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Ein Übersetzungsproblem melden
But I know for sure that (a portable console) almost always occupies 100% of the market.
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.
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.
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.
*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
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 !
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.
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
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/
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