What do you think the easiest Genre to make games with is?

In my opinion, this is really the genre Action without a doubt.
Easy management, lots of combinations with topics, and overall just the genre I have had the most success with! :smiley:

Action is the most difficult genre because it has the highest Tech/Design ratio

from this article on the game wiki:
ā€œAction is the hardest to nail the balance of D/T forā€ and ā€œRPG and Adventure genres are the easiest to makeā€, in fact RPG and Adventure have a low Tech/Design ratio, so you can easily get good review

Hah, that is very intersting, since it still is easy for me.
How strange :confused:

rpg’s by long and far. only take two sliders to really nail them, and they fit perfect with alot on topics, translate well into every era on every console for every audience.

There’s pluses and negatives to both.

Yeah action sucks on the D/T ratio, but it is favorable for all the early platform/genre combos, which makes it much better (or easier) when you have to deal with publishing contracts. Also action has many more favorable topic/genre combinations, which makes it much easier to get new topic, new combo bonus for faster skill ups.

RPG’s main draw is obviously it has an easier D/T ratio. If you do make it past publishing contracts at a reasonable pace (e.g. before year 8 starts), you can position your team to hit playsystem launch. But again, because it has fewer topic/genre combos you probably have to supplement with adventure games on dreamvast. And later casual games on nuu.

Honestly though once you’ve got some experience managing your team doing action’s D/T ratio is not hard at all. And the additional flexibility/versatility makes the RNG less troublesome.

And it’s really not so much genre as it is choosing design or tech focus.

I don’t think that is always neccessary. For one, platforms like the playsystem may give you a slight bonus when releasing a RPG on them, but their Platform/Audience Multiplier is low. Basicly on most early systems you are stuck making games for a young audience with a multiplier of 1.
Platform/Genre combination gives a slight boost to your game score, but a better game score can be achieved through various other means. (More D/T Points for example)
Platform/Audience Combination gives a boost to sales, and additional boosts for that are hard to make.
The PC is good for every genre (no boost, no penalty) but has a major sales boost for mature audiences. So ignoring all other consoles and developing only for the PC is a viable option, regardless of the genre.

And as far as the amount of avaible topics for a genre, sure there are a lot more for action games than for rpgs or adventures, but it isn’t always neccessary to research that much topics. With fantasy and scifi you have to additional topics for rpgs easily in reach at the beginning, coupled with Medieval you have 3 topics through which you can alternate.
Sure you loose the bonus on experience, but you save time and RP.

I think if you can constantly hit the ideal range of the D/T-ratio, no genre has a major drawback. But different genres may require different strategies to be successfull.

Edit:
I just took a quick count on the wiki. There are 17 topics in total which work well with the RPG-genre. Out of this 17, a total of 8 topics are unsuited for a young audience. Meaning, developing on the pc for mature players gives you nearly double the amount of topics to work with, as a rpg-company.

In my opinion it is Strategy/Simulation. Just stick with 2D graphics, you don’t need physics, dialogs, voice over (which even good action games have), etc. The technology research important for Strategy (Engine, AI, Graphic and only rarely sound) can more easily obtained than all the research for realistic good RPG games (multiple areas included): Branching story/Linear story, Moral choices, Interactive Story, Voice over, Celebrity Voice Over, Advanced body language, Advanced Cutscenes, Full motion video, Open World, Realistic Weather, Rich backstory, Day/Night cycle, Soundtrack -> Orchestral Soundtrack.

It is presumably easier to do a Skyrim (no branching story, no moral choices as far as I know, no heavy cutscenes, no heavy voice over as you have virtually no connection to the NPCs) than a Mass Effect.

All in all I have to say that RPG is like in real world the most difficult one. Action directly following (my opinion). The problem is probably sitting in front of the PC as I try to make a game where the features fit and not just the sliders. Action games are particularly difficult in the beginning as you have virtually no technology and the exisiting topics are quickly used up. And without much story, each action game equals basiqually the other. Whereas strategy offers a lot more. If you look into the History topic alone you can do games about Rome, Egypt, … and so on.

aa[quote=ā€œMagicMagor, post:6, topic:3440ā€]The PC is good for every genre (no boost, no penalty) but has a major sales boost for mature audiences. So ignoring all other consoles and developing only for the PC is a viable option, regardless of the genre.
[/quote]

The PC’s mature sales bonus is somewhat offset by having a low market share for a majority of the time in first 30 years.

I mainly use the platform/genre multiplier to fine-tune my game score g (the one used in the g/tgs function). You can kind of do it with bugs, but obviously bugs can only subtract whereas platform/genre can add.

I use negative multipliers as a break against the large bonuses given by new engine, new employees, and bigger project size, and I use positive multipliers to add to training when needed. Obviously sequel bonus is staggered in there where necessary. Result is I basically go from year 7-30 making games scored 9+ 80%+ of the time.

Isn’t it smart to concentrate on 1 single genre in your game?
Later in the game you won’t be able to get everything maxed for all genres, since you only have 6 employees.
For example, I chose action as my main genre.
If I try to do Adventure on my action save file my employees have to overwork a bit and that’s obviousily not what I want.