Mad Games Tycoon 2

Mad Games Tycoon 2

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Hoodlie May 31, 2023 @ 1:34pm
Am I doing something wrong?
I have had absolutely no success in making any games, and the scores seem to just be getting worse. I made the QA department, I'm following the feedback, I'm not using outdated tech, I even followed a guide on here for setting the sliders to their perfect amounts, and I'm still getting terrible reviews. Am I missing something here? The average scores don't even reflect the actual average for the four categories, so it's just making things even more confusing. I'm in 1983 by this point, and none of my games have scored more than a 56 or sold enough to support my next game on its own, I'm constantly needing to take out loans and performs commissions just to stay out of the red, and it's just not working. If I'm missing something or doing something wrong, please let me know, I'm at a total loss.
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Showing 1-14 of 14 comments
. May 31, 2023 @ 1:38pm 
same here
Kyouko Tsukino May 31, 2023 @ 2:02pm 
A few things that aren't obvious from the start:

- The more people you hire, the better your games may be. This isn't a GDT clone, you aren't limited to a dozen people in your dev rooms, and in late game (or in cases like mine, early game,) you may end up having hundreds of employees.
- Experience in all game elements are as important, or in some difficulties more important, than sliders.
- Games need a minimal amount of points in each of their four stats to get to 90%+. If you need 2000 points minimum (not at the start of the game, but this goes up steadily,) jhaving 5000 points in Sound will not mean a thing if your Graphics are only at 300, for example, your graphics being low will harm your review scores.
- Not having a subgenre or subtopic counts at having zero experience in them, which harms your review score.
- Difficulty matters: The higher the difficulty you use, the more demanding reviewers are.
- Releasing a game without debugging is bad. Some people think it doesn't matter, but it does, your review score will be worse if you release the game with bugs, and buyers may get angry and reduce your sales further (unlike Steam's reviews, user reviews in-game reflect what the buyers think, not what meme is popular at the time.)

You don't need QA until 1979 or beyond if you know where the sliders are (they don't change unless you choose random slider settings,) but by 1983 it may be difficult to turn your save back on track.

I myself was confused and did lose the first couple runs I tried in this game, but the mechanics can be learnt and even avoided (I don't bother with MMOs or subsidiaries in most of my runs.)
Panda  [developer] May 31, 2023 @ 2:03pm 
I am assuming you are playing on normal difficulty (or lower). This is important for starting out.

From there, the sliders are only a percentage of what you need to make a good game. Also your genres need to match, your topics need to match your genres, you need the correct target group, experience in genres, topics, platforms and the features you use, the quality of your technology (engine), and the quality of your employees and how many you have working on it.

Every game has a total amount of points (gameplay, sound, graphics, technical) it needs to score higher. Improvements (from the specialized rooms) give an easier boost for this, but also you can polish your game (continue to develop it after it's 'finished') to improve your game too.

You don't need to get all of this right to get a good game, but the more you get right the better your outcome will be.

Edit - Ninja'd by KT but his advice is good too.
Last edited by Panda; May 31, 2023 @ 2:04pm
Hoodlie May 31, 2023 @ 2:10pm 
Thank you both, I'll try that.
iqoniq May 31, 2023 @ 4:02pm 
Are you also altering your sliders when you have a sub genre? While the bottom 4 sliders will be the sliders for your main genre, the sliders above can change drastically depending on your sub-genre. A basic skill game (no sub-genre) can have a game length of 5. If you add the sub-genre of economic simulation (probably a bad match anyway) the game length changes to 8. When I started playing I was wondering what was happening until I found out the sliders change on sub-genre.

Have a look on Steam for FenomeN's guide as it covers those as well as settings for one of the mods.
Every option you set, when you're designing a game, which is starred - things like topic, game features, engine features, genre, etc etc - each star that you don't have is a point against your review score.

There's a buffer which varies by difficulty level that lets you 'get away with' some missing stars. Legendary I think gives you very little room to move, but the easier levels give you a lot more leeway.

So as well as needing the right number of 'game points' when you release, you also need to not be missing too many stars from your experience.

That's why the best strat for the early game is to begin by churning out commissions. You get the star experience you need without carrying any of the risk of a poorly rated game.

Once you're getting 3, 4 stars across your key game components, you can publish your own and your reviews will be a lot higher. Ofc you still need a decent number of staff on to produce the game points you need as well.

On the easier levels, medium and below, you don't even need to bother with contracts for experience. Just hire everyone who comes along, stick them in dev rooms and keep churning your own trash games. The reviews will improve with time
SilvermistInc May 31, 2023 @ 10:17pm 
Originally posted by Panda:
I am assuming you are playing on normal difficulty (or lower). This is important for starting out.

From there, the sliders are only a percentage of what you need to make a good game. Also your genres need to match, your topics need to match your genres, you need the correct target group, experience in genres, topics, platforms and the features you use, the quality of your technology (engine), and the quality of your employees and how many you have working on it.

Every game has a total amount of points (gameplay, sound, graphics, technical) it needs to score higher. Improvements (from the specialized rooms) give an easier boost for this, but also you can polish your game (continue to develop it after it's 'finished') to improve your game too.

You don't need to get all of this right to get a good game, but the more you get right the better your outcome will be.

Edit - Ninja'd by KT but his advice is good too.

Thanks for the tips. I'm having the exact same issue, and so I was getting rather frustrated. I'll try these out tomorrow.
Alistair Jun 1, 2023 @ 6:28am 
To be fair I'm struggling even with all this advice (playing on normal). I always get complaints about graphics and sound even though my engine is up to date with the latest research and my sliders are fine. I always get very low scores (like 20% or even less).

