![]() ![]() In a way, I suppose the inability to control these factors of development is actually rather realistic, but I don’t think realism is what Game Dev Story was going for here. You also have to watch out for random chance occurrences, like blackouts that wipe out progress (without allowing you to delay your game to make up for it) and companies releasing similar games at around the same time. ![]() Their stats play a role, but even the most highly trained and experienced employee will sometimes just put in a poor performance for no reason. Whether your employees create a masterpiece or completely phone it in is just fate. You then choose what staff takes the lead in designing the various aspects of the game.įrom there, most everything is left up to luck. Then you allocate direction points, and I honestly don’t know if these make a difference, but you accumulate additional points over time. To develop a game, you pick the genre and type of game, trying to match up a winning combination. Play your cards right and you may even get the chance to create your own console. You hire staff, complete contracts, and, of course, develop games. I’M ON A ROLL NOWĪs the name may imply, the goal of the game is to run a game development company from its humble beginnings until it becomes a soulless machine that seeks only revenue by pumping out an endless stream of sequels. ![]() There’s a lot less skill involved than you might find in some of its colleagues, which contributes to its lighthearted addicting quality. Not everything is dependent on the choices you make, but rather on the employees you hire, a smattering of experimentation, and sometimes frustrating heap of luck. Rather than allowing you to micro-manage every facet in the development of your enterprise, you merely steer it on its course. Game Dev Story comes to the genre with that in mind, but adds its own philosophy into the mix. There’s something inherently addicting in building something and then watching it grow. I personally had, in my youth, spent hundreds of hours invested in Roller Coaster Tycoon. The business simulation or “tycoon” genre has been around for decades, varying heavily in depth and subject matter. During this time, an unassuming Japanese developer had ported over one of its Windows-based games to the platform. The mobile game market was just getting warmed up with its devious tactics, with developers everywhere jumping ship to get a piece of that pie. The smartphone wasn’t quite the cultural zeitgeist it is today. They also don’t seem to have credits in their games, and I can’t find a list of employees anywhere, so I have no idea about the individuals designing these games.īut let me take you back to 2010. Yes, I’d like to play these games on my Switch, but no, I don’t want to pay double the price for that privilege. Their catalogue is now dauntingly immense - yes, the formula is addicting, but how far can you stretch that before it becomes redundant? The biggest bee in my bonnet however is how they’ve chosen to price their games on the Nintendo Switch. My opinion of them has been soured by free-to-play and free-to-start offerings that leave a bad taste in my mouth, even if I admittedly haven’t really sampled many of them. Presented in the same art-style and containing the same personality. ![]() Their games were similar, built on the same addictive formula. I once saw them as a developer that was so cohesive they basically carved out their own niche for themselves on mobile platforms. I don’t know what to think of Kairosoft anymore. ![]()
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