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I'll say that subsidiaries at least aren't as bad as publishing non-subsidiary NPCs can be. Not that that's a feat to be proud of...
And since I figured out hype is overhyped, and unless you royally suck at making games, they will all start with 60 hype after a while, then my marketing room tends to be small and only used every decade or two, when I decide to either expand or replace my employees with more skilled employees (and doing this saves me space I would use in all the obnoxiously huge training rooms I keep seeing in screenshots, too.)
And if you're really worried about space (to me this only really applies in the "European Manor" map) or just want to get the most money per week, and can handle making games at a somewhat decent (one every one/two/three months) pace, then setting your games' price to $79 will ensure you use the minimum space possible to get the maximum profit per week. Your games will last a bit less in the market, but you can ("should") always make more of those. And you'll have a fraction of the sales you would have with lower prices, which really minimizes the space needed for production and stock rooms.
* The best being "one room serves all" which pretty much removes any of the micromanagement production used to have. It has the issue of taking care of the older games first, but that's just nitpicking from me.
The first thing I always do is prune down their IP library, emptying out any lower rated IPs and buying or inserting some of my own higher rated IPs. Then I'll go through the settings to make sure any potential unprofitable choices are more restricted, make sure they focus on those IPs and I'll choose one or two to use as publishers for all my expansions since the profit margins are higher than publishing them yourself.
It's a decent addition to your income once you get it rolling.