I really do try to stay away from indie games. I feel that every time I play an indie game I risk getting burned on a bad investment. Game Dev Tycoon from Green Heart Games is one that is not to be shucked.
Made by just two guys the game starts you off around the 1980s (beginning of video game studios) and takes you into the modern age, roughly 35 years pass.
You start off innocently enough in your parent’s house working from your bedroom.
This is not poorly researched. Let it be known that in fact many developers DID start off in a bedroom studio. Blizzard Entertainment (before they eventually were bought out by a publisher) started off as a three-man development team working from their home apartment. They produced four games before they were able to afford to move out of that place.
So the basic game development board looks like this:
You pick a name for your game, you pick the Topic (Horror, Fantasy, Detective, Etc) the genre (Action, RPG, Adventure, etc.) and the platform. At the beginning of the game it starts off with just the Commodore 64 and PC. But by the end of the game consoles include all current ones, PS4, Xbox One, Xbox Next (a future future console), PS5, WIUUUM (another future Nintendo console), the Ouya (which I guess is out), those 3d goggles everyone’s jacked about, and your own home console you make.
Topics all have to be researched, 10 points per. This becomes important only if you are running out of creative options by nailing down too many easy games.
So development happens in three stages. You move three different sets of bars to balance off the games in three ways. Each game genre, topic and platform have specific needs and desires. If you mismatch these you get bad sales, if you match them you get good sales. Early on in the game it’s a lot of guess work in order to figure out what works with what.
Well now it’s time to make some games and the reviewers say….
Dammit….. maybe my next one will be better.
God dammit. Why doesn’t this work!
The game explains to me this second game is not a hit despite getting all of the stats right because I’ve released two Future Realistic Disaster Games too close to each other and people don’t want to pay for the same thing twice.
That’s weird.
Because I’m pretty sure that’s EA’s business model with now 14 Call of Duties in 14 years.
Oh well.
Game can’t always get it right I guess.
It’s okay, eventually Post Apocalytic Disaster Game 3 does do well!
So after so many successes you move into a new office and can hire employees.
In this image I’m working on a game engine. Game engines are designed based on research. Maybe I’ll have someone research 2D Graphics, or Surround Sound, or Responsive AI. I then combine these into a game engine. These features cannot be used into a game until I develop them into a new game engine.
So the game gets this super realistic feeling that actual studios have. They try and milk their engines for as long as they can befoer they go into development mode.
Building a game engine costs money per investment and costs the down time of not producing games. So it’s a pretty risky thing in itself.
Eventually your studio expands and you get access to an R&D lab. Here you can research AAA titles which offer insanely high pay outs but long production cycles, MMOs which have a maintenance cost but insanely high sales, and the Steam paltform which just gives you monthly income.
The other half of your lab is Console Development.
Yeah you build your own console. I build the Troublbox. The trouble is that you can’t actually beat this until the game ends.
Yes the game ends, well sort of.
You get this score screen that indicates how well you did and gives all sorts of interesting stats. Alien vs predator was my most expensive game to make, Game #37 was my most profitable, Rape Ville wasn’t very popular (I wonder why), and Fantasy and RPG was my most common games.
The game is amazing and worth the buy.
That’s to say it’s not without faults. It comes with a lot of the indie game faults that come with a limited development team.
The game is really short. Most simulator games come with about 30-50 hours of gameplay packed into it and then a sandbox mode that keeps people occupied for an average of 200 hours.
This game will get you about 6 hours of gameplay and 10 hours to unlocked everything in the post-game.
It’s not the game concept that doesn’t work, it’s the pacing. I spend an hour on Commodore 64 and PC and then I spend minutes on Playstation 2 and Xbox. There’s so little time in between the consoles that you don’t even have time to develop for those consoles.
I actually got through the game with the score I did because I developed almost exclusively for PC and handhelds. It takes longer to produce a game… then consoles exist.
If the game was 6x as long it might all make sense.
The game is also DLC. You can’t develop DLC in the game.
DLC is a very important innovation in gaming because it made it so you no longer had to fire your staff and you could keep them hired on to work on DLC.
The actual game cycle isn’t your full team working on a game at all times but instead part of your time working on the game and slowly moving up to a full team.
Even firing employees is pretty well stigmatized. This is a staple of the video game industry. They lay off half of their staff after every game comes out. Currently there is a huge disincentive to lay off any employees.
This is because of the leveling up and development of your staff, which works well with the game…. but doesn’t allow for much disaster… something necessary in a simulation game.
Finally the game could also use an overhaul to add for extra development teams and multi-project management.. Once again this is not something they have. Maybe one studio will work on a single AAA title. But maybe also one studio will work on 5 small projects simultaneously.
Overall the game is worth your investment and the developers are worth supporting. We look forward to more good things coming from Green Heart Games.