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Also, "guides" tend to treat sliders as the End All to making a game, when they're about 20% of what you need to know. Here's just a few things that will affect your games' review score, and these are more important the higher the difficulty level chosen:
- Slider positions. The closer to "perfect" position, the better.
- Experience. That's the "stars" each item you add to a game have (genres, topics, features, platforms) the more "gold" stars the better.
- Stats. Helped by the two things above, and by the number (and type) of employees you have in all your development-related rooms. There's a threshold that you need to surpass in each of the four stats (and this depends on your game's main genre too) if you have too few stats, then no amount of "perfect sliders" or experience will get you above 80% unless you spend a lot more time making your game, and in MGT2, time is money.
- Genre suitability for arcades. This was added fairly recently, and while the difference it makes is not too harsh, it can still affect your review score, specially if you're barely scratching the surface on all the things mentioned above.
By affecting your review score, these things will indirectly affect your sales and profit too, but here's two things that also affect your sales:
- IP rating. The more games you make that are related to each other, the stronger their "brand" will be, and the better the sales for all future games of that IP will be. Think Final Fantasy: Square can fart on a box, sell it with the "Final Fantasy" brand, and all their fans will buy it (and then complain it stinks, but they still bought it anyways.) Yes, this is why you should make your arcade games ports (either to or from arcade) as being part of a strong IP will help them sell much better.
- Studio rating: This is easy to rise if you're doing all of the above right, it's possible to hit five stars of studio rating before the nineties, which will turn mid/late game into "watch numbers grow simulator."
All in all, if treated nicely, arcades can be quite the money-making machine, but they may require a lot of space and a lot of employees to keep up with the orders. One thing I do is sell them at maximum price: There is little reason not to, IMO. You get money faster, you need less employees to take care of several arcades, and your arcades will last less in the market, which helps minimizing the space needed for workshops.
Edit: Also, if you play the game enough and have information retention skills above those of a rock, sliders are quite easy to remember, specially for "early game" genres, as you will be using them a lot. The "slider hunting" minigame is easy to trivialize and boring, so I don't consider it cheating... Specially when good memory can replace guides without the player even realizing it.
An alternative to "specialized" rooms is to hire more programmers/developers and build more development rooms or expand the one(s) you have, which will let you get games done quicker and with more stats added to them, increasing their review score (and thus their potential sales/profit) across the board.
For comparison, by 1981 I'll try to have fifty or more employees, at least ten devs and twenty programmers, and may have the QA room built (cheapest and only one that's really needed before 1985,) but I only use the "polish" option for it.
In any case, arcades give much more money than console/PC games of the same quality, both with or without exclusivity contract - and they can be paired up with exclusivity contracts, since the NPCs won't mind you 'wasting' their contract's time making arcade ports they get no money from.
Arcade games stay a good income alternative to self-publishing or console making, until the very late nineties or early 2000s, and they save you the five or ten millions needed to unlock those two things.
The main problem you may be facing is that, depending on what game difficulty you're using, if your best game was at 80%, then it's not arcades that will sink your company in the long run, they'll just contribute to its downfall. A lot of players do well in the seventies and early eighties, but then crash facefirst into several things that will make their income and their games progressively get worse with little to no way of bringing things back to "doing fine." If you're playing in Medium or below, you shouldn't even having issues getting review scores above 80% unless you're missing a lot of how the game works. Sliders are just a very small part of what makes a perfect game, and you can even make a game of 80%+ review score without moving those sliders at all from their mid-point (if you know how all the other things that will affect review scores work.)
That seems to be good enough to turn a profit until 1980. SO I obviously need to do an expansion of work force and products, just not sure how hard to go on them all. I did experiment with the sound and graphics room and found out how pricey they were, but assumed you have to use them. Just not sure when.
By 1980 I have my marketing recruitment office running non stop and 100+ employees
But yes, hiring something silly like thirty people in 1976 can be dangerous and can really undermine your efforts in Legendary, but unlike the Fallout 4 joke mobs, that difficulty level does live up to its name.
In my experience, arcades sometimes make a good amount, but I usually crush their sales with regular game sales. The workshop just isn't worth the space that it takes away from development space. I do it if I'm bored playing the same way always. Better to push out good games as fast as you can, and then get into console development asap. Especially with the new feature that genres are platform-specific to an extent, you can really bomb on them.
Of course, dropping a report on them to help removing them from any place you frequent is always an option, but most of the time, I prefer to see how many "Blocked user - Show" instances there are in some forums.