![]() If an interviewer asks you whether you think your game will be successful or not, I would choose the 'Be Modest' option, as it can have negative effects on sales on mediocre scores (~ 6.75). Following my marketing strategy I would normally get between 7 hype. This can depend on the timing of games conferences however when releasing a AAA title, as well as whether you get an interview or not. As long as the campaign is being researched, you'll be getting a gradual stream of extra hype, and any extra hype is worth getting if you are spending the money in research anyway. If you have access to AAA specialised marketing and are already have a monthly research budget, it would be worth starting the specialised campaign every time you develop a AAA game. ![]() However by the stage where you have plenty of cash and starting to churn out AAA titles, my marketing strategy would be atleast 2 of each marketing product in both the 2nd and 3rd stages of the design cycle, and possible some more 150k Magazine+demo products as it gives the most value for money, especially after the 3rd purchase. It really is up to you and how much you can afford. If you do it on the 1st stage, it will not have any effect. You should only start marketing your games in the second and third design stages of your game. The first time you purchase that particular marketing product, the hype is much more than the 2nd time you buy and so on up to a minimum hype gain. For example, a Large campaign may give you +10 hype, however Magazine + demos will give you +6 hype. They hype generated for each marketing product (Magazines 50k, Magazines + demos 150k, Small Campaign 500k and Large campaign 2m) increases you hype a certain ammount. This is essential for building a large fan base. Marketing your games, add to your game's overall hype, which in turn increases the number of people who buy your games. It also tells you the games areas to focus on when building the game depending on the genre.įor those who don't know, you can actually market your games multiple times! However it does have less effect the more times you do it. ![]() A very useful guide especially if you haven't yet done all the game reporting yourself yet. The best genre/topic combinations can be found on the Ultimate Guide For Game Dev Tycoon by Scep. Specialising in a genre also means you can focus on specialising your employees for that single specific genre which will also help in producing overall better game scores. This allows you to use the excess research points to develop your employees as you move on to start developing AAA titles. You do not need to worry about research that doesn't benefit your genre specialisation (e.g Specialising in Simulation games means you don't need to research Story/Quests, Dialogues or World Design). You can happily churn out games of the same genre with different topics to consistently top combo matches, which will help getting good game scores. I advise you to select a specific genre and then specialise in games of only that genre.
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