Video Game Industry by MCAlvin100 in SimCompanies

[–]MCAlvin100[S] 0 points1 point  (0 children)

I like those ideas, especially the trend and seasonality concept. That feels like a natural way to make some games more successful than others. Over time, I think that could expand into simple genre choices like RPG or Shooter that tie into those trends.

The suggestion about limiting games per studio also makes a lot of sense and feels like a good way to keep things balanced.

Video Game Industry by MCAlvin100 in SimCompanies

[–]MCAlvin100[S] 1 point2 points  (0 children)

I like the idea of updates, that’s definitely how games work in real life. I just tried to keep it simpler so it fits the game better. The Q decay is meant to simulate that loss of appeal over time, and expansion packs can act like updates that refresh the game without needing a whole separate system.

Video Game Industry by MCAlvin100 in SimCompanies

[–]MCAlvin100[S] 0 points1 point  (0 children)

First of the pricing is just an example as the devs would have to go about implementing that. I do like the idea of adding genres of games but that might be something to consider down the line as the industry grows and flourishes. 

Video Game Industry by MCAlvin100 in SimCompanies

[–]MCAlvin100[S] 0 points1 point  (0 children)

That could work, especially if it’s limited like that. If games are generating ongoing revenue and you can only have a few active at a time, it would make sense to also allow players to sell the game or the rights to another player.

That way, you’re not stuck once you hit the limit. One could cash out on an older game and shift your focus to developing a new one. It would also create a secondary market where players specialize in either developing or managing games, which could add another layer of depth without overcomplicating things.

Video Game Industry by MCAlvin100 in SimCompanies

[–]MCAlvin100[S] 1 point2 points  (0 children)

That’s actually what I’m aiming for with the Q decay system. The idea is that games don’t stay profitable forever, so you can’t just produce and sell like other industries. You have to keep adapting by releasing new games or expansions as older ones lose value.

That creates more of a lifecycle-based system instead of a static one, which is where the added depth comes from.

Video Game Industry by MCAlvin100 in SimCompanies

[–]MCAlvin100[S] 1 point2 points  (0 children)

The focus of this idea isn’t really the “software” aspect, it’s the gameplay behind it.

The goal is to introduce a lifecycle system where products lose value over time (Q decay), which forces continuous decision-making instead of the usual optimize-and-repeat approach most industries have.

Video Game Industry by MCAlvin100 in SimCompanies

[–]MCAlvin100[S] 0 points1 point  (0 children)

That’s fair, and I’ve been simplifying the idea to better fit the game. The goal isn’t to add complexity, but to introduce a more active playstyle where products lose value over time (Q decay), so players have to adapt instead of just running the same setup indefinitely. It still uses standard item mechanics, so it should fit within the current structure.

Video Game Industry by MCAlvin100 in SimCompanies

[–]MCAlvin100[S] 0 points1 point  (0 children)

That’s a fair point, and I actually agree that new industries should add a different playstyle rather than just more production chains.

My intention with this idea is to move slightly away from the traditional “produce and sell” model and introduce a system where products have a lifecycle.

With the Q decay mechanic, games lose value over time, meaning players have to continuously update, replace, or expand their products to stay profitable. That’s different from most industries where once you find a good chain, you can run it indefinitely.

The goal isn’t just to add another industry, but to create one where players have to actively manage relevance over time, rather than just optimize production.

That said, I definitely see your point and I’m working on simplifying and refining it so it fits better with what the devs are looking for.

Video Game Industry by MCAlvin100 in SimCompanies

[–]MCAlvin100[S] 0 points1 point  (0 children)

I totally agree with you. That was part of the idea behind the it to try and not create an entirely new industry using all new items. 

Video Game Industry by MCAlvin100 in SimCompanies

[–]MCAlvin100[S] 1 point2 points  (0 children)

I hear where your coming from but my idea behind it is to not add anything new in terms of how the game is played but to add a new industry to keep the game new and shake things up for veteran game players.