Mad Games Tycoon 2

Mad Games Tycoon 2

View Stats:
Aida79 Aug 15, 2021 @ 3:53am
head office
Will there be a head offlce like in the first game.

The main reason I like this room because it feels like a special place for the CEO of the company lol
< >
Showing 1-15 of 17 comments
Kyouko Tsukino Aug 15, 2021 @ 5:36am 
The CEO can now be better at doing stuff than anyone else you can find early game.

I just pump their Game Design to 65 and make them a "quick learner" and I've usually have a 70+ Game Developer for free before I am able to constantly throw money at marketing to get 70+ employees.
Aida79 Aug 15, 2021 @ 6:21am 
I agree
but I just like the feel of my CEO named after me in his own office, in my head I imagine all the leaders have meeting with him lol
Kyouko Tsukino Aug 15, 2021 @ 6:36am 
I once made a 3x3 Dev room and had my CEO the only one working on it, then made the other, bigger dev rooms support that one. That's as close to a head office as it can get in MGT2... With the advantage the door doesn't need to obnoxiously stay in the center of a wall, like a jerk.
Executive Office was fun, but - another room to build sounds like a burden. Do you know how big the workstations are for the sound and video rooms? EEK!
Aida79 Aug 15, 2021 @ 2:12pm 
Originally posted by Kyouko Tsukino:
I once made a 3x3 Dev room and had my CEO the only one working on it, then made the other, bigger dev rooms support that one. That's as close to a head office as it can get in MGT2... With the advantage the door doesn't need to obnoxiously stay in the center of a wall, like a jerk.

Hahaha hahaha



Originally posted by Old School:
Executive Office was fun, but - another room to build sounds like a burden. Do you know how big the workstations are for the sound and video rooms? EEK!

When all the features come out maybe we will not need certain rooms or so many of the same, so spacees frees up.

examples are

The outsourcing feature ( might not need as many rooms in general to meet targets. Especially if we can get companies to make game sussing our ips)
Publishing for npc ( might not need to make so many games ourselves so less room)
Buying companies ( takes pressure or having so many dev rooms or if you buy a publisher wont need our production room or can have a smaller one )

I can't think of anymore right now but you get where I'm coming from ?
Kyouko Tsukino Aug 15, 2021 @ 3:12pm 
I already "don't need" a lot of the rooms for my playstyle. The goal of the game, to me, is to make games - and sometimes consoles - that sell well enough (as long as their reviews are 90%+ I can forget about minor nuisances like trends, hype or topic crowding, and not even the summer sales debuff is a threat to me anymore,) and just watch the money counter go up.

This can be achieved without the following room types:

- Server room
- Production Room
- Stockroom
- Workshop

The game still allows you to make billions eventually, with any risk of failure being either gone by 1985, or "may as well play in Medium." And if I decide to bypass console production, then that frees two more types of room, Marketing and Console Development.

I still have a rather large (30 employees or so) marketing team around until I manage to fill up all other rooms with 70+ skill employees, but after that, I may either transform the room into an extra Support that runs the "Convention" fan campaign forever, or just fire them all in one go - the "bad mood" debuff has the same trigger chance, effect and duration whether you fire one or fifty employees at a time.

I don't do more than one dev team. A big enough (40-50 people per specialization) team can pop out one AAA game every two months, which basically means "ALL THE MONEY FOREVER YAY!" without having to even bother with consoles, publishing, arcades, porting to phones, MMOs or F2Ps.

Notice I speak of "teams" and not "rooms" in some points. This is because I've become aware of large rooms (20+ employees) having the potential to break the AI's pathing, making some employees just sit there wetting the floor forever simply because they can't be arsed to walk anything that's over a certain number of blocks (still testing this, my best guess right now is "anything above fifteen blocks" but that may be an underestimation of how simple pathing is.) Anyhow, All my rooms nowadays have a maximum of ten people, which makes it simpler to fit all the departments needed for game development in one "main" building, so I don't have to go scrolling all over the place to add all the game improvements.
Aida79 Aug 15, 2021 @ 3:25pm 
Yes I like your set up
I only disagree with one thing you said " goal of the game is to make exc' yes you're correct but that goal changes especially when the features come out. My goal could end up being to sell games and become a true publisher. While owning studios and having game pass and outsourcing.

The games potential is just so vast
Kyouko Tsukino Aug 15, 2021 @ 3:49pm 
A "sandbox" game's goals are up to the player. A lot of people want to "do it all" but I only care for things I like doing again and again. Messing around with MMOs or ports was a short-lived thing for me, so I didn't bother... And Publishing was just "MORE MONEY!"

Heck, I've played the game a couple times surviving only on contract work. Getting to 2050 that way - specially in Legendary - was quite the challenge.
navyboyslocum Oct 20, 2021 @ 10:35am 
Originally posted by Kyouko Tsukino:
The CEO can now be better at doing stuff than anyone else you can find early game.

I just pump their Game Design to 65 and make them a "quick learner" and I've usually have a 70+ Game Developer for free before I am able to constantly throw money at marketing to get 70+ employees.


