Ten Things I Wish I Had Known Sooner For Mad Games Tycoon 2

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  • เผยแพร่เมื่อ 11 พ.ย. 2024

ความคิดเห็น • 81

  • @TiredMane
    @TiredMane 10 หลายเดือนก่อน +18

    I played through my first time blind - was an okay experience, but I have to admit I felt overwhelmed. I found myself watching this video and audibly saying "ohhhhhh" with relief on how to solve the issues I came across. Thank you for the video brother.

    • @Loocharagaming
      @Loocharagaming  10 หลายเดือนก่อน

      Nice, I'm glad it helped!

  • @papalaz4444244
    @papalaz4444244 11 หลายเดือนก่อน +7

    Thank you. Apart from the first one, all these taught me something :) This game is WAY deeper than it looks at first.

    • @Loocharagaming
      @Loocharagaming  11 หลายเดือนก่อน

      Nice, I'm glad it was helpful!

  • @BackAlleyKnifeFighter
    @BackAlleyKnifeFighter 11 หลายเดือนก่อน +4

    I appreciate these tips! I realized I have been playing this game like Game Dev Tycoon which is a recipe for failure in this game when you mentioned the single dev

    • @Loocharagaming
      @Loocharagaming  11 หลายเดือนก่อน

      I'm glad they were helpful!

  • @Davyboy3324
    @Davyboy3324 11 หลายเดือนก่อน +5

    Wow. I was just being a boob and didn't check this out sooner. Also the pace was so quick. Straight to the point.
    Hope all is well and keep up the great work.

    • @Loocharagaming
      @Loocharagaming  11 หลายเดือนก่อน +1

      Glad you enjoyed it, things are going well, hoping to get more content out this week!

  • @Supremax67
    @Supremax67 10 หลายเดือนก่อน +6

    I am playing on random and trying to figure out where is the indicator that eventually tells you, you found a good pairing sub genre.
    You know, as they do for topic? They turn red or green once you figured it out. I didn't see this for Genre.

    • @Loocharagaming
      @Loocharagaming  10 หลายเดือนก่อน +1

      You have to check the game report/analysis. Suitable sub genres are on there, up near the top

  • @billiramone1144
    @billiramone1144 2 ปีที่แล้ว +11

    Very informative, thanks a lot! Greetings from Germany :)

  • @Doctoriuseful
    @Doctoriuseful 9 หลายเดือนก่อน +4

    Those are pretty good tips. Thx!

    • @Loocharagaming
      @Loocharagaming  9 หลายเดือนก่อน +1

      Glad you like them!

  • @AlexHacksforGoodandEvil
    @AlexHacksforGoodandEvil ปีที่แล้ว +4

    Good tips. Quick, clear, explanatory. Thumbs up!!

  • @AirRunnersViper
    @AirRunnersViper ปีที่แล้ว +2

    Thank you for this! I am struggling on my first run so this will be very helpful for the next one

  • @dustinbaugh601
    @dustinbaugh601 ปีที่แล้ว +1

    I always manually adjust my console sales to sell at a loss of $10 each week for the first 2 years after the release to bolster my market share percentage that way my games I make sell to a higher percentage of potential customers. I've found that it's about the only way to consistantly keep pace with the big manufacturers earlier on in the console wars. It's not as important to sell at a loss around 2020ish as by then your reputation should pretty much carry your sales. *If you do sell at a loss, you need to be constantly pumping out hits and making use of the rerelease features from self publishing or you will go bankrupt fast lol* Game of the year releases are very effective at stretching your income between new releases. The hardest part about self publishing is being able to gauge the sales numbers in advance. Marketing teams are good for stretching those sales figures too but be mindful of how much you are spending against how much you are earning. Also marketing is KEY to finding the right staff early on as they can hold hiring events for specific jobs and vastly improve your employment options. I generally have office workers taking up 50% of my employees. I try to have 3 or 4 marketing rooms at a minimum and an equall amount of support rooms if not double. 1 support room for support, 3-4 for propaganda, and at least 2 for selling merch by the time PS2 releases. Merch sales are based on a variety of things like the strength of your IP, how well trained your office workers are, and most importantly the number of fans you have. I never even bother researching arcade cab workshops. Technicians are more profitable to just have in console development and to take the odd jobs for testing competitors hardware between actual development. I have about 40 technicians trained to be ready to drop a console in about 6 months after the research is finished or 1 year if I split them up to launch 2 consoles simultaneously around 2001ish. The earlier you are to the market with the latest tech the better in most cases. I should also mention that I prefer to play on the warehouse map or other maps that have similar large areas to work with.

    • @ThePrimeMinisterOfTheBlock
      @ThePrimeMinisterOfTheBlock ปีที่แล้ว +2

      You don't get any bonus sales by selling for less than cost to make. You can charge up to $30 profit per unit before the sales are affected by the price

  • @slosh360
    @slosh360 2 ปีที่แล้ว +5

    When it comes to purchasing developers/publishers, you need to also make sure there are no active or pending contracts.

    • @Loocharagaming
      @Loocharagaming  2 ปีที่แล้ว +2

      Oh, is that why sometimes they're not able to be bought? That explains a lot, nice tip!

  • @borostanca
    @borostanca 10 หลายเดือนก่อน +1

    i have few questions and i have a feeling you know a lot about the game since the internet doesnt (except that one big wiki post on steam)
    1) how much does the "special platform" feature in the engine creation matter? i usually make multiplatform games and always have pc as a platform and since it never gets updated like consoles i tend to make pc the special one. Also on this topic, the placement of platforms in the four platform space matter?
    2) is there a way to retire/end job/ etc.? i have reached the peak a little too much that there is no challenge at all. Is there a way to close my company or etc.?
    3) The distance between a room and the other room thats supporting it matter?
    4) does the multiple marketing options matter or just auto-ing the most expensive one, the tv is enough?
    5) what does the option that makes employees get controlled by ai.. do?
    6) can you make goty editions, bundles, distrubition option stuff, without doing it yourself? Like, can you make a publisher to do your production stuff? Also on the topic of this can you advertise games of your subsidiares(?) without selfpublishing it? Like as they publish it with another publisher and i just market it using my marketing division
    7) which stat do you need for the best lead dev?
    8) and finally, can the companies you bought as subsidiaries(?) develop consoles? because lets say if i want to buy atari it says itll take every console off the market. Will they continue after i buy their company or they just.. dont?

    • @Loocharagaming
      @Loocharagaming  9 หลายเดือนก่อน +1

      1) The special platform just gives an extra chance for critical work results. Placement of the platforms does not matter.
      2) Not that I know of
      3) It does not matter
      4) You can save a bit of money if you start if some of the cheaper options and then finish with TV. Only really matters if you're playing on the harder difficulties
      5) Honestly I'm not sure I've never used it
      6) I believe you have to self publish to take advantage of those options
      7) Game design primarily but programming, graphics and sound all matter
      8) I believe subsidiaries can't produce consoles
      Sorry for the delayed response, I'm currently taking a break from youtube!

    • @borostanca
      @borostanca 9 หลายเดือนก่อน +1

      @@Loocharagaming oh thats okay, thanks for taking your time to answer!

  • @pedrokiihl856
    @pedrokiihl856 ปีที่แล้ว +2

    By mid game (1985-1990) I always keep 8 training rooms with 6 slots each, one room for each skill. Then I hire young employees with Talented and keep they training non-stop there. In 1 to 2 years they reach 90 skill and can already replace some employees.
    I keep doing it until I cycle through my entire company, raising everyone to 90+ skill.

    • @Loocharagaming
      @Loocharagaming  ปีที่แล้ว +1

      Yeah I do slack off on training sometimes. Your system sounds pretty good, I think I'll try something like that next run!

    • @josgretf2800
      @josgretf2800 ปีที่แล้ว

      How do you even have the money for that? I couldn't make a game above 70% until the 90's. How are you making money?

  • @ThePrimeMinisterOfTheBlock
    @ThePrimeMinisterOfTheBlock 2 ปีที่แล้ว +2

    Appreciate the tips, I look forward to levelling up my play. That extra focus on development will be a game changer, i couldn't understand why my early game games are so unbalanced.

  • @sekkemann
    @sekkemann ปีที่แล้ว +2

    Very nice tips dude great video thanks

  • @pamparam3495
    @pamparam3495 ปีที่แล้ว +2

    Great list of advices

  • @FuriousGrizz
    @FuriousGrizz ปีที่แล้ว +5

    Great guide, I'm doing fairly well on Mad Game Tycoon 2 but always looking for improvement. Have you done a guide on getting studio rating up quickly or is it only tied to game awards?

    • @SultanOmarII
      @SultanOmarII 10 หลายเดือนก่อน +1

      Publish and release tons of good games. This doesn't only help your rating but will also assure that you sweep the game awards.

  • @borostanca
    @borostanca 10 หลายเดือนก่อน

    Thanks for the tips!

  • @AlmostCoast
    @AlmostCoast ปีที่แล้ว +1

    Quick question. Which one is more important - the amount of skill each every employee has or the amount of total skill?
    For example - A star designer with 94 skill in game design will cost you $12,500 in monthly wage. I could, however, get 6 game designers ($2,000 monthly wage/each) with 40 in game design for a total of 240 total skill.
    Which one is better? Why?

    • @Loocharagaming
      @Loocharagaming  ปีที่แล้ว +1

      Honestly staff wages are a relatively trivial expense. Always take the star designer. Eventually you're going to run out of space so you want your staff to be the best they can be.

    • @AlmostCoast
      @AlmostCoast ปีที่แล้ว

      @@Loocharagaming That's understandable, but putting aside the space efficency - and one-time investments needed (more desks), and only looking at it from the short-term isn't 6 game designers with a total of 240 skill *way* better than one with 94? Surely that much of a skill difference will affect game scores? Another thing to note is that I can train these employees to be even better - lets say to 70 (increasing total skill by 180) without a too big of an increase in wage.

    • @Loocharagaming
      @Loocharagaming  ปีที่แล้ว +2

      @@AlmostCoast Obviously 240 skill is better than 94. But the star designer plus 5 others is obviously better than 240 so I'm not sure why you're not doing that. Also training can be pretty expensive, if you're analyzing star designers from a purely cost perspective than you need to consider the fact that they won't ever need training in their primary skill.

    • @AlmostCoast
      @AlmostCoast ปีที่แล้ว

      @@Loocharagaming Yep. Purely looking at it from the perspective of monthly wages.
      Thanks

  • @mileslong
    @mileslong ปีที่แล้ว +1

    Thanks for the help man

    • @Loocharagaming
      @Loocharagaming  ปีที่แล้ว

      No problem, I'm glad it was helpful!

  • @coffeeisthepathtovictory1290
    @coffeeisthepathtovictory1290 ปีที่แล้ว

    Thank you for making this video

  • @captain4318
    @captain4318 2 ปีที่แล้ว +1

    Much appreciated!

  • @gtasmike333
    @gtasmike333 2 ปีที่แล้ว +3

    Thanks for the helpful tips :) Will you play the game in the near future?

    • @Loocharagaming
      @Loocharagaming  2 ปีที่แล้ว +1

      I've done a few let's play already but I do expect I'll play again once a big patch hits.

  • @autlos421
    @autlos421 ปีที่แล้ว +1

    Thanks a lot for the video. What is the "exclusive discount" label when you are choosing platforms for a game?

    • @Loocharagaming
      @Loocharagaming  ปีที่แล้ว

      Glad you enjoyed it. When you make a game exclusively for a single console it's cheaper. The exclusive discount tells you how much cheaper.

  • @Danefrak
    @Danefrak 9 หลายเดือนก่อน +1

    Thanks

    • @Loocharagaming
      @Loocharagaming  9 หลายเดือนก่อน

      No problem, glad it helped!

  • @wck
    @wck ปีที่แล้ว +1

    How big should each room be? I was going the whole way through with just 7-10 developers making a game

    • @Loocharagaming
      @Loocharagaming  ปีที่แล้ว

      That's fine early on but once you get to AA and AAA games you're going to want bigger rooms. It would take 10 devs an extremely long time to make a AAA game!

