I played this game all day and while I think the game has it’s charm it really missed out on a few details that makes the game “over” a little too fast.
I’m aware that GDT draws inspiration from GDS but some things I feel were lost in that as well.
As GDT stands, it’s a little too easy to manipulate once you’ve unlocked all the hints, but in doing so, several cues are also missed like:
- If you only develop the 2D graphics and never do 3D, you can’t really go back and do 3D without your fans crying foul over it
- Sequels delete the first game. This shouldn’t be done, and I almost feel this is a bug
- Likewise Expansions to MMO delete the previous game.
- And when an MMO is taken off the market, it’s deleted entirely.
For the research there’s not much indication of what benefit a research item does, like when you add “stereo sound” and “soundtrack” but later try to add surround sound, it deselects stereo without indicating why. (Also if you remove one feature and later add it back, it’s in the wrong order.)
Later it’s also not evident why you can’t add all the researched items (you just see a percentage above it indicating what? That you should drop some of the researched items?)
Now going beyond the micromanagement…
GDS has staff automatically leave and come back where as GDT you have to implicitly send them on vacation. I think this should have been an automatic function “send all staff on vacation upon game completion” somewhere.
The limited number of consoles doesn’t really work in any way like the real world and maybe in a sequel they could expand on this by:
a) List the system’s geographic area (eg Asia, Europe/Australia, America, ROW) and region locking feature
b) Selling Price for games on this console in this region (eg the PS is more popular in Japan and the games cost more, while the PC is more popular in KOR but they prefer cheaper games)
c) System RAM size capacity (eg this limits the size of the game engine)
d) System Disc size capacity (eg this limits the design assets) this is only partly reflected in GDT with “Large Game” support not available on the portable device
And if you really want to take it up a notch for realism
e) Game lifetime on this console (PC is “indefinite”) which is a decay time from release to “widely pirated”
As a real world example using all of the above is the Xbox 360, having worldwide reach, but is unpopular in Japan, but very popular in Australia due to piracy. So releasing a game worldwide simultaneously means less piracy, but if you release only in America, then the decay time until pirated is shortened.
Likewise many games aren’t released in America but only come out in Japan, regardless of the console. So let’s say for example a certain game does really well in “Japan” that there is demand to release it in America. You pay a localization cost and the “time till pirated” becomes longer.
Lastly:
I think, related to “sequel” there should also be a “remake/update” where you take a previous game and release it on a new console. New scenarios can be developed around putting games back on the market (ala GOG/STEAM/Virtual Console in real life) or revising them (risky, but sometimes there’s a pent-up demand for it if the original technology was weak (see FF7 in real life.)
The “MMO” part of the game needs work and also doesn’t in any way reflect reality, however this is probably an opportunity to make a different game entirely since MMO’s have paralleled history of only being on the PC.
IMO, GDT does a fairly good job up until you get near the “endgame” point, even if you miss the cue points for a lot of things. However once you get near the end, there’s no way to add researched features any more, so your review scores start to flat line, and so do sales since there’s no more technical improvements to be had.