Ideas for Game Dev Tycoon 2

If you release Game Dev Tycoon 2 or some DLC for the current game - this is what you should add. Now don’t get me wrong, I love the current game, but it just feels so uncomplete. It should be more complex, with more things going on.

Competition - I think there should be fictional companies that make fictional games, or even real companies that make real games such as CoD (EA games, Blizzard, Activision, Rockstar, Konami, etc) You would compete with these companies.

Information Lists - There should be a ‘menu/list’ where you can view top 50 games of the year - game name and genre, company’s name that made it, what platform it was on, how many people bought the game, how much they profited from it, etc. I think you should also be able to view other companies biography, i.e. click on a companies name and you can see everything about them (staff count, net-worth, games released, and more)

More Things To Spend Your Money On - There should be ‘shops’ where you can spend the millions you make. You should be able to buy a new office or headquarters. A standard office would be cheaper and hold little staff, whereas a huge headquarters would hold 20 staff but be more expensive. There would be variety and different types to choose from.

Customization - You should be able to customize what your office/HQ looks like. You can buy monitors, soda machines, lights, alarm system, desks and a lot more. Each item would give some sort of bonus as well, i.e. having a soda machine in your office would increase your staff’s work efficiency because they’d have something to drink and eat.

Better Conventions - In the current game, you unlock your own game conventions. I think you should be able to profit from your own game convention. You can sell convention tickets and profit from that.

More Staff - You should be able to hire more staff, i.e. security guards that protect your office from thieves/sabotages and make your developers feel safer, or customer support that help your fans with tech/in-game problems.

Letters - Receive random letters from fans and haters. You can read what a fan loves about one of your games, or maybe a hate letter saying what they don’t. Maybe even threat letters from rivals.

More Genres - Trivia, Puzzle, Science, Artillery, Tanks, Submarine, Colonial, Tower Defense, Crime and plenty more.

Games For Your Console: Fictional companies can request to make games for your console.

Real Sabotage: You can hire criminals to sabotage or spy on other companies. Sabotaging them would decrease their fans hype and game sales, while spying on them you can see what type of game they’re making, how long until it’s released, etc. There would be a chance to get caught and lose fans.

Rewards: Get rewards/trophies for having hit games, you can place them in your office.

Other ideas:

  1. Staff parties on holidays
  2. Giveaways
  3. Regions
  4. More critics
  5. Beta/Alpha release
  6. Pre-orders
  7. Apple/Linux/Android/Smartphone platforms
  8. Mobile development
  9. More staff train options
  10. Rename staff/company
  11. Rename game (in-case typo)
  12. Change staff’s outfit
  13. Buy companies/games
12 Likes

Those are all amazing ideas

  • Changing cost of the game for sale
  • Real Time Strategy & Turn-based strategy

Thanks for the ideas! :smile:

2 Likes

Great ideas

In a new version of the game, one should know the size of the game and maybe decide to spend time on reducing it.

Anyway, I’d like a simpler game. How can I teach my son to adjust the bars when he is developing the new game? I’ve read lots of algorythms in the wiki section, and think that no 12y.o. boy would spend time on studying all that stuff.

Moreover, I think that games retail should last longer: I usually end up the second game when the first is already out of sale.

What about designing our own logo?

Or spending money on the CD / DVD cover or packaging as investement?

I like the ideas, but some are already included:

  1. smartphones - there is already 3-4 smartphone/tablet platforms in the game to my knowledge?
  2. rename game - you can rename right before you finish the game (after that it’s “launched” so wouldn’t make sense imo).

I do really like the concept of having some AI competition rather than just playing against your own top score.

I find it curious how many people want to be able to create a staff uniform though - to my knowledge game devs (and most professionals for that matter) wear whatever they wish to work as long as it meets the level of formality specified by the company.

1 Like

epic ideas bro! +1

What would be cool in GDT2 is the ability to add your own game description, main selling point and when the game is released, get reviewers to score the game out of ten.

Also make it so that if you release a beta version of the game, make it limited to the first 100-200 gamers who signs up to the Beta Tester campaign

Also,a few more ideas for GDT2:

  1. Customize your own consoles, eg. add a hard drive, console add ons, etc.

  2. Multi - Genre

  3. Multiple consoles selling at the same time until you decide to discontinue the old one.

  4. More competition.

  5. Add an Send all staff on vacation button

  6. Challenge Modes

Thats all for now

2 Likes

The bubble pools should show the three latest released games, so we can remember our trend.

We could assign an employee to fulfill work contracts, while others are busy on writing our game

New skill: don’t know how to call it, but the better it is, the fewer the generation of the bugs.

About bugs: ok, they happen int he best families. More people working at the same project and more bugs are to be generated. But this should decrease as workmates gain confidence into each other

Possibility at will of issuing a challenge or a test to be performed by our employees.

Application forms.

New contract job: translate in english application from korea and china. Honestly, don’t those creepy translations give you shivers?

I’d like to have the max employees, and then assign them to make a small/medium games individually. If you have 6 employees, each one should be able to make a small game themselves.

Take away the penalty for making small games when you should make medium, and so on. There are some pretty decent sized dev companies that don’t make, what would be considered, large or AAA games. They just make a ton of small games.

On the addition of jobs and an expanded point system:

I think it’d be cool if you would make there be actual jobs for your employees(sort of like Story does, but better). Like, you can still develop a functioning game with just a coder and a graphic designer or whatever, but you could implement additional score points(music points, creativity points, story points, character points, lore points, level design points, graphic points, mod support points, etc) to calculate into the quality of the game as well as scores. This could include everybody from a sound engineer to a person who specializes in character models, to a dedicated QA guy, to actual writers to directors and producers. Also taking from Story, you could possibly hire out to have a more experienced person fill a position, or maybe if you don’t even have a person to do that position.

