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Support wise it only makes sense when you reach a very low customer count. Otherwise it will hurt your business rep.
Sequel wise I have no idea. That would be an interesting question to the dev. But I think sequels do have a good impact on feature work-speed (using same features = faster production) and possibly you might attract followers faster. Though the latter one I would have to ask the dev if there are any other benefits than development related.
No, sorry. Discounting. I meant lowering the price. Which is something I tried since asking this question, but I didn't see it having any effect on units sold at all.
I tried it out on a title that had been out for more than a year and was down to selling around 5000 units per month. I cut the price in half and all it did was lower my profit, because I continued selling about 5000 units per month.
Anyway, that's the only time I saw sales drop straight to zero like that except for one time when the OS to which I was selling ran out of users. That was also kind of weird.
Here's another funny one. Sales on this one were dragging along for months, and then got a sudden pop for no reason.
https://steamcommunity.com/sharedfiles/filedetails/?id=2450029201
https://steamcommunity.com/sharedfiles/filedetails/?id=2456000562
I feel like I shouldn't be able to dominate the entire market on Impossible without understanding how the game works.
Yeah, I mean, the only thing I'll say about it is that both times, the fall-off coincided exactly with the release of a product in the same category from another company. So I think it probably *is* intended, only not meant to be this over-the-top. I'm pretty sure that the other company's release wasn't even on the calendar when I started my design document for the game, so it's a little unfair that a player can get punished for that.
I guess not entirely unrealistic, but it's not like you can push up your release date by putting your employees in crunch mode (and buying you another month or two of sales), because even if you finish early, your publisher still won't accept it before the announced date.
Hard to believe we're on Alpha 11 and there still isn't any reasonable way to automate team size conforming to development requirements... or that my maint staff still have problems reaching the odd random toilet, forcing me to replace it manually every few months. I got sick of doing that like two full versions ago...
I have a critical mass now, but I'm loath to expand, because I feel like I'm at the point where the level of management would get really annoying if I had to do more of it--especially handling employees.
I do have a marketing team (all of my teams are four worker bees and a team lead), but I only actually use it for doing marketing for other companies. I'll probably change soon.
I've always worked with a publisher to do my marketing and printing (I freaking hate monitoring how many disks I've got printed). At the Impossible difficulty level, publishers basically give you *just enough* time to publish a great game if you have an extremely skilled team on it. My B-teams haven't cut it--with my mid-level teams, it's about 50/50 that you'll get your product shipped in a state with which you'll be happy. I shoot for "Good".
You can't deliver a product to a publisher either early or late without them being annoyed with you. I haven't done it except for one time in my first game, so I don't remember what the consequences are. It's a problem from a gameplay perspective, but not a deal-breaker.
I've yet to use product management at all. What are you still having to micromanage with it?
600 hours and billions and billions of dollars and I only just now noticed it...