuverable cars. The US have more straight ways and Europe has more curve roads. It makes perfect sense. Same goes with food, music, even tastes in weapons and yes, in games.

17) MMO’s
I find it highly illogical that the expenses in having an MMO keeps getting larger for every week. Any intelligent company adjusts the expenses to the subscription income. “Oh no, the subscriptions keep dropping, we must hire more staff for our telephone support and open more realms!”. Sorry for the sarcasm, but you probably see what I mean.

18) Making own consoles
You’d probably want to expand on this feature. If a player decides to go into the console market, and when reading that one of the consoles get a webcam and stuff, you can’t help feel disappointed that you don’t have an option other than keep pumping out a box with a cord attached to it. Setting the sale price on it would be nice as well. I wouldn’t mind making a better console and sell it at a lower price than my competitors to eat market shares for a generation or two, but sadly I can’t do this. When it comes to Tycoon type games I like being able to plan. It’d be nice to some way or another get intel on when the competitors plan on releasing their consoles so you can launch yours before/at the same time/after (depending on what you’re aiming for). It’d also be nice to either see a release date when setting the budget for the development of the console, or setting a date manually and have the budget auto-adjusted to match the release date.

19) Small additions

  • Being able to zoom in/out. I don’t like to have so much unused space on my screen. Others probably want to zoom out even more.
  • With Tech and R&D attachments, when dragging the screen it’s a bit laggy / not particularly responsive / not smooth. Please do something about this.
  • In-game hints when holding mouse over something. If I’m holding the cursor over Engine, or Sound in the Game Dev windows, I’d like a text that says something like “This category leans towards Design/Tech”, or something, for a more user friendly experience. Right now it’s a hardcore guessing game, if you don’t feel like doing the overkill amount of research required to grasp this game.
  • Being able to customize the resolution in the Options menu. When I’m gaming on my programming computer I like to play in a smaller window if I can. I realize not everyone is running state-of-the-art battle stations, or simply trying to multi task (this game suits perfectly for running in a window while chatting/whatever in another).
  • A button to send all staff on vacation. Just waiting for menus and navigating to click them one by one makes me lose some ten seconds per vacation cycle. Ten seconds might not sound like much, but repeated unnecessary dead time is probably something players would want to avoid.
  • Dead time when staff makes idle animations. I’ve lost contract work at the start when the Main Character does too many idle animations than I had anticipated, producing no Design/Tech resulting in a penalty fee. The fee isn’t that bad, but having to pay it when you know you could have met the goals is infuriating. When I as a player makes mistakes or just can’t reach a goal I accept whatever penalty, but when the game makes me lose due to bugs or (forgive my language) stupid features it makes me want to play another developers game.
  • The game review screen. After a game is finished I’d like to set up some training and research, but I keep getting that game-pause-hey-look-at-me pop up that I am forced to go through every single time. Every single time! And this game has a fetish for not just displaying information, but it has to drag it out, and only until you’ve suffered through it all does it show a button to close it down. It’s enough for me to lose track of who in my staff got what order and who’s left to get what order. Please, I urge you, let the Game Review experience be more user friendly. Also, for those that can’t do math quickly in the head when calculating 7+9+8+7/4=?, show the average score in the same window. Right now if I’m already having numbers and orders queued in my head, I have to go to the Game History screen to see the score. Did I mention the Game Menu is sluggish? There are micro-delays all over this game. And on the topic of Game Reviews, it’d be nice to not just see a simple integer, but also the scores in the nine sub-categories, plus the D/T scores. It’d help the player fine tune the recipes for the games, as well as notice when it’s time to start grinding extensive training to catch up on the D/T values.
  • A message log (think chat window in bottom left if notice popups show up in bottom right, for instance) that shows various actions etc. It helps back-tracking when you forget recent events. “Nancy started training in x”, “Peter researches y”, etc. And when making a game research, and you’ve only got one game to research, there’s no need for another game pausing window. Just add a line “Mark researches game z” in the message log.
  • Game pausing messages. Again. Why are there messages that go “text text text”, OK, and then “more text, more text more text”, OK, and “even more text more text text text”, OK. Why not simply showing it in one go? Right now I’ve got 1920x1080 and the message windows have room to be much, much bigger if needed be. Also, please, instant text and show the close-button from the start if you decide to keep these messages like they are now in the sequel.
  • Option to set own prices on games when not using a publisher, on consoles and MMO subscription fees.

20) Larger additions/changes
These are things worth contemplating over. Some you probably have already and dismissed, some might be a new perspective worth looking over.

  • Right now the game is centered around the current game you’re developing, and what ingredients goes into it. If I can make a continuous parallel with the restaurant business (Restaurant Empire 2), it’s like making a soup where the game revolves around what onion to use, hard/soft water to boil, and for how long, etc. In RE2 the game is around the restaurant and making it successful. If GDT would shift focus from the individual games to the larger picture (instead of focusing on how to make a hamburger, focus on making a good restaurant), it’d be possible to have different departments (kitchen, serving lounge, whatever), with different types of specialists (chef, waiter, etc), and let the “chefs” prepare the recipes you’ve already devised. Let’s say you’ve already set a recipe for Strategy games, and what topics to use, what “chef” to use where, you’d let one of your branches/offices focus solely on pumping those out. The game would switch from a micro-management game to a macro-management game. Macro games has a higher replay value, and in my personal opinion much more fun to play. I might be mistaken, but right now GDT publishes itself as a macro-management game, is actually a micro-management game, but semi-fails in doing so since it’s trying not to be one.

  • By doing the above, you can slow down time and make game development longer (more realistic, and for us who love marathon games = love ). You go from serial to parallel game development. Add additional features mentioned earlier, a world map with different markets, being able to set up shop in whichever country you prefer, and you’ve gone from a linear to an open world progression.

  • I’d also like to see a campaign + Sandbox mode. Basically, right now, there’s only a tutorial. That’s it. And it doesn’t really explain a lot, it only holds your hand along the way.

Thank you for your time. There was a few other things I wanted to bring up, but it’s time to sleep. Oh, and if you think I’ll proof read this behemoth of a feedback, you’re mad. But I’ll be nice and add a traditional TL;DR.

TL;DR:
Read it all.

3 Likes

Actually, the game currently assigns tech levels to the platforms in the game, and weakens the bonus of being ‘overteched’. For example, if a system is ‘meant’ for 3D Graphics v3, than using 3D Graphics v7 on it is the equivalent of using 3D Graphics v5 on the PC (it takes the average of your engine and the platform). This also works in reverse - using 3D Graphics v1 on the same platform is the same is using 3D Graphics v2 on the PC.

This doesn’t apply to the PC (which is why I used it in all my examples). All PC games will receive no penalty or bonus for this. If your engines are outdated, you’ll want to stay off PC - if your engines are top of the line, stick with PC master race.

It would be nice if there was a way if actually seeing what engine a console expects.I also believe some of the tech levels set for the consoles are incorrect - specifically, the Nintendo 64 was overpowered for it’s era, and so the TES 64’s tech level should reflect that.

Yeah, didn’t the Nintendo 64 have a 64-bit processor, before the existence of any software that could ever possibly utilize it to anything nearing its full potential?

i think you’ve missinterpreted the use of the 64bitness. In the earlier consoles 64bit meant it had 64bit registers, same with the playstation 1, this allowed it to use bigger numbers or store 2 32bit words in the same register for future calculations. Im not sure the console had much great ability to take advantage of this at all, but the software did it’s best.

In a similar scenario, the Playstation 2 had 128bit registers but it did nothing more special than SSE can do on modernish 32bit CPU’s today.

I’m torn in my reply. On the one hand I’m glad this is the case, yet I get the feeling this information should get through to the player in-game. On the other, I still feel that if I use a 64-bit Engine on a 16-bit machine, I shouldn’t get anything working on that 16-bit machine, assuming that engine can’t back-compatibility itself, in which case I’d get a 16-bit game, not a 32-bit game (which is absurd, really, it still wouldn’t work out, and if it did it would get 15-20 on average in game reviews).

There’s no doubt extensive math working behind the scene in this game. I just wish it’d be more user friendly, and more… intuitive. I get the feeling the dev’s chose a more complex route over a more user friendly one, yet I don’t understand why. Maybe they just wanted to try it out? Or no reference point?

Regardless, it’s definitely not a bad game, I just hope they’ve learned enough to make the sequel excellent.

1 Like