In Need of Assistance for The Midgame

Okay, so after having gone through parts of the wiki and the tutorials that others have posted both here and elsewhere, I am unsure as to how to proceed with the midgame (making large games after you get the office upgrade (computers change to a slightly newer look, but not the black ones)). I was told 140k fans was what you’d want for large games to be made by you, not by publishers, but I just wasn’t making much money. Further, it’d take forever to get any real research points, which left me behind on graphics tech and other features, which also meant I couldn’t keep my engine up to date. This means that I didn’t have enough features to switch on gradually to keep my games up in the 8-10 review scores. As a result, things started going south.

So, I would like to know what everyone who has managed to beat the game does for the midgame (large game stage, not AAA). How do you guys keep up on research points and whatnot? What employees did you hire before that stage, and what stats did they have, etc. I think my biggest problem was that nobody had very high research or speed scores, but kicked ass in design/tech. I trained everyone as best I could (though they didn’t get as much training in research/speed, as you can see).

As I said, any advice would be greatly appreciated. Thank you all.

250k fans for large games to be self-published, else like you said they will flop badly on sales.

In the early mid game (as you transition into medium games) train your staff “make me think” until everyone is 400+ research. It is probably the most critical thing you can do at this point of the game and sets you up for the rest of the 30-35 years. If you get to 400-450 range research on all 5 staff yo will find yourself able to develop everything, use the most expensive training and get all the speciality desks and still have hundreds, if not a thousand, research bubbles in reserve.

Istrabitel’s success guide on the wiki (http://gamedevtycoon.wikia.com/wiki/Success_Guide) covers this well. He recommends going straight to full employees when you leave the garage and hiring the worst guys you can find. That way you can use their skill training to drive the “continuous improvement” the game demands to keep generating maximum scores.He also recommends getting research up ASAP.

This is interesting, i play it totally different. o.0 And i suppose im doing just fine, at least twice, no problem with anything.

My guide to victory and doing whatever you want:

I. Garage - use your 4 themes for good, trying every combination, 1st at PC (its cheaper) once G64 announcment move there and stick to it. Untill 1M. No research or custom research.
Just spam games as mad. Of course games should be decent, so the funbase will rise with each title. It could take around 2 years, the record is 9months. :wink:

II. Even if you have just 1M move to other office, and instantly hire two cheapies balanced mini dudes.
Buy med games. Create your 1st custom engine with pad and mono sound. (yup)

Start looking at publisher deals. If there is none up just develop some good game, good topic/genre/console combo. Its not always about money. You need just enought cash to survive, and constant gain of funbase.
If its possible make (either own or published) game for matures, that gives free hype.
And repeat this untill you get 100k funbase. It shouldnt be so hard, just remember to to watch the deals and pick any which make sense.

At some point you can develop the 2nd engine, with some 2D v2 and some stuff but not too much addons.
Once you get 100k, and in fact you can start even little below start self publishing, like mad, again using good combos.
Generally use mostly the top 3 consoles, but it shouldnt matter much which one exacly.

Once you research sequels go for it. Sequels are good mostly since they use good combo once again without any penalty, and it seems that its not hard to impress.
And so on. Thats all mid game. Every 5th year develop some new engine more going for 3D than 2D. Game dont punish you for early 3D on gameling. Dont overengine with add ons.
Stick to med games. In fact i hardly remember doing large games in mid office. Meds are just fine. You get just enought cash, and the funbase grows nicly.
Anytime im moving to 3rd office around 16y/30.
Some good consoles to stick with: Gameling, PS, PS2. Dreamvast to some degree (but this is sad story).
You can train sometimes main hero, dont train mini dudes.

3rd Office:
You should have some nice cash like 200M so its time to fire your 2-4 mid dudes, and buy (for 2M each) more specific dudes. The final setup depends what you want in the end game (which genre) i generally go with all specialist exept Sound and WorldDesign. I suppose it gives the most versality in genres. The cheaper version is to get just Gameplay, LevDes, Graphic.
Simply retire old staff and get brand new, already trained (but not leveld up) dudes. Do some games, could be large even. Even pick some contracts works. At 1st your new dudes will be tired, and they need time to rest. And go back to your sequel self publishin routine. ASAP get R&D lab and start Net, Grind research.

After that they are few options:
Developing own hardware - im not exacly sure how good deal is that, since its hard to tell how much money gives own console totally, or whats the total cost of it.
I personally develop own console just for giggles and since i like the name HexGame.
Stick to PC, or even use some other consoles like PS4. This 100k extra development dosnt matter as much at this stage.
Go all MMO, just release any 1-4 MMOs (large), and expand them year after year.

Maybe it depends if you thing about sims to infinity, or just GG at 30.

Consoles are worth making if you can make a good one and release for it. A 3D v6 console with a full feature set and maximum QA costs about 115m to create and a hundred more to rush out with a full hardware budget (3m / mo).

That said the benefits are immense. A 3D v6 rushed out as fast as possible can approach 30% market share competing against the mbox / PS2 era machines. Your hit game sales in that situation are incredible, and custom consoles come with the maximum 1.3 sales modifier (for “E” audiences).

To do this you need to transition with a good 250m in the bank, and get lucky enough to be able to hire a 700D and a 700T employee in each of the two new slots (even with a 2m recruiting budget this is not common).

There is no real point firing “bad” employees and hiring “good” ones. The scoring model for the game makes you compete against your own previous high score rather than any set score - so if you make a hit game, you just need to make a slightly better (12-13%) game and it will also be a hit game. If you make “the best game you possibly can” all the time you will see a lot of 6-7-8 rated games as you have exhausted your ability to improve.

That also feeds into sequels being generally a bad idea. A sequel picks up a 20% modifier just for being a sequel. That is well and good - it basically makes your first sequel an almost certain “hit” - but after that you need to always make sequels. Otherwise to create a hit non-sequel after a hit sequel you will need to increase your game’s score (very basically, its Dev and Tech totals) by as much as 40%, which is a tough ask.

I recommend avoiding sequels unless you desperately need a hit or are trying to squeeze “one more game” out of a dying engine and feature set.