Mad Games Tycoon 2

Mad Games Tycoon 2

Statistiken ansehen:
Do games sales influence console sales ?
Do game sales influence console sales?
I've been trying to release as many exclusive games for my own console and pc to boost it's market share but it doesn't seem to be working. Even though I'm speeding up production a bit my game rating is always above 85%. I win awards in every category every year and my fan base is big. I also release the console before other companies with the latest technology of its generation. I keep marketing working on my console to keep it hype. So I'm doing all of it to have 4 to 5% of the market share. What am I doing worng ? does anybody can help me ?
< >
Beiträge 115 von 56
I also didn't understand.
But I know for sure that (a portable console) almost always occupies 100% of the market. :steamsalty:
A bit of an odd situation in my current game, related to this thread.

I made a portable console at tech level 6. By the time it had finished I was producing games at tech level 7, so never wrote anything for it. It's now 6 years after I created it and it's very profitable, has 10% of the market, and 0 games produced for it.

It has a rating of 9.9/10 so it seems odd that no-one has made a game for it in 6 years. I left the devkit price at the default 25k.

It's also odd that with no games available for it (presumably other than the one it comes pre-installed with) over 10 million people have bought one.
It's look like console sale are independent. I tryed everyting but I lost market share as soon a new product come to the market. I will give an example... I had 100 percent of market share with my second game boy Tech 2 with spec tier 2. It means threre noting else to research before tech 3. Nintendo realese its own game boy also tech 2 and took over 95 percent of market share with only 1 game avaliable. Then I release my gameboy tech 3 but Im struggle with 5 precent of market share with 27 games avaliable for it againts nintendo tech 2 version with only 6 games. This is super broken , how IA surpase my market share so fast with no game and no tech ? I just don't understand.
The built-in consoles have a "set" number of users (within a certain range,) which rises and falls at a set pace, and the lifetime of those consoles is set from the game's start. The developer's paying *way too much attention* to being "historically accurate," which can be detrimental to the fun factor if you're not just in for the game's very basic "make games and consoles, look at bank account grow forever" gameplay.

Any console introduced by the player has to deal with this unfair ground, and while there are cases where you can really "dominate" the market - releasing a good T1 Handheld before the Minivision appears can make the Minivision's market share only rise to about 40% before going down - you'll usually be just "one more" console in the market, up to the very late end game, after the final T8 pieces show up and the only NPC consoles still around are stuck with a preset number of users (and lower tech,) which a "perfect" T8 console built with the best available pieces and features can take over easily.
Consoles and handhelds operate on market cycles. The sales are boosted randomly expect for during Chirstmas season (everything sells 50% more) and when you win end of the year awards. The console and handheld sales work together, they will rise and fall at the same times.

Exclusive games will just lose you money. You'd make more from selling the games for your console+PC and Mac than you would from console sales from exclusive games, regardless of pricing. Also I made a guide for consoles but soon after I published it consoles got nerfed, really hard. At this point I'm pretty sure that the extra game revenue from not having a console department and replacing it with something else is better than selling consoles.

Your handheld consoles will sell even if not a single game is made for them. I went through several play-throughs on normal and my handhelds would get massive market share without having a single available game, although sometimes the console-handheld-engine tech overlaps and you can make games for your console, handheld, and PC/Mac at the same time, but it doesn't affect sales for your handheld unless something better is on the market.

As I state in my guide, your first month of sales will be the highest and then everything after that is you trying to prolong the death of your death for as long as possible. Games released for your console will postpone sales decline for 4-12 weeks (excluding summer sales slumps). The key is that once your console hits 25% market share, other companies will buy dev kits for your console and release games for it, which also postpones console sales death. So basically, you need to hit 25% market share with your console and then it will start making real money.

Just like with a real console, you need to create a game eco-system for your device by having enough users to attract other game studios to make games for your console. Most people didn't buy an Xbox or a Playstation because of exclusive titles. For example, everyone talks about how Ratchet and Clank was so good but I never played it, so why would I spend $500 on a console for games I've never played?

