Mad Games Tycoon 2

Mad Games Tycoon 2

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SirRantsAlot Apr 10, 2024 @ 3:39am
How can i divide up teams for different projects?
e.g. I have a dev team with 12 employees. And i want 6 to work on project A and the other 6 on project B. I did not found an option to divide them up so far.
Originally posted by Zsenya:
As far as I know the only option is to build a second dev room, after that the 2 rooms can support each other or work on separate projects.
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Zsenya Apr 10, 2024 @ 3:59am 
As far as I know the only option is to build a second dev room, after that the 2 rooms can support each other or work on separate projects.
Last edited by Zsenya; Apr 10, 2024 @ 4:00am
Kyouko Tsukino Apr 10, 2024 @ 4:59am 
While this may look like a way to do things faster, you usually end up weakening your games, since you'll effectively have two teams of people who will give X% of the potential stat points to whichever game they're working in, instead of giving it 100%.

But yes, the easier option is to just have more than one room - which is a viable way to manage employees even if you use them as one work unit, unless you love all the pathing issues and unnecessary delays that huge rooms bring.
SirRantsAlot Apr 10, 2024 @ 5:03am 
Originally posted by Zsenya:
As far as I know the only option is to build a second dev room, after that the 2 rooms can support each other or work on separate projects.

OK That is really bad tbh. This is a very strong limitation.
SirRantsAlot Apr 10, 2024 @ 5:05am 
Originally posted by Kyouko Tsukino:
While this may look like a way to do things faster, you usually end up weakening your games, since you'll effectively have two teams of people who will give X% of the potential stat points to whichever game they're working in, instead of giving it 100%.

But yes, the easier option is to just have more than one room - which is a viable way to manage employees even if you use them as one work unit, unless you love all the pathing issues and unnecessary delays that huge rooms bring.

Depends. If you have enough manpower than you can divide them up. It is the same in rl too. Thats why i just expected it to be the same here. Tbh as i already wrote above this is a strong limitation and an incomprehensible decision.
Kyouko Tsukino Apr 10, 2024 @ 5:17am 
The work speed depends on your main Game Designer so only one team will be at their best - unless you're at a point in the game where every one of your workers is at the maximum of their main skill, by which point it's really "do whatever" as you would need to be actively self-destructive to lose the game by that point in time.

Anyhow, it's not a limitation at all. Instead of having twenty rooms of ten people doing ten games at once, you have twenty rooms of ten people all doing the same game in 1/20 of the time, and all games done that way can end up with potentially (quite close to "always") more stat points, meaning an easier time scoring high, selling a lot, and earning IP/studio rating bonuses via awards.

Unless you love micromanagement and can't live without it, the fact you get the same work done in the same amount of time with potentially (and often factual) better results by focusing your work force instead of fragmenting it, would never be detrimental to any fun the game could provide.
SirRantsAlot Apr 10, 2024 @ 7:29am 
Originally posted by Kyouko Tsukino:
The work speed depends on your main Game Designer so only one team will be at their best - unless you're at a point in the game where every one of your workers is at the maximum of their main skill, by which point it's really "do whatever" as you would need to be actively self-destructive to lose the game by that point in time.

Anyhow, it's not a limitation at all. Instead of having twenty rooms of ten people doing ten games at once, you have twenty rooms of ten people all doing the same game in 1/20 of the time, and all games done that way can end up with potentially (quite close to "always") more stat points, meaning an easier time scoring high, selling a lot, and earning IP/studio rating bonuses via awards.

Unless you love micromanagement and can't live without it, the fact you get the same work done in the same amount of time with potentially (and often factual) better results by focusing your work force instead of fragmenting it, would never be detrimental to any fun the game could provide.


If the best is at lets say 73 and the second best is at 69 there is no big difference. To me it is a limitation that i cannot decide free who will work on which project. If i can get all into one project it should be possible to divide them up also. That is usual in rl. Thats why expected it to be in this game and thats why i asked.
And what is fun to whom is very different. But it is not fun if you cant decide on your own how to play.
Kyouko Tsukino Apr 10, 2024 @ 7:41am 
There's a difference, and it will be noticeable at higher difficulty levels, where a 5% difference in review score can mean a difference between profit and loss.

Anyhow, you can divide your employees and choose who works in which one. Make two (or three, or ten) rooms, put whoever you want in either room, and each room can take care of a different project. I've played that way, so the kind of fun you describe can be had. The game divides work by rooms, not by 'persons (as much of a "person" as these automatons can be expected to be,) so the player can still have several projects going at once.

So, now that you know how to dividing tasks can be done in this game, you can go have fun.
SirRantsAlot Apr 10, 2024 @ 9:11am 
Originally posted by Kyouko Tsukino:
There's a difference, and it will be noticeable at higher difficulty levels, where a 5% difference in review score can mean a difference between profit and loss.

Anyhow, you can divide your employees and choose who works in which one. Make two (or three, or ten) rooms, put whoever you want in either room, and each room can take care of a different project. I've played that way, so the kind of fun you describe can be had. The game divides work by rooms, not by 'persons (as much of a "person" as these automatons can be expected to be,) so the player can still have several projects going at once.

So, now that you know how to dividing tasks can be done in this game, you can go have fun.

I play sandbox and my small team already reached a 100% Score.
And i already play it that way. But i still think it is a useless limitation. In rl i can have one room and several teams working on several projects.
joeball123 Apr 10, 2024 @ 10:11am 
Originally posted by Kyouko Tsukino:
The work speed depends on your main Game Designer
This appears to be incorrect; I took a group of 39 researchers (average / max skills at start of development: game design 15 / 19.8, programming 14.9 / 19.3, graphics 15.1 / 19.9, sound 15.4 / 19.9) and a group of 39 game designers and programmers (average / max skills at start of development: game design 81.2 / 100, programming 67.4 / 100, graphics 54.1 / 60, sound 54.1 / 60), and set both groups to work on completely-identical AAAA games at exactly the same time. The researchers produced lower-quality work (roughly twice as many bugs and ~30% fewer 'points' in each category on completion of primary development), but they finished primary development roughly two weeks before the game developers and programmers did despite not having so much as a single vaguely-competent game designer, programmer, artist, or musician among them and despite the game developers and programmers having a lead designer with the 'Leadership' trait.

Between this and similar experiments I've done in the past, I would say that work speed, at least insofar as it relates to the rate at which primary development is completed, is mostly a function of the number of employees in the development room while skill levels mainly affect work quality.
Last edited by joeball123; Apr 10, 2024 @ 10:13am
Prometheus Apr 11, 2024 @ 5:38am 
The value is in the ability to do the contract jobs in the side dev studio. Especially early game I can hit contract minimums without QA or the graphics/sound studios. This lets me make money and grind up stars. My main studio gets lots of time to do training or sit polishing games during the slump if necessary.

You can also create one with only programmers who only do the small jobs. This one you don't want to go too big. The goal is to not use them all up but also not go so slow you miss deadlines.
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Date Posted: Apr 10, 2024 @ 3:39am
Posts: 10