I really don't get what I can do to improve it.
Kyouko Tsukino Jun 1, 2023 @ 6:55am 
You need to have more graphics points. That's not something that you can have more of easily in early game, you need to either research, build and staff a graphics room, or hire some graphic artists, but even then, it depends on the genre you're using.

Look at the four bottom sliders, the only ones that are percentile. These tell your employees what to focus on. If you're working on a racing or adventure game, you'll need far more graphics and sound than for a skill or puzzle game. But even with a skill or puzzle game, your employees may not be getting the minimum points needed for those stats, so the solution there is to move those sliders so you get more of those stats for a while.

The other solution is one I call "throw people at problems until they stop being problems." To explain: the more people working at a game, the more points you'll produce every second. I tend to have twenty employees before 1976 ends, and may have over one hundred employees by 1978, and that lets me both release games fast (which means I make a lot of money early on) and make sure they have the highest review rates I can get. But don't forget contract work and contract games - contract games help you make better games if used right, and they can also make you some money on the side.

This game is not like Game Dev Tycoon or its many clones, you don't have a limit on how many employees you can have, other than what your CPU and GPU can handle, and the more employees you have, the better. In very late game, to release games fast enough to not have your billions slowly run dry, you'll need to have lots of people around.

But my usual playstyle needs the player to know when to stop hiring people, and even after using that method for over one year, there's times I'll go overboard and have to scramble to keep up with expenses.
King Roald Jun 1, 2023 @ 7:03am 
Originally posted by Alistair:
To be fair I'm struggling even with all this advice (playing on normal). I always get complaints about graphics and sound even though my engine is up to date with the latest research and my sliders are fine. I always get very low scores (like 20% or even less).

I really don't get what I can do to improve it.
same i dont get it to
Kyouko Tsukino Jun 1, 2023 @ 7:22am 
Some of those problems may need more user input. They could be caused by a bug, but I'm playing the same version and not having a problem getting 90%+ games in Legendary, which is much harsher than medium, so I'll go with "not a bug."

There could be many things playing against you, things I used to do too when I started playing, please read all these, since none of these on their own will give you a 90%+ game every time, it's the combination of all of them that does it:

- Releasing a buggy game will cripple your review score, and releasing a game that's too buggy will cause debuffs that further decrease sales. I'm pretty sure those are a thing even in Medium, although they should not be as harsh as in Legendary.

- Having too few employees will cripple your review score.

Every employee will generate a number of "stat points" each second. Look at the four stats you see when looking at a game in development. From my testing, In 1976 you need to have at least 100 points to sound and graphics, but the game also expects you to have more of "Gameplay" since that's the easiest stat to have at the start, so you'll need at least 200 of it. If you're making a racing game, the requirements for sound and graphics go up to around 150 and 120, while gameplay still needs at least 200.

Edit: These requirements go up with time, even in 1977 the minimum stat points are almost double as much, and it keeps growing so much, in 2015 your game may need to have many thousands of points to even be average.

- Having no experience in too many game elements will cripple your review scores.

What is experience? Those "stars" you see for every item you use in a game. Topics, genres, platforms, gameplay features, engine features, they all have these 'stars' and the more stars you have, the better your game will be. Having less than three stars will negatively affect your review score.

But here's another thing: The higher the 'stars' the cheaper some things will get. Specifically gameplay and engine features will be cheaper to add to your game if they have more stars, and they'll also give your game higher stats.

Edit: How to increase experience? Contract work, or making trash games using the same genres and topics.

- And here's a huge thing that the game doesn't really make obvious (some people may think it obvious, but from a "never even looked at how game design works" POV it is not): You need at least one Game Designer. You can make an excellent game with only one of those, but not having one will make your game much worse than it could be. I generally have my CEO be a game designer since I can boost her skill in game design to 65, making her an above average game designer. Programmers get things like contract work done faster, and are in early game your main source of "Technical" points, so nowadays I'm using more programmers than developers (even having my CEO being the lone dev and having dozens of programmers early game.)
Last edited by Kyouko Tsukino; Jun 1, 2023 @ 7:25am
Alistair Jun 2, 2023 @ 10:12am 
I have started over and everything seems to be going smoothly now. My first game was in a financial death spiral but the next one went way better. I just needed to get used to having a lot of employees. I think my experience with Game Dev Tycoon was messing with me.
projecteulogy Jun 2, 2023 @ 12:57pm 
Originally posted by Alistair:
I have started over and everything seems to be going smoothly now. My first game was in a financial death spiral but the next one went way better. I just needed to get used to having a lot of employees. I think my experience with Game Dev Tycoon was messing with me.

Yeah this is def not a GDT clone. Which is the reason I bought it over several different games of the same "type". Never stop growing and training your employees. At one point I had removed all my production and stock for digital games and turned it into over 100 support, who couldn't handle the fan support work load lol

What I do is create a Square in a corner with Game Design, Graphic Design, Sound, and Motion capture with some 5ish employees each. then create larger rooms elsewhere and use them to support. This keeps it uniform for me and cuts down on FPS lag once i get to 200 employees lol. I have some 500. I personally use the recruit feature and sort by the Philanthropist perk and kinda cheat the system lol
Kyouko Tsukino Jun 2, 2023 @ 1:05pm 
Efficient perk = Everything gets done quick. I just replace employees for better employees when needed (50+ skill by 1995, 70+ skill by 2015) tanking the "bad mood" debuffs by having arcades and toilets at spitting distance of every workroom.

Philantropist is a nice perk, but you can't really put a lot more desks per room than the overcrowding limit tells you (even with grid clipping and rotation clipping,) anywhere but in the Training room. And in rooms like Sound or Motion Capture, there might as well not be an overcrowding limit at all, since you rarely (if ever) can put enough desks in those room to hit their overcrowd limit.
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Date Posted: May 31, 2023 @ 1:34pm
Posts: 14