Game Dev Tycoon DLC/ideas

Game Dev tycoon is great game but theres some things not in it that should be. Here is a list

  1. Pre-order
    Pre-orders are were people order a game to get it on launch. Pre-orders should able to do while you are making a large or AAA game. you will have to of research this in the R&D lab first.

  2. Long term Indie Games
    This is were make a game for the PC or console and it stays in the market for along time. To do this you have to included ‘updateable game’ in the engine while making a game. Then after your game is done you left click and press something ‘develop update’ and pick the game. you can have this and a another game at once.

  3. Exclusives
    when a console is announced and if have 110k fans or more and you are in the 2nd stage you will be able to make an Exclusives. With these you will have a time limit in which you have to make the game in. you can go over the date by a few days but if you go over it by 2 weeks or more you will not gain as much money or fans as you could of. You will gain lots of hype when you start exclusives.

  4. Better console developing
    This will allow you to set things for youre console. You will need to set exclusives,DRM,DVR,if people have to pay for online,price and what they get with the console.Also you will be able to show it off at E3.

  5. Mobile Consoles
    This allows you to make mobile consoles. They will not take as long to make and will not as cost much but you will not gain as much cash and you won’t be able to make large or AAA games for it. You can also have this and a main console up at the same time making you money

  6. Buy company’s
    This will be a random event. At random time one of your workers will say ’ Boss, the company … has gone bankrupt, we should buy it’ If you buy it you will lose some fans but you will gain money. You also take control of there office but you will have to pay for the staff and the cost will add on to yours. You can also sell them for Large sums of money or if you cant afford to keep them. they can be used to make Exclusives for your console or a different one.

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You are trying to say that theses are Bad Ideas or Good Ideas?

I love it, I love the ideas, geez some people got some great ideas.

  1. Sure! That’ll be a great idea!
  2. I’m sure they would include that!
  3. Isn’t that, like in the games already? Oh wait, other companies are probably porting it.
  4. I do want to get Launch Titles for the system already, soooo yeah!
  5. YAAAAAAY
  6. Shouldn’t you gain fans from the bankrupted company, but you lose money by buying the company itself?

Let’s Play Profit: The Game

What i mean by this, is like the new Xbox1 and PS4 system where you get paid if you play on their systems, then your followers liked the series, your company can get money if they bought the system AND the games. But you do lose money to pay the Let’s Players, but you get a lot of fans!

There needs to be muti-platforming for the you make.

All games are platform exclusive

I love the pre-order thing! probably help to make money so wont lose so much money! what about where can price your own games too? :o

Good ideas, but im afraid they might be too complicated to implement.

New genre: Stealh and Board Games

all ideas before and COOP or MULTIPLAYER pls :slight_smile:

The opportunity to make their graphic cards / processors

No DLC.

I’d rather prefer a solid GDT 2 with lots of new stuff.

I have thought of many more ideas so here we go

Other company

This is were you vs other companyss. If you and an other company make a game that is near the same it will rival you.The game will have to be a large or AAA This is were if you do something like research a new topic it will mostly do it. if you are rivaled and you make a game what isnt as good as theres you will lose fans.

History

In this the game will record your history though the year. When you fin the game at the end it will name how you started out, good or bad, it will say what your main target was, young,Everyone or mature and much more.

Company rep

This means when you hit 100k fans+ your company will be known for making a main type of game, for example, If you mostly make mature RPG and shooters then people will be used to you making them game. If you do a change and choose something else then people may or not like it. Rep always happens if you make bad games or the same one every year. Les poeple buy them

Big 4

This is were you have 1.5+ million fans. you will be consider as a main company. Youre game will not do very bad from this point. Anying bad you do, such as contracts or games will get effect you badly. Even bigger contracts like ones from vonny,microsoft and invento will apear. They will pay much more but will have a big penatly and they will ecpect much more from you.Litterer companys van be brought and will make alot of money

DRM

You can inclued this in large or AAA games. If the game is good then people will not mind the DRM but if the game is bad or alright then you will lose alot fans. You can choose what DRM to put in things like Always online,Code or mouthy fee. If the game is good but theres too much DRM and you lose fans you will still be able to remove it but sales will be better but not great. You will gain money and a bonus in sales, if you do it it right.

Console imporvements
When makeing a console you will be able to choose if you want a good online sevice or focus more on gamplay. you will be able to choose the power of the console and if you want grahics over sound, also the choice for motion control.

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Some of my ideas for GDT 2.

Content Sliders

Before development begins, you determine a game’s content using 6 sliders. Blood/gore, drugs/alcohol, violence, swearing, nudity/sexual themes, and educational value. All sliders except educational value add points that contribute to a higher content rating (and thus, narrower audience). A content rating is given before the end of a game’s development, based on slider positions. The player may choose to deny having their game rated, but unrated games cannot be published on consoles (except the custom console) after a story event.

