Hello,
First of all: Great Game i really liked it.
However there are some things which could be better, since they a little lower the playability. Some of them are serious problem, others are some features which may be nice.
The problems:
Rating system:
Dice-roller animation is not cool. It takes time, and is boring. If the review sheet just pop up with all scores ready, that would be happy.
In game history there should be a option to check your rate details.
The reviews should be more specific. Its kinda ok, that game dont tells you how to play, but should teach you. Even if we assume “try and fail” aproach there is not enought feedback (or its obscure) in game to learn what are you doing wrong good.
Idea: Divide reporters. Two of them will give some casual review, like “Best game ever/Meh” reviews, but will give on avarage higher score/more extreme. (never 4/5/6 always either 7+ or 3-) The other two will be “serious” they will avoid extreme rates, but they will always say something specific like: Action fits TES. Or “Too much design”… and they will do it ALWAYS! So after first 10 games we will have 20 hints.
Not bad.
Also something could be done with theme/genre combos. It seems that for example pirates are bad for strategy game or action. The what? I would love to play the pirate strategy simulator. (and there is a couple of them) Im not sure how exacly this works. But it would be great if every topic was suitable for any genre but for some a little more, but the difference will be slight, like ok Military is best suited for strategy and action, but if you really lie you can do military rpg (and i can see it) and that would not be so awful. The other aproach is to add some research like “beta-testing” which allows to go around genre-theme combos. Part of joy it to develop any game you like, not the one developers allows. If someone always dreamed about Surgeon Adventure let him do it.
The systematic and list of genres is not focused, but i personally feel that “platformer” and “shooter” as well as “puzzle” deserve their own genres. But then again, for others its not needed.
Sequels should be allowed (after research) earlier. Its not so innovative idea.
However when developing a sequel to a game with a publisher there should be some complication like:
You will have to pay a royalities to the publisher. Or ask him to publish it for you again. Or you can buy out the francise. Depending on the success of the prequels the price will vary.
Also when developing sequels, the game should remember the ratios.
Also you should be allowed to develop expansion pack for normal games, it is what they did.
There could be some tech limit, and tech demands for hardware. Especially for consoles.
I suppose that steering wheel and 3d v3 for gameling is a little too much. In the same time, any console should demand gamepad, while PC after some year call for mouse. So the hardware(and PC) should have some minimum and maximum requrments when it comes to engine and gameplay (and sound).
In the same time, some genres can have some needs to.
When developing own console it would be nice, to choose if its portable or not. And you could have two consoles, as well as do not need to take down the old console when you release new one.
Also you could specify the rarget audience and the prefered genres. So for example you could develop Casual Action for Kids, and then Strategy/Simulator for adults, and then portable for everyone with adventures and jRPG and blackjack with hookers.
Also it would be cool if you could port a game. Even if it worked in similar way as expansion/sequel. Or do it right in developing process, however that will prolongs the development process.
MMO - thing, as it looks like now its just broken, easy cash, unlimited money. Game breaker. Maybe there could be a rule, that if the expansion isnt really top quality and rating, the progress of sells dont really increase but costs still. Or for each next expansion need to really be “top quality” so after 5 years everyone is really fed up with this MMO and it need to die. But you can always develop a brand new.
More features, some of them may be crazy:
DLC - when game is still running you can click on its icon to develop a DLC. You can give it for free just cost and no income but nice funbase bump. Or make them pay, which gives some money. If you release to many DLC (pay) for one tittle the funbase drops down.
Publishing games - you can order to little dudes making games, or even sequels or exapnsion. The factors are upfront payment, and royalities. And you also need to pay for marketing. However it would be more random if the game is good. (however high royalities will help) For example, when they develop the game there will be a sheet with visible some notes, like design/tech scores, or time alocation. Or extra features. And we can either accept it or order them to rework it.
There will be general tradeoff of funbase vs money, and sometimes publishing games would be just bad deal, no matter what. But some guys would love to.
Second Team - another research, with it you can develop a second programers teamt, and work on two games in the same time. And assign dudes to each fo them. Also game remembers the set upt for each, so you can specify that one will be your RPG staff, and the other will be Strategy team. And so on.
And thats is, i hope it will help in someting, or at least was fun to read.