Game Dev Story [5] – Character Data

I’ve been playing a lot of Game Dev Story over the past few days and actually managed to get to the end of my second game. Suffice to say, I’ve beaten my first attempt by a long shot. I also wrote down a lot of things, gathering a lot of data about the game.

All of this happened between May 16th and May 19th of 2013.

I invested, heavily.

In my first Game Dev Story game, I spent money conservatively, being careful not to go too low. This time, I spent every cent I had as soon as I got it. I kept hiring better staff and training my existing staff, I bought licenses for the good consoles as soon as I could and I invested heavily into advertisement.

Game Dev Story - Hacker

Leveling a Hacker ends up being worth it on Level 5.

I managed to hire 2 Hackers quite early on and I got my first hall of fame game around year 6. I also got myself a Hