Mad Games Tycoon

Mad Games Tycoon

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Baby Jesus Jan 11, 2016 @ 12:07pm
Own console
its super fancy and cool and everything, but ♥♥♥♥♥♥♥ its broken ass hell. Relased a consol with gen 2 stuff in like 12 weeks I had sold 3.17mil consols and gotten like 220milion dollars. Kinda makes the game to easy I dont even need to make games or stuff anymore :L
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Showing 1-15 of 18 comments
Sora Jan 11, 2016 @ 12:42pm 
xD
jumin121 Jan 11, 2016 @ 1:01pm 
well I believe that is point of it to a degree, there are some options that need to be added though, such as forcing your subsidiaries to release the game on your console ect.
Chaldeus Jan 12, 2016 @ 6:54am 
I've sold as many as 20 million of a console and not hit even 3% market share....forcing subsidiaries to develop to your console would be nice...also a way to set the dev kit costs (or at least see what other developers would have to pay to port to that console) would be helpful. I developed a 6th generation console and even taking a loss people would just not buy it to get my market share up.
xDelicious Jan 12, 2016 @ 7:21am 
@Chaldeus

To have more market share you just need to make more and more games, Have a Large Fan base and then it would growth i have 250,4Million fans , I have one console and made 5 MMO games for it and my market share is 39.63%
Chaldeus Jan 12, 2016 @ 10:01am 
Ok, will try that - I have never really worried about fans other than getting an achievement. That might be my failing :D Thanks for the heads up!
nerdistmonk Jan 12, 2016 @ 12:01pm 
he literally just added the feature and its not finished, the other thing is you want difficulty? release a 3mhz generation 2 console in 2017, tell me if it still sells like wild fire? :D

I got 0.01% marketshare with a 394 mhz system in 2016....its a total failure every game i sell on it is a loss, not enough people to even pay for the development costs, like 2 people bought the crummy thing.

So yes, i sense a big overhaul coming for this, since it shouldn't be the hardware specs that drive a system but rather its software (i didn't buy an SNES because of its 16-bit processor, i bought it because it had super mario world, super mario kart and zelda..)
Last edited by nerdistmonk; Jan 12, 2016 @ 12:02pm
Kotli Jan 13, 2016 @ 5:37am 
It should be a combination of the tech and the games that make people buy it.
nerdistmonk Jan 13, 2016 @ 8:19am 
Originally posted by Kotli:
It should be a combination of the tech and the games that make people buy it.

well i already submitted an idea, idk if he will use it but my idea is this:

Every platform in the game (including ones you make) are assigned a "Generation" (0-8),

Generation 0 is a wild card for PC, Upple, Beam Box (all features unlocked)

Like for example:

#GEN1 Platforms
GEN1;Commodore64;CV22;Commodore128;Intellivision;Collecovision
#GEN1 Features
GEN1;4 Color Support;Askii Text Support; PC Speaker Sound; PC Speaker Music;Joystick Support;Sprites

Any platform that has been assigned GEN1 can use the listed features, any feature not listed that is forced into the game will cause lots of bugs to appear, depending on how much you "cheat" (by forcing an far too expensive feature onto an inadequate console), it can cause so many bugs that it would be cheaper to start again.

Cartridges, Tapes, CDs would have a larger part of the game too, every platform would have its own format, they determine how many features you can fit into the game.

Cartridge = 5 features
Super Cartridge = 10 Features
CD = 20 Features
DVD = 30 Features
Blu-ray = 50 Features
SuperRay = 100 Features
#new formats
Cassette Tape = 5 features (unlocked from beginning)
5.25" Floppy Disk = 5 Features (Unlocked from beginning)
3.5" Floppy Disk = 10 Features (198kudos if he comes up with a way to use more than 1 diskette)
Mega Cartridge = 15 Features (1992)
GiGA Cartridge = 25 Features (2009)
Traslo Jan 13, 2016 @ 9:59am 
I find it amusing how Nintendo can have like 4 consoles at once (NES, SNES, Gameboy, Gameboy Color) but we have no handhelds and only 1 console that must be taken off the market as soon as our new one starts being made.

On the note of console sales though, I think that consoles have really skewered the pace of the game if you try to make one anytime before late-game (2015+) because suddenly making games as well is barely viable because by the time you make 1 decent game your console is a pile of crap.
nerdistmonk Jan 13, 2016 @ 12:00pm 
Originally posted by Traslogan:
I find it amusing how Nintendo can have like 4 consoles at once (NES, SNES, Gameboy, Gameboy Color) but we have no handhelds and only 1 console that must be taken off the market as soon as our new one starts being made.

On the note of console sales though, I think that consoles have really skewered the pace of the game if you try to make one anytime before late-game (2015+) because suddenly making games as well is barely viable because by the time you make 1 decent game your console is a pile of crap.

its because eggcode should shift the metric of success from its current "hot hardware" measurement to a "good games = good platform" metric.

I kind of understand what hes trying to aim for the whole 'bit-wars' anomaly that was going on at the time, the idea that more bits = better, but that never was the truth even though the advertising made it seem so, reality is people bought the system that had the games, its why Sega got into such dire straits in the mid 90s, they just kept cranking out hardware but with no support to carry the weight. Why buy a 32x if you just read about the saturn in the gaming magazine?

