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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.
OK That is really bad tbh. This is a very strong limitation.
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.
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.
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.
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.
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.