On patching, expansion packs, DLC, MMOs, and longevity of games:

I liked the idea behind patching out bugs that were undiscovered, but I’d love to see such an event be taken to the next level. You could issue out patches that wouldn’t necessarily cost you money, but it could still generate research points and improve the quality of the game(perhaps leading to longevity in a title[Diablo 2 comes to mind] or hyping up a sequel). Alternatively this method could do the whole “rebalancing, adding new content, etc” and this could gain you fans and possibly change the rating of the game from “retrospective reviewers”. Additionally, you should be able to make expansion packs for every game you make and as the years progress have the option of riddling it with DLC and/or DRM to see how fans react to the games. You could even manually control what type of content the DLC has(story, new characters, more items, skins, full campaigns, etc) as well as a pricing scale for the DLC. Hell, I think adding a pricing and multiplat support system should be a no-brainer. If I want to make a cheap, small game and release it for PC and then turn around a release a huge game for Ninvento’s whatever, it shouldn’t be forced to be at the same price. MMOs in general should have more options like “free to play”, “free to play with microtransactions”, etc.

On Studios, Staff Limits, Publishers, and Opening New Branches:

As far as the studios go, I’d like there to be a bigger distance between the indie, small, and large studios. The indie section could easily have up to 4 or 5 employees under your wing, taking care of just small titles at varying rates. Once you move onto bigger titles, you can have bigger staffs and more specialists. You could eventually end up at the AAA level with some 150 people on your staff working on a huge scale game. Additionally, I think the ability to become a publisher would be fun, or possibly an alternate campaign as a publisher. Basically you could tell every team under your publishing wing what they need to make and send them at it, all the while getting paid publisher rates. Even if you’re just a big enough studio you should be able to open up a second studio(read: Dice/Dice LA, Bioware Montreal/Bioware Austin). You could still actively run both studios by visiting them and helping them out or stay at one main studio, hire a director/manager for the branch, and then only have to deal with the decisions you’d have to make going into the actual development screen(sliders, which parts of the engine to implement, etc).

**On fan interactivity: **

Two more thoughts come to mind. First, I’d like to see some more fan interaction. For instance you could be something of a JRPG developer who makes games for a niche audience but still makes money off of merchandise(figurines, posters, etc) that cater to that niche. This wouldn’t work for a developer who has too large of a fanbase/doesn’t make the right kind of games. Alternatively you could be the Modern Military Shooter kind of guy and sell a game that heavily revolves around online play and sell them map packs or extra guns as DLC. Both are ways of making sure your product is profitable and developing a completely different kind of fanbase.

On better research/engine allowances, personalizing the game you make, adding subgenres, and generally reworking the development cycle:

Lastly, and most importantly, I’d like to see the actual game creation process go a lot more indepth. Sure you have things like “better dialogue” and “better AI” and a few more intricate things such as “self-learning AI” and “interactive storytelling”. The kind of thing I’m thinking of, however, would be to do things like, if it’s an RPG(for example) you could do things such as under Level Design give it X amount of dungeons with X amount of detail/polish/whatever. When it comes to the music, you could select a different style of music You could do all of this for every facet of the game development process and just throw everybody at their respective jobs. So when you’ve got a publisher, you get a specific amount of time until you have to release the game in whatever state it’s in(this also makes patches a much more viable concept). But when you’re in self-publishing mode you can just keep going until you’ve finished what you set out to do. And when they finish their predetermined work, they can polish it for extra points. And when everybody’s job is done, you could have the QA employee I mentioned previously work on bugs while everybody else just hones their given areas of work. In addition to the general workflow of the gamemaking process, it would be huge if you could simply allow subgenres. Oh, it’s an action game. But is it a hacknslash like Diablo? Is it cuhrayzee game like Devil May Cry? It’s a Strategy game, but is it a 4X game like Master of Orion/Civilization? Or is it real time strategy like Starcraft? RPGs could be cRPGs like Planescape: Torment/Baulder’s Gate or they could be JRPGs like the SMT series/Final Fantasy. These, of course, could allow for new quality combinations across platforms/target audiences/topics, generally adding a ton more depth to the game.

In closing:

I know that not much of this would be easy to implement and may be more of a Medium Game compared to the Small Game that the original title was, but if all of this were to be properly implemented, you could have a serious Game of the Year type thing on your hands.

I’ll sign off by saying I know some of this may have come off as criticism about your game, but it is merely constructive criticism as a means of planting seeds for an even greater second outing. I loved Game Dev Tycoon and have unashamedly put over 300 hours into it since its release, making it far and away my most played game of the year and among my most played ever. Thank you for making such a great game and I wish you all the best in your future endeavors.

4 Likes

Thanks for all the wonderful ideas guys :smile:

1 Like

I’m not sure if any of mine got in under the “wonderful ideas” part but I tried. Constructive criticism is the way to go. I just hope that my wall of text I pass off as ideas is easier to actually implement than to decipher what I’m actually trying to say.

We welcome feedback of all kinds, what would help your wall of text are sub headings marked in bold or a bullet point list at the top or a tl/dr summary at the bottom in a concise format. This is more for other posters benefit than devs.

1 Like
  • Bribery “All games” and other. For example, you develop a bad game but bribed “All games” and / or other and got good reviews
    Sorry for my not ideal english :slight_smile:
  • More staff
    In real companies are hundreds or even thousands of employees. I do not think that such a number can be implemented in the game, but it is possible increase the amount to 10, it it was possible to make the specialists in each side of the game
    Sorry for my not ideal english :slight_smile:
  • New optional feature in the game - Stealth
    For example you can make a game with elements of stealth.

There needs to be more variation to the Development of a game. If you see – ++ and +++ you going to only have to use the +++ part making fairly easy to make a game.