It's better to take the Microsoft route and release games for your console and PC/Mac, but obviously the games/engines run better on your console.
Zuletzt bearbeitet von Foxtrot Six; 5. Juli 2021 um 18:52
*Looks at own consoles in his current run, steadily getting 5k sales a month on Very Hard just by keeping hype above 90, and one of which started off at 3k due to not having enough marketing employees to get it to 100 before release.*

*Also looks at one of the consoles that has 6% of the market, and has ten NPC games released for it after only one year in the market.*

Yeah, it's how consoles behave. ;)

The part about manufacturer exclusive release being pointless rings true, though.
The only way I've increased console sales is to lower my price to the lowest I can sustain. I do this the holiday weeks to drive up market share as much as possible.
Ursprünglich geschrieben von Kyouko Tsukino:
*Looks at own consoles in his current run, steadily getting 5k sales a month on Very Hard just by keeping hype above 90, and one of which started off at 3k due to not having enough marketing employees to get it to 100 before release.*

*Also looks at one of the consoles that has 6% of the market, and has ten NPC games released for it after only one year in the market.*

Yeah, it's how consoles behave. ;)

The part about manufacturer exclusive release being pointless rings true, though.

It's changed since the last update, I think they totally screwed over the console mechanics to make them less profitable. Before an update a few weeks ago you could easily rake in tens of billions of dollars per console but now a console development department is barely worth the space it takes up.

The available games don't impact NPC consoles. The NPC consoles follow a scripted sales path that is the same every playthrough. The Wii gets 120 million console sales no matter what difficulty, what you release, etc. Available games only impact your own consoles, they don't make other consoles sell more or less
I see ... since the console market works by itself, do you guys think it's a good idea to leave the console sales active even when you launch a new device? I mean, little by little your percentage will increase, and eventually you will reach 25 percent of the market. Has anyone tried this? I know that leaving the old console on the market disturb the sales of the new release, however, over time, more producer in the market can mean more competition to share the market with nintendo, sony and microsoft.
Multiple consoles will only lose you money. I've tried having a main console (like T5) and then a newer console (T5+) at the same time. What happens is that the main console loses lots of sales and it isn't made up by the newer console sales. A real world example would be the Xbox 360 and Xbox 360 Elite, but in the game it isn't profitable to release a "half-gen console". So basically you can't pull a Microsoft/Sony and sell 2 main consoles at once, even if one is upgraded, it just reduces your overall revenue. The T+ components are really only useful if you are jumping into a console stage late
Zuletzt bearbeitet von Foxtrot Six; 5. Juli 2021 um 22:26
Ursprünglich geschrieben von Foxtrot Six:
The available games don't impact NPC consoles. The NPC consoles follow a scripted sales path that is the same every playthrough. The Wii gets 120 million console sales no matter what difficulty, what you release, etc. Available games only impact your own consoles, they don't make other consoles sell more or less

Thats so disappointing... it's literally sitting down to play and watching the game play by itself. What's the fun in that. Fix this EggCode !


Ursprünglich geschrieben von Foxtrot Six:
Multiple consoles will only lose you money. I've tried having a main console (like T5) and then a newer console (T5+) at the same time. What happens is that the main console loses lots of sales and it isn't made up by the newer console sales. A real world example would be the Xbox 360 and Xbox 360 Elite, but in the game it isn't profitable to release a "half-gen console". So basically you can't pull a Microsoft/Sony and sell 2 main consoles at once, even if one is upgraded, it just reduces your overall revenue. The T+ components are really only useful if you are jumping into a console stage late

I guess I have to stop play with console then, and wait to see with someone fix this nonsense gameplay on future update. Thanks mate.
Zuletzt bearbeitet von @rafamestizzo; 5. Juli 2021 um 22:36
So I was doing a little bit of testing. found some interesting things.

This was tested in 1987 M9W3 - M12W2 with a tech 3 console release and a 98% game being released at the same time. Console costed $766 out the gate. I also have 500,000 fans. Legendary difficulty.

1. Releasing a good game does give you a sales boost for the first month.

2. Keeping the profit at $0 had the same sales as keeping it at $20.

I even tried going -$66 too see how much of a boost difference it would make and I sold about 1,000-2,000 more compared to a sustained $20 amount. Going really negative does give you a boost but at that point your going -$10,000,000+ a week. So right now it seems the sweet spot is $20 above the price.