But that's not what a CEO is supposed to do though
Kyouko Tsukino Oct 20, 2021 @ 10:47am 
Originally posted by navyboyslocum:
But that's not what a CEO is supposed to do though

They own the company, they can do whatever they want. ;)

Also, nice job on all that grave robbing. Plenty of fun, dead threads being brought back from their months-old grave, always a fun thing to watch happen.
Aida79 Oct 20, 2021 @ 11:08am 
Originally posted by Kyouko Tsukino:
A "sandbox" game's goals are up to the player. A lot of people want to "do it all" but I only care for things I like doing again and again. Messing around with MMOs or ports was a short-lived thing for me, so I didn't bother... And Publishing was just "MORE MONEY!"

Heck, I've played the game a couple times surviving only on contract work. Getting to 2050 that way - specially in Legendary - was quite the challenge.



Surviving on just contract work wow 👌
Kyouko Tsukino Oct 20, 2021 @ 11:53am 
Originally posted by Aida79:
Surviving on just contract work wow 👌

It can be easier than it sounds, since you'll be ignoring most of the things you would waste a lot of money on normally:

- No console making or arcade making, except to unlock contracts for them, but from what I've seen those two are the most rare contract types.
- No self-publishing, except unlocking production room to take on contracts, which are quite profitable.
- You can make engines and make them give 10% of the contract game's sales - and set them to sell for 200k since the AI will buy most engines from tier 3 and up, and the chances for any company buying your engines only depends on luck, not the engine's price.
- No need for support or marketing - but marketing can be useful to get employees.
- Most of the process can be automated. You need 6-8 employees per room doing contract work, and how many employees you feel comfortable with in your "main" development room which will be taking care of contract games.
- Production rooms for contracts don't need to be huge - three machines take care of any contract I've seen.

The trick is to get B+ and A contract games as soon as possible - even sooner than QA. You don't need to know perfect sliders up until AA/AAA games, as the review requirements are quite low at first. You can even set up more than one "main" development room, but most of the time you'll be getting one contract game per week, *at best,* including B and B+ games (which later on are not worth doing at all.)

Also fun detail: It doesn't matter how many genres you have, contract games have a base random chance to happen. I've tested this quite thoroughly, I get the same average number of contract games with all genres unlocked than with the one starting genre.

The only real challenge? Surviving the tedium of waiting for two to eight weeks for contract games worth making. You could also not automate small contract works, but I see that as "micromanagement" which is why I automate it all.
navyboyslocum Oct 20, 2021 @ 12:31pm 
Originally posted by Kyouko Tsukino:
Originally posted by navyboyslocum:
But that's not what a CEO is supposed to do though

They own the company, they can do whatever they want. ;)

Also, nice job on all that grave robbing. Plenty of fun, dead threads being brought back from their months-old grave, always a fun thing to watch happen.


I just discovered all this so I literally spent all night just reading through everybodies ideas and suggustions lol

figured the worst thing that could happen is that old ideas or suggestions that might have gooten overlooked or missed get seen again. I loved about 95% of the ideas I read.
Aida79 Oct 20, 2021 @ 2:12pm 
Originally posted by Kyouko Tsukino:
Originally posted by Aida79:
Surviving on just contract work wow 👌

It can be easier than it sounds, since you'll be ignoring most of the things you would waste a lot of money on normally:

- No console making or arcade making, except to unlock contracts for them, but from what I've seen those two are the most rare contract types.
- No self-publishing, except unlocking production room to take on contracts, which are quite profitable.
- You can make engines and make them give 10% of the contract game's sales - and set them to sell for 200k since the AI will buy most engines from tier 3 and up, and the chances for any company buying your engines only depends on luck, not the engine's price.
- No need for support or marketing - but marketing can be useful to get employees.
- Most of the process can be automated. You need 6-8 employees per room doing contract work, and how many employees you feel comfortable with in your "main" development room which will be taking care of contract games.
- Production rooms for contracts don't need to be huge - three machines take care of any contract I've seen.

The trick is to get B+ and A contract games as soon as possible - even sooner than QA. You don't need to know perfect sliders up until AA/AAA games, as the review requirements are quite low at first. You can even set up more than one "main" development room, but most of the time you'll be getting one contract game per week, *at best,* including B and B+ games (which later on are not worth doing at all.)

Also fun detail: It doesn't matter how many genres you have, contract games have a base random chance to happen. I've tested this quite thoroughly, I get the same average number of contract games with all genres unlocked than with the one starting genre.

The only real challenge? Surviving the tedium of waiting for two to eight weeks for contract games worth making. You could also not automate small
contract works, but I see that as "micromanagement" which is why I automate it all.

Very inciteful
Aida79 Oct 20, 2021 @ 2:13pm 
Originally posted by navyboyslocum:
Originally posted by Kyouko Tsukino:

They own the company, they can do whatever they want. ;)

Also, nice job on all that grave robbing. Plenty of fun, dead threads being brought back from their months-old grave, always a fun thing to watch happen.


I just discovered all this so I literally spent all night just reading through everybodies ideas and suggustions lol

figured the worst thing that could happen is that old ideas or suggestions that might have gooten overlooked or missed get seen again. I loved about 95% of the ideas I read.


Awesome
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: Aug 15, 2021 @ 3:53am
Posts: 17