  • @cedricdave6034
    @cedricdave6034 2 ปีที่แล้ว +1

    Thanks!

  • @Aiks-qy1jx
    @Aiks-qy1jx 2 ปีที่แล้ว +1

    is it possible to acquire sony, microsoft and nintendo companies in this game? they dont seem to sell. i can only buy the other devs and publishers like ubisoft, activision etc.

    • @Loocharagaming
      @Loocharagaming  2 ปีที่แล้ว +1

      To my knowledge you can't buy them. Gotta keep some rivals for you i guess!

  • @ThePrimeMinisterOfTheBlock
    @ThePrimeMinisterOfTheBlock 2 ปีที่แล้ว +1

    Apparently $75 profit is the sweet spot for console sales

    • @Loocharagaming
      @Loocharagaming  2 ปีที่แล้ว +1

      Huh ok, that's way more than I usually charge but I'll give it a try next time I play!

    • @latvieshitv8675
      @latvieshitv8675 2 ปีที่แล้ว +1

      Actually it's 30 I checked all options around it 0-30 profit doesn't affect sales, as soon as u go at least 35 sales fall noticeably

    • @ThePrimeMinisterOfTheBlock
      @ThePrimeMinisterOfTheBlock 2 ปีที่แล้ว

      Huh. Must've read an old guide

    • @ThePrimeMinisterOfTheBlock
      @ThePrimeMinisterOfTheBlock ปีที่แล้ว +1

      @@latvieshitv8675 yep you're right, I decompiled the game and saw it for myself. $30 is the sweet spot

    • @latvieshitv8675
      @latvieshitv8675 ปีที่แล้ว

      @@ThePrimeMinisterOfTheBlock I dont read guides I min-max everythng by tryng all kinds of stuff myself xD

  • @TOMMYPLAYZ525
    @TOMMYPLAYZ525 2 ปีที่แล้ว

    Hey umm can u show me how will I get over 70% rating on every main genres example action, adventure. I don't understand the steam one. Can u like make a video or post some screenshots?

  • @themouse0237
    @themouse0237 2 ปีที่แล้ว +1

    How did you get 4.5 Stars till 1987? I can´t get 4 with over 50 Bil in 2010

    • @Loocharagaming
      @Loocharagaming  2 ปีที่แล้ว

      What do you mean by stars? Like for a console or do you mean the studio rating?

    • @themouse0237
      @themouse0237 2 ปีที่แล้ว

      @@Loocharagaming Studio Rating. It never seems to go up for me. Maybe since I mainly release 3 Game Lines only

    • @Loocharagaming
      @Loocharagaming  2 ปีที่แล้ว

      @@themouse0237 I'm not sure exactly what influences studio rating. Are you winning game of the year awards? Getting 95%+ review scores? Maybe try some new genres?

  • @mmmskstudio3186
    @mmmskstudio3186 2 ปีที่แล้ว

    Man , you have any list with perfect slider settings ? I would like to make perfect game ...

    • @Loocharagaming
      @Loocharagaming  2 ปีที่แล้ว

      steamcommunity.com/sharedfiles/filedetails/?id=2371634667

  • @sadkagrel1088
    @sadkagrel1088 ปีที่แล้ว

    how can i open the hardware ?

    • @Loocharagaming
      @Loocharagaming  ปีที่แล้ว

      You need to research console development first. It's in the miscellaneous section

  • @darealepic
    @darealepic 2 ปีที่แล้ว

    hey man,have any tips for starting in 1995?

    • @Loocharagaming
      @Loocharagaming  2 ปีที่แล้ว

      I always start in the 70s so unfortunately I can't really give you any advice there!

  • @paulwiths
    @paulwiths 2 ปีที่แล้ว

    can you tell me where i can view my cash balance?

    • @Loocharagaming
      @Loocharagaming  2 ปีที่แล้ว

      You mean your cash on hand? It's on the bottom of the screen, on the left next to the name of your company.