I feel this needs to be balanced more as the negative money should give me a bigger boost then a extra 1,000-2,000 units. Maybe once I get 10,000,000 fans this will change but making a console at the beginning is mainly for making a little extra cash then anything. I feel the market share should increase by how many games you have as well.
Ursprünglich geschrieben von yutterh:
So I was doing a little bit of testing. found some interesting things.

This was tested in 1987 M9W3 - M12W2 with a tech 3 console release and a 98% game being released at the same time. Console costed $766 out the gate. I also have 500,000 fans. Legendary difficulty.

1. Releasing a good game does give you a sales boost for the first month.

2. Keeping the profit at $0 had the same sales as keeping it at $20.

I even tried going -$66 too see how much of a boost difference it would make and I sold about 1,000-2,000 more compared to a sustained $20 amount. Going really negative does give you a boost but at that point your going -$10,000,000+ a week. So right now it seems the sweet spot is $20 above the price.

I feel this needs to be balanced more as the negative money should give me a bigger boost then a extra 1,000-2,000 units. Maybe once I get 10,000,000 fans this will change but making a console at the beginning is mainly for making a little extra cash then anything. I feel the market share should increase by how many games you have as well.

It might have changed with the update but going negative does give you more market share, I have a published screenshot on here where I went bankrupt at -$114 BILLION from selling consoles for the minimum price of like $69. My main console at T6 had about 80% market share (at the cost of -$114 billion for the main console and the handheld)

https://steamuserimages-a.akamaihd.net/ugc/1753569340618341593/828D4FB8904FC7CF9FFB03FBF1A6BCDC09A9B1E8/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Zuletzt bearbeitet von Foxtrot Six; 5. Juli 2021 um 22:52
Ursprünglich geschrieben von Foxtrot Six:
Ursprünglich geschrieben von Kyouko Tsukino:
*Looks at own consoles in his current run, steadily getting 5k sales a month on Very Hard just by keeping hype above 90, and one of which started off at 3k due to not having enough marketing employees to get it to 100 before release.*

*Also looks at one of the consoles that has 6% of the market, and has ten NPC games released for it after only one year in the market.*

Yeah, it's how consoles behave. ;)

The part about manufacturer exclusive release being pointless rings true, though.

It's changed since the last update, I think they totally screwed over the console mechanics to make them less profitable. Before an update a few weeks ago you could easily rake in tens of billions of dollars per console but now a console development department is barely worth the space it takes up.

The available games don't impact NPC consoles. The NPC consoles follow a scripted sales path that is the same every playthrough. The Wii gets 120 million console sales no matter what difficulty, what you release, etc. Available games only impact your own consoles, they don't make other consoles sell more or less

I don't mind other consoles selling what they are supposed to but it should be a sustained increase not a huge boost within the first year. I also think in order to combat the profit you would make on a console is to have the consoles be cheaper to make. It is a little ridiculous that our game system is priced at $700+ but the nintendo when it was released was $428 with inflation. If we lower the tech our consoles will get a lower star rating so balancing that out isn't exactly fair.

This has all the prices of the systems from the nes - switch
https://www.digitaltrends.com/gaming/every-game-console-price-from-nes-to-switch/
Ursprünglich geschrieben von yutterh:
Ursprünglich geschrieben von Foxtrot Six:

It might have changed with the update but going negative does give you more market share, I have a published screenshot on here where I went bankrupt at -$114 BILLION from selling consoles for the minimum price of like $69. My main console at T6 had about 80% market share (at the cost of -$114 billion for the main console and the handheld)

https://steamuserimages-a.akamaihd.net/ugc/1753569340618341593/828D4FB8904FC7CF9FFB03FBF1A6BCDC09A9B1E8/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

I did this just now, unless a update was literally just released in the passed 5 min lol

You're probably right, I have saves at every console development stage for 2 play throughs but the problem is that every update only impacts new games, not old saves. With over 100 hours in the game I have trouble convincing myself to do a whole playthrough every update XD
Zuletzt bearbeitet von Foxtrot Six; 5. Juli 2021 um 22:57
< >
Beiträge 115 von 56
Pro Seite: 1530 50

Geschrieben am: 5. Juli 2021 um 0:43
Beiträge: 56