-Additional character models
Very quickly use up the available models with repeated playthroughs/hiring staff.
-Customizable backdrops
This could simply be a colour picker, or a collection of objects that may be placed in the world screen.
-Additional locations,
Bedroom could precede garage. Small office could go after garage etc.
-Developer tools (Research branch)
From visual environments to 3D studios and everything in between,
-Languages
Diagram at Rigaux serves as a good point for a tech tree with the names thematically changed.
-More early platforms
Ideally, a successful game helps the platform it was developed for, which leads into the next point.
-Early game randomizations
Repeated play throughs mean the messages/news becomes stale fast and needs randomizing to stay fresh. Game changes dynamically based on the success or failure of games released per platform.
-Simulated opponents
Get notifications of how well they’re doing and what they’re releasing. Builds to an eventual multiplayer potential.
-Market research
Replaces the “Strong audience demand for…” by showing dynamic charts. Research is tiered to provide more precise info for more money.
-Partnership deals.
Put a successful game out, and Vonny for instance, may offer a partnership deal for x months or years where you can only put games of the same category (ie RPG) on their platforms. Reward: they share their technical details with you meaning your engines can be optimized, saving you tech time (ie multiplier for tech points generated of 1.2 if partnership deal exists).
-Persistent game history/net charts
Being able to track back and see what factors have worked well and what haven’t from all the games played - not just the current one. Expanded idea: internet DB of top 10 games per combo (for instance) and creator (voluntary submission).
-New stat. Best run at No.1
Include a stat to show which game stayed at No. 1 the longest.