
So, they say that crack is addicting.
Those poor souls never played Game Dev Tycoon. I've seen the
inspiration of this game, Game Dev Story, played by my good pal, Numb
Renditions, and thought it looked cool, but never played it. I then
saw Game Dev Tycoon on the Steam sale and I had to get it. And OH MY
SWEET MERCIFUL CRAP IS IT AWESOME. I haven't played a simulation game
since, like, I don't fucking know, the last time I played Sim City
2000 like over a decade ago? I literally played that game all day
until the end. 7 – 8 hours. It sucked me in hardcore. Lets dive
into it and see why Game Dev Tycoon got me all hyped and shit.
Game Dev Tycoon was released on Steam
on August 29th, 2013 by Greenheart Games. The game was
inspired by Game Dev Story by Kairosoft. Now, I don't know if
Kairosoft is cool with Greenheart Games or if there is maybe some
controversy about this game or what, so I'm just going to ignore it
and look at this game for what it is. Obviously, I can point out that
Greenheart Games didn't originally come up with this idea and the two
games look similar. Just throwing that out there to keep in mind.

Please stand by for quick overview of
the game in which all reviews, for some reason, must explain. In Game
Dev Tycoon, you create games, designate how much time goes into each
part of it, then release for sale. Based on the review you get(which
is 4 reviews averaged together) determines the success and money you
make. Along with this, you can create your own game engine, research
new ways to enhance your game, when you get bigger, higher a staff to
help, train yourself and your staff to better at Design(which helps
with game design – FUCKIN' DUH!), Technology(which helps with –
you know), Speed(which helps finish projects faster), and
Research(which, I think, increases the amount of Research Points you
receive). Games are better when your stats are higher, the more
Research Points(RP) received means the more tools you can acquire.
You can do contractor work to earn cash and RP(which is highly
recommended, these fucking things go FAST). You can either self
publish games or get a contract from another publisher(in which you
have to meet a certain review rating). Employees can be assign Lead
positions that open up things like R&D departments and even a
Hardware department you can use to create your own console.
To sum it up, the idea is to find out
which games sell the best and try to make as much cash expand your
business as you can within the game time of 35 years. You are able to
name the games, consoles, and game engines and even make sequels from
them. Players start in the past during the PC days, then go through
each respected era as consoles are released(8-bit, 16-bit, etc.). Of
course, you can't go bankrupt otherwise it's game over. That's a
brief overview. Which I hate. I never liked having to break down how
to play a game. It's annoying and boring. Text does not show you how
awesome it is. I think for now on, I'm just going to post the game
trailer and you can just watch that. Yup. Sounds good.

Ok, moving on to the important shit,
which are my impressions of the game. I love it. It has been a good
while since a game like this has sucked me in and it reminded me why
people love simulation games like this in the first place. Not 100%
of the game itself, but the way it forces your imagination to play
another game inside your head. Let me explain and this did awaken my
inner child. I'm titling games and viewing their successes. Creating
what I want. After the first couple I made, I would start imagining
what the game would actually be like in my head. What would lead me
to make that game? What are the characters like? What's the story? It
is was all unintentional. And then when a game gets a great review,
you want to carry on with it later when you develop sequels for it.
There is also a part in the game where you go to a big convention,
called G3(get it? Der) where your latest game is showcased and you
get a count of the amount of people that visited your booth. I had a
two popular series I kept sequeling here and there that continuously
got high scores, a medieval/RPG called Millennium Gate(I made up to 5
of them) and a Medieval/Strategy game called Millennium Ages(made up
to 5 as well). Whenever I had a booth with these games when I made
them, my crowd counts were the highest. It was like my company was
being loved for a specific game series. It's just really cool.

Now, the best part about this game, is
that if you know the history of gaming, you can use it to your
advantage. For example, gaming got huge when the NES came out, so
when it comes out in the game, invest your games in it for more
success. Remember how the Game Gear didn't do shit? Then you would
want to avoid making games for it. The other part is that you will do
better with games you have experience with. For me, I like RPGs. So
when dividing up time about what should go into a game, I took what I
knew and was successful. But then Horror/Action games(I had a long
running series called Samurai Demon which saw random reviews) I knew
nothing about, so my scores were all over the place. When you make a
game you get to research a report on it to unlock what works with
what(genres mixed with topics, what to put more or less time into,
etc.). The Samurai Demon series I was making was the funniest because
I wanted to make really crazy Japanese sounding game titles that
didn't really make sense. So Samurai Demon turned into Samurai Slash
Demon Curse 5
th or Samurai Exist Demon Epic Clash Xrd.
Fuck, this game is so fun.

Addicting gameplay that forces a
childlike smile to your face. I love that shit. You'll have plenty of
involuntary moments where you'll catch yourself grinning like a fool
and fist pumping when you're game gets a kick ass score. Oh, and one
more cool thing. After you create games, you and your employees level
up skills to become even better at what you're making. So there is an
RPG element added that drives you to improve. The game has
everything. Another kind of fun thing is, it's not that difficult to
play. You don't have to be a strategy master or a sim master to
understand or play, it's pretty casual and I liked it. If they were
to continue making more versions of this game, I would like them to
keep that thought in mind.

So I'll take that cue to talk about
what I'd like to see if there is a sequel. Of course I would want
things to be more in depth, but still keep the casual style. It would
be cool if you could import your own game pictures, make break down
how times is developed in the game with more sub categories. Also, I
would love for it to be longer. You can keep playing after the 35
year mark, but no new consoles are invented. It would be awesome if
they expanded on that and put in their thoughts of what the future of
gaming would be for the next 35 years. That would be awesome. And the
ability to hire more staff and work on bigger projects. Now, I
haven't entirely seen all this game has to offer. You can use the R&D
Department to even hold your own convention to gain fans. But the
game finished before I could go beyond that and it was like 4 in the
morning so I needed some rest.
Overall, Game Dev Tycoon brings an
enjoyment I have not felt in a simulation game in a long time. It's
casual and addicting gameplay coupled with it's charming time line of
gaming history makes this a must own. Now, do I give big massive
credit to Greenheart Games, even though Game Dev Story came out
first, yes and no. First off, regardless if the idea wasn't original,
it's a good game. If it was their original idea, then my praises
would be sang from a mountaintop from on high. But since it's not, I
will just say, good job and make a damn sequel.
I would never have thought a game about making games would work, but it sounds awesome.
ReplyDeleteIt is. And thanks for leaving comments, bro. I really appreciate it!
ReplyDelete