More consoles = More historical accuracy

Failed consoles make sense. We just have them pop on, then pop off a month later…

They forgot the Sega Saturn.

I have another idea, for more ports on more consoles: The grid market should support a researchable extension to republish old games via emulator. You have to develope one emulator for each console in the grid market only. Maybe the newer consoles should get their market features too, to get some alternatives for the own console grid market and to repuplish games on more consoles without developing a native port. Maybe the game should check on system requirements for emulators on specific consoles / markets.

I think this would work perfectly for something like the Gameling Pocket/Gameling Color.

I agree completely, I think Grid should be more in-depth and if they add the AI option to face other companies…you could have in Grid to choose if you want to sell there games…the cons would be less fans and sales on next game, but the pros would be more money.

I would love too name the Grid.
Then we could have an achievement called You can’t count to 3, by naming our company Valve and naming the grid Steam.

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I think Grid should add more possibilities. After all, Grid’s kinda end-game as it is, might as well have some useful research while it lasts.
Ideas:
Multiplatform release (when researched, allows the same game to be released on 2 consoles. Further research leads to 3 consoles)
Name the Grid. After all, some of us would appreciate being able to call it something else…
Perhaps have some company who is selling on Grid decide to pull all their games and make their own competing service.
Emulation (allows old games to go on sale one last time in their original, unedited state. It’ll only sell 1/2 as well as before, but the game requires no effort on the part of the developing team. Must be researched for each game)

As for more consoles, I’m surprised to have not seen this suggestion:
Custom Portable Console.

After all, the portable market is one we can tap into in the end-game, but by that point, you’re either set on the PC forever path, the Custom Console path, or making games for whatever’s in the top 3. I think it’d be kinda cool to be able to make both a Custom Console that tops the marketshare for years, and a Custom Portable Console that settles in nicely into second place. This tied with Multiplatform Release would allow for a tremendous sales tactic:
Set Multiplatform to Custom Console, Custom Portable, PC (any choice, really).
Make a game that would sell well on all of them (so for example, a RPG).
Make the game, and when it sells, get 3 sales bars in one graph (like the MMO with the maintenance vs. the sales, except with 3 color bars)

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If Grid goes in -depth as more of a side addition to the game then a main addition, it could work very well.

I hope they add the new consoles like the new Xbox One and Ps4 i think that would be pretty cool

They got that in the game.

they do?
I havent gotten that far i keep going bankrupt and that’s because I’m a rookie, i got the game today

Oh okay, it starts in 1980 I think, but the game stretches out to like 2010 or something and they are out,.

Commodore C64 • 1984 - 1988
Commodore C128 • 1987-1989
Commodore Amiga 500 • 1989 - 1993
Commodore Amiga CD-32 • 1994 (<12months)
Commodore Amiga 1200 • 1993 - 1997 (1994 Commodore went Bankrupt, was bought out by Gateway, who later went bust themselves)

This said even when a platform is only release for a short time, depending on the numbers there could still be a large following.

The CD-32 for example was on sale (Europe only) for approx. 6months during that time they sold somewhere around 200,000 units, but as it was an enhanced Amiga 1200 with a 3D Chip … you could actually simply use A1200 AGA or A500 ECS software without having to change a single line of code.

As such you saw many “enhanced” versions of Amiga software being released; as it was a profitable market.
To be honest I was upset that Commodore was shutdown (which I later discovered was due to a bank decision) as the CD-32 was an amazing machine that could’ve easily have competed with Sega, Nintendo and Sony; unlike the Jaguar which was Atari still trying to push their odd controller design of having a keypad (seriously after 20 years they were STILL trying to make it work!)

Still my point is that as a platform it was viable to sell software on, sure you wouldn’t make millions… but it was for well all intended purposes the first home console you could homebrew software for on your PC (Amiga/Atari via AMOS in this case)

That is something that does disappoint me about the timeline.
Really it should start you off in 1980, just prior to the Home Computer Revolution; and really the birth of modern game developers … as it was a more forgiving time, where experimentation was encouraged.

