Mad Games Tycoon 2

Mad Games Tycoon 2

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Reliable way to get trendsetter
Hello,

so while I was playing I randomly got the trendsetter achievement but I was trying to save my game and I accidentally loaded a previous save file. I also didn't realize that the game does not have autosave on by default so I ended up losing all that progress. I tried recreating the scenario where I got it in every feasible way, I even managed to overhype the game, marketing it well and set the price to be automatically made and yet I couldn't get the trendsetter to happen again. Is there a reliable way to do this? I did this with a 3.3 IP rating and I am on easy mode and the game came out at 95% and with an overhype rating of 200. Released it immediately AND IT APPEARED ON #12 ON THE FREAKING CHARTS.

So how the heck do I reliably consistently get the trendsetter? I marketed it well, I had a high rating and IT STILL WON'T HAPPEN AGAIN. I am losing my mind getting this to happen again, can someone please help me out.
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It's completely random, but the higher your review score, the higher the chances of it being a trendsetter. It does not matter if you market it or not, it does not matter if it's #1 or #7400 on the charts. Just make sure your game hits the 98%-100% bar, and you'll maximize the chances of it being a trendsetter. But they will still be a chance.

Only way to "force" trendsetter is to release a lot of games of the same genre, quickly. I can get trendsetter around once every year by releasing RPGs (my usual special genre,) and they'll be setting trends often enough that I don't need to worry about following the trends. How I do that is by releasing one game per month, so I'm making the game roll the dice often enough to turn chance into almost-certainty.
I got the trendsetter at 95% so was that just random luck? Also how do I even get a game to 100%? The highest I got was at 97% and I had to use every available asset to improve the game(with graphics studio, game testers, etc.) do I have to go on AAAA rating to get 100% more consistently?
Yes, a lot of the things that happen in the game are just luck.

To get 100%, your game needs to already qualify for 98%, and then a hidden random roll with a stupidly low chance happens that tells the game whether or not your game's worthy of being 99%, and then a second roll happens that decides if it's a 100% game.

Because, obviously, luck is a skill. //Sarcasm.

You can't influence these rolls in any way. I suppose it would be possible to mod things so the random chance is either increased or outright removed, but I don't know anyone who's even tried.
ah thats kinda a shame. I dislike random RNG in games. But how do I qualify for 98?
Sliders at the right positions, enough experience in games, as many gameplay features as you can use, the latest engine tech, and a certain quantity of stat points. Also, don't release bugged games, use combinations of genres and topics that are suitable.

Also, if you take too long to develop a game, there will be a decay happening, but that's for games that take more than four months.

If you're playing in Easy, getting 98% is actually way simpler than in higher difficulties, so you're probably just doing a lot of things in ways that harm your review score.
wait by taking too long do you mean by postponing it after completing? I'm actually really confused what I'm doing wrong. Should I not add as much gameplay enhancements as I can? I get every slider in the right position, I choose all the right options and I still struggle to get over 95%. Literally no clue what I might be doing wrong. I also use the latest engine tech as well so I'm really confused on whats going on honestly.
If you mean storing it for later release, a game's considered finished and only if you take too many months (years even) to release it will it suffer review decay.

Frankly, I'm not sure what the problem would be there. If you're using the improvements of all rooms, you should be getting enough stat points to make your game hit 98% (assuming everything else is fine too,) unless you have way too few people working at your game for the year you're in.

You surely already saw that games have four stats, and those stats have numbers that go up as your employees work in your game. The game expects your games to have a certain number of stat points, which goes up by a (relative) little every month. If your games have one or more stats below that threshold, its review score will not get to 98%. Most of the stat points of your game come from your employees, so if you have too few employees you won't be generating enough points, even with improvements (all improvements do for development is to increase the work speed of employees in the specialized room,) and if you just end development as soon as your game's done developing, you could also end up with a game that doesn't reach that threshold.