Games are what makes a platform, right now we got sort of a "Big 3" situation going on, and there is some 'brand loyalty' but it still isn't enough to drive the sales of a platform alone, alot of people wait until a system has a good selection then make their move.

So basically adding to my idea i posted, any game with a rating higher than 50% will make a system's marketshare move up (the higher the game score, the more it moves, 100% Score game = 5.0% marketshare gain, 80% = 1.0% marketshare gain, 75% = 0.5% marketshare gain, 60% = 0.1% marketshare gain), anything below 50% will have the opposite effect, taking life away from your system more or less, so there is an incentive to make _good_ games instead of shoveling crap onto to platform. (and i think there should be a new game toggle switch that applies this to _all_ platforms so that you can manipulate the outcome of various systems.)

On a side note it annoys me that when i publish a game myself, it takes itself off the market when "sales are dwindling', why isn't that my decision to make? _shrugs_
Last edited by nerdistmonk; Jan 13, 2016 @ 12:00pm
Traslo Jan 13, 2016 @ 12:15pm 
The sales of the consoles seems a bit stupid as well. Tried using cheat engine to confirm that even the cheapest consoles do not bring in much more sales (e.g. a console selling for $499 might be flogging 130k units per week, at $99 it's only like 190k units per week). Seems crazy that consoles do not contribute to our fans at all either.

The scripted consoles still outsell anything the player can do by miles at the moment. And without tons of fans to buy your console, you'll never make a console worth developing on, meanwhile it's broken enough that you'll generate income even on meh-grade consoles.

Can't direct my subsidiaries to make games on my console either, which is a serious shame imo. No way to really direct people to make games for my console, or even encourage them, so if it's not the biggest selling thing ever (which it simply isn't thanks to scripted AI consoles) then consoles get 3-4 games after 5 years.
Traslo Jan 13, 2016 @ 12:20pm 
Also, it seems that your game sales do help the console but it's pretty much negligible. That being said it might be the increase in fans. I had a 96% game selling 800k units in 2004 that was bumping weekly console sales by 400-500 a week when it was otherwise selling 170,000 p/w. Again, might be the fan increase.
xDelicious Jan 14, 2016 @ 3:07am 
Originally posted by Traslogan:
The sales of the consoles seems a bit stupid as well. Tried using cheat engine to confirm that even the cheapest consoles do not bring in much more sales (e.g. a console selling for $499 might be flogging 130k units per week, at $99 it's only like 190k units per week). Seems crazy that consoles do not contribute to our fans at all either.

The scripted consoles still outsell anything the player can do by miles at the moment. And without tons of fans to buy your console, you'll never make a console worth developing on, meanwhile it's broken enough that you'll generate income even on meh-grade consoles.

Can't direct my subsidiaries to make games on my console either, which is a serious shame imo. No way to really direct people to make games for my console, or even encourage them, so if it's not the biggest selling thing ever (which it simply isn't thanks to scripted AI consoles) then consoles get 3-4 games after 5 years.
Your sells is all Based on The Games and how much Fans you have
nerdistmonk Jan 14, 2016 @ 10:56am 
Originally posted by mike-vandekamp:
Your sells is all Based on The Games and how much Fans you have

Its certainly not working as intended then, i had 590,000 fans, yet my 16-core system that cost 120 million to make was only moving 400 units a week, if i made a really good 80%+ game, it'd bump up from 400 to 890 a week for about 2 weeks then go back to 400, needless to say, consoles a total waste of time unless you manage to be so rich that you can start making them before anyone else, even then me thinks the stock systems will bogart all the marketshare.

If thats the way the game is setup then the effects need to be far more noticable, like:

(For Very Easy Difficulty/easy difficulty, higher difficulties would make the returns smaller)
(Note 2: If a game is multiplatform then the effect will be divided down accordingly)
100% rating game = 10% marketshare increase (if a 4 platform release, only 2.5% for example)
90% rating game = 5% marketshare increase
80% rating game = 1% marketshare increase
70% rating game = 0.5% marketshare increase
60% rating game = 0.1% marketshare increase
50% rating game = 0.0% marketshare increase
40% rating game = -0.1% marketshare decrease
30% rating game = -0.5% marketshare decrease
20% rating game = -1.0% marketshare decrease
10% rating game = -5.0% marketshare decrease
0%...worst game of all time = -75% marketshare decrease
(you release a game THAT bad, it will kill the platform's established marketshare, don't do it you moneygrubber)

The marketshare decreases represent people moving on to better platforms, who wants to stay on a system with games this trashy? Sure the losses are minimal, but they add up and the idea is to encourage you to get better and making good games.
Last edited by nerdistmonk; Jan 14, 2016 @ 10:57am
yutterh Jan 14, 2016 @ 2:16pm 
Only thing I would like with consoles is being able to co develop a game for it. I want to have my new awesome game to be on the console day one not waiting a year for it. subsidaries need to be able to be given what conosles to develop for. Also i feel the case designs come out too late. i wanted a Gen 3 case but by the time i can get it the CD is out 6 months later.
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Date Posted: Jan 11, 2016 @ 12:07pm
Posts: 18