As then the line up could be expanded to all of the 1980s Computers, as we had quite a few back then.
Commodore, Atari, Acorn, Amstrad, Sinclair, Apple and IBM

Then the 90s when this was thinned to Apple, IBM-Compatible (x86 aka Wintel), Atari, Amiga

Until finally by the 3D Revolution (1996+) it became x86-PC (Wintel) Vs. PowerPC (Apple)
These were both important markets in their own right as well…

I mean while DOS/Windows had Doom and Quake from id Software, Apple/Mac has Marathon and Castles (early Warcraft)

The PC Market as a whole was unique and interesting, still remains so today; especially as of August 2012 “Amiga” returned to the market. Albeit in a limited capacity so far.

I would also like to point out the “Video Game Crash of 1983” frankly is just an old wives tale, perpetuated by the fact that Coleco, Vectrex and Atari were seeing poor sales of their machines … which was because they had almost no games available for them, and they had a terrible habit of breaking down.

In 1983, while those companies were claiming “the Video Game Market has Crashed” … Nintendo released the Famicom in Japan where it did so well they started working on getting it to the US; which they originally approached Atari to do it only they made the above claim. It took Nintendo nearly 2 years and ended up having to do it all themselves in the end. Not to mention every single large UK developer today, Codemaster, Rareware, Frontier Systems, Lionhead (previously Bullfrog) … start in those years.

The market hadn’t crashed, even remotely… people just didn’t want to buy an expensive machine that didn’t provide them with the same experience they got in the Arcades.

Atari never made a popular Video Games Console… heck even the Atari ST (the ‘pinnacle’ of their engineering) was just a carbon copy with lower quality part as the Commodore Amiga 500, even then they weren’t that popular. The problem with Atari, that really is still true today is they had a few good hits; but then milked that cash cow until people got bored and never really knew the best way to go about capitalising on it.

Take the Lynx for example, it was an amazing Handheld console; was better than it’s competitors in every way… but problem was it cost 2x as much as a home console and really appealed to older gamers; which most companies weren’t focusing on at the time especially as it was the size of a house.

The problem I really have with GDT is that it really just skims over the 80s as a whole, plus most of the information in the game feels like it comes from Wikipedia which isn’t entirely accurate on the events of the time. To me it would be better if they started the game in 1983, and slow down the passage of time.

Allow you to chose if you want to focus on the PC, Console or Handheld markets… separate them.
Perhaps even add regions; I mean think about it they could have an achievement for poorly translating a game called “All your base are belong us”

I don’t think enough younger “Gamers” actually know the history and roots of where the industry as we know it today began. Right now this game feels like it is providing cliff notes until you reach the PlayStation 2 (5th Generation Era)

Even then stuff like the GameCube kind just breezes by… while the final Decade of the game is entirely focused on the current / next generation. Personally I’m not overly fussed over where the next generation is going, what appeals to me about this game is that you’re going back to the “beginning” and experiencing that evolutions and history of the industry.

As I grew up in the 80s it is awesome to see the references, see what I played on as a kid, teenager; what I care less about are the platforms as an adult I have actually had the chance to work on. I mean I don’t need to play a game to see if I can make a hit game on the Xbox 360, just pay £60 for the XNA Premium Membership and knock something out in XNA… the whole indie scene right now is proof that in a way those golden days of game development have returned for a new generation to see what they can do.

Yet in a “What-if” scenario what I care about is seeing… how I could take advantage of the knowledge I have today to be successful in the past or hopefully if they add it in… could I do something to prevent a platform I thought had a chance to be hugely successful actually get a fighting chance to be a market dominator.

Hell, if for nothing more than the Challenge… I would love to try to make the Atari Jaguar the console everyone wanted over the PlayStation or N64. Could I have helped save the Sega Saturn from failing as badly as it did?

Just those cool “What if…” scenarios would definitely make this pretty amazing, and if it got popular… educating the kids today about the limitations of the technology of the day, what was popular before Halo or Call of Duty. That would just simply be amazing to see.