I've played the game way too much, I've found ways to push through the initial grind and be a billionaire before 2000 in Legendary, and the two main pieces of that method are: Hire a lot of people (think twenty people in development by the end of 1977, and hundreds of people in many kinds of rooms, before the 2000s) and develop games aiming for both quality and quantity. One 90%+ game per month in any difficulty can bulldoze through the game's "challenge," so salaries will pay for themselves in the long run (or even in the short run.)
yeah I have plenty of employees and I get ALL of them to work on the game. Many of which are on the green part of their professional stats. I still have quite a few employees below the green stat, is the issue simply that I need to train them?
No, skill only determines how quickly they work and how many stat points they can give your games. As long as they're placed in the right room, it should be fine. Graphics and sound artists are not needed in development if you have the sound and graphics studios unlocked - they actually slow down development and don't give as many points to their best stat as they can give in the specialized room.

Just make sure you actually have "plenty" of employees. A lot of people are used to things like Game Dev Tycoon with its "eight people in development" but in this game, eight people in development is a 1976 thing. By 1990 you should have several times that, just counting the Development room itself (you need at most half as many per specialized 'room' and a quarter in Motion Capture.) In short, you may be understimating how many people are "plenty" for your date - although in the lower difficulties, you can get away with using far less people, as reviews are more lenient and money prints itself.

The only limits I set myself when hiring people is whether I can pay for them without going bankrupt (which stops mattering by 1978 IMO,) and that my very old computer can't handle more than six hundred employees, so I try to not hire more than five hundred, to be on the safe side (and you don't even need that many people if you specialize.) I also don't hire Legendaries. Outside of Medium and below, they're overpaid and underwhelming, and by the time you need someone with a skill above 70, you can already hire people with a skill above 70. Their "hype generating" trait may sound awesome, but it's a very short-lived bonus - any game of a good enough IP from a strong enough studio will start development at 60 hype, making the 50 hype limit of that trait obsolete. I'd rather have an employee that generates no bugs, or moves faster, or other things that will continue being useful after 1980.
First person shooter, zombies seems to work for me.
Originally posted by Kyouko Tsukino:
No, skill only determines how quickly they work and how many stat points they can give your games. As long as they're placed in the right room, it should be fine. Graphics and sound artists are not needed in development if you have the sound and graphics studios unlocked - they actually slow down development and don't give as many points to their best stat as they can give in the specialized room.

Just make sure you actually have "plenty" of employees. A lot of people are used to things like Game Dev Tycoon with its "eight people in development" but in this game, eight people in development is a 1976 thing. By 1990 you should have several times that, just counting the Development room itself (you need at most half as many per specialized 'room' and a quarter in Motion Capture.) In short, you may be understimating how many people are "plenty" for your date - although in the lower difficulties, you can get away with using far less people, as reviews are more lenient and money prints itself.

The only limits I set myself when hiring people is whether I can pay for them without going bankrupt (which stops mattering by 1978 IMO,) and that my very old computer can't handle more than six hundred employees, so I try to not hire more than five hundred, to be on the safe side (and you don't even need that many people if you specialize.) I also don't hire Legendaries. Outside of Medium and below, they're overpaid and underwhelming, and by the time you need someone with a skill above 70, you can already hire people with a skill above 70. Their "hype generating" trait may sound awesome, but it's a very short-lived bonus - any game of a good enough IP from a strong enough studio will start development at 60 hype, making the 50 hype limit of that trait obsolete. I'd rather have an employee that generates no bugs, or moves faster, or other things that will continue being useful after 1980.

wait so who should I be putting in the development areas? Just programming and game design people and put the rest into graphic studios/sound studios? I have over 100 employees, should I be hiring even more?
The development room is the "core" of the game, but most of the graphics/sound points will come from the graphics/sound studios. Sound and graphics employees have abyssal "game design" and "programming" skills, which seem to determine the work speed inside the development room. I tested this before, and a team made of graphics and/or sound employees would take a longer time to get the development part of the game done than a team of programmers and/or game developers, when doing the same game with same characteristics (testing that involved a lot of reloading.) Even adding one game designer in a room full of graphics/sound employees did not help much.

As for "how many employees do I need," again, this depends on what year you're at, and your difficulty level. I don't play in difficulties below Very Hard often, but for Very Hard and above, a hundred employees in development-related rooms is something that's fine for the 1990s/2000s. For Easy, they may be enough to get you to endgame, but the fact you're not getting games to cap at 98% may be a warning sign that you may need more people.
ah ok thanks I'll give this all a shot, expand some areas and move some employees. I appreciate all your help!
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