Blood/gore and drugs/alcohol contribute more heavily than violence and swearing. A game in which a colorful cartoon character punches people until they explode into fireworks while shouting obscenities definitely isn’t for kids, but would more likely than not be viewed as acceptable for a teen audience. A game in which a colorful cartoon character snorts cocaine and cuts zombies in half with a chainsaw is destined for a mature rating (holy crap, that sounds awesome).

Nudity/sexual content is a special slider. It is the mildest contributor to content rating at low levels, but the most severe at high levels. Maximizing the nudity/sexual content slider will ensure an Adults Only rating, regardless of the other content sliders (because 100% nudity/sexual content is a porn game). Adults Only games cannot be published on consoles (except the custom console). If a game is developed for a console and then receives the Adults Only rating, it will be rejected and the player will have to either scrap it or re-write it for PC (which adds time to development).

Unrated games sell better than Adults Only games, but an Unrated game with high nudity/sexual content may spawn a story event in which the player’s company is sued by an angry parent (as Unrated PC games are not restricted). Unrated games can reach a wider audience than Mature or Adults Only games, but tend to sell less unless the player has accured enough fans to make the wider market worth the narrower sales channel.

Educational value is another special slider. It’s locked at the beginning of the game, and must be researched. On games with Mature or Adults Only content ratings, the slider has no effect beyond role-playing purposes (a Mature-rated military game may have realistic equipment and feature little tidbits of knowledge during loading screens). With lower content ratings, educational value improves sales for younger audiences. The effect is reduced with higher content ratings, though. High educational value combined with an Everyone rating will give the game a special content rating that vastly improves sales with the young audience (as parents and possibly even schools will buy the game for edutainment purposes, Letter Land being a real life example).

Targeted Marketing

Marketing to a specific demographic when advertising for a game. This is completely independent of content rating. You can market to multiple demographics at once, but this costs more than specialized marketing. You can market any game to any demographic, but some combinations will obviously be less effective than others (that cocaine chainsaw game I mentioned earlier isn’t going to be something a lot of parents will buy for their little ones, no matter how much you spend on marketing it to kids). This has two effects.

One, it gives the player more control over the games they make. A game can be designed for adult players without being filled with swear words and brutal violence. You can make an Everyone-rated game, but then market it as a serious game intended for adults. Or an Everyone-rated game with no educational value marketed to children.

Two, it allows the player to expand their fan base, or make something unusual compared to their usual fodder. Fan word of mouth is a big part of advertising, but a company that makes mostly Mature-rated games would have mostly adult fans. If that same company made a kids’ game at some point, it would need specialized marketing to sell well.

Restructured Development/Features

Game size and development time increase or decrease based on the selected features. Too many features can make you miss a release date or deadline (more on these later). Rather than a percentage-based system, each feature would have design and technology values assigned to it (each category will also have a base tech/design requirement that features add onto). The employee assigned to a development category must have at least as many points in their tech and design skills as the category and all chosen features require, or they will be overworked. An employee with very high stats can tackle more than one full-featured development category.

For example, employee has 800 tech and 800 design, and is assigned to both Engine and Dialogues. With the chosen features in each, engine needs 700 tech and 100 design, dialogues needs 100 tech and 700 design. This example employee would have just enough skill to handle both Engine and Dialogues without penalty.

The protagonist should start the game with high enough stats to handle all areas of game development with a few left over for one or two small features (game with no features/few features = small game). High-tier features should be very expensive so as to require more employees (lots of high-end features = AAA game). With a full crew of well-trained employees, it will be possible to make a game with all the best features implemented (and it will take forever to develop).

Release Dates and Deadlines

When developing a game, you have the option to either set a release date, or take on an “it’ll be finished when it’s finished” attitude. Working with no release date has neither benefits nor penalties. Setting a release date generates hype, but can backfire.

Selecting features will extend development time. Debugging at the end of development can vary in length. Other factors, like employee vacations during development (development should pause during vacations), can further extend dev time. Once a game is close to the release date, you can either extend the release date (lose hype), or release the game unfinished (high chance of low ratings and lost fans, will not be possible before the final dev stage or debugging stage) with the option to finish it and release a patch later.

Publishers set a deadline, which is similar to a release date. However, missing a publisher deadline results in a monetary penalty. Publishing contracts differ in how they penalize missed deadlines and how many missed deadlines they will allow before withdrawing the contract. A withdrawal refunds the initial payment, and also applies the penalty for not living up to expectations. At this point you can either finish the game and self-publish it (with no publisher benefits), or scrap it in whatever development phase you happen to be in.

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A DLC offering grApple computers as a third starting computer option and a permanent competitor to PC (i.e. grApple 2 replaced by not-Mac, then not-iMac). Lumping grApple with PCs are misleading since they don’t run PC software in real life. grApple 2s are especially significant since tonnes of popular games in the early 80s started life on the Apple 2 in real life before being ported to anything else (Leisure Suit Larry and Prince of Persia being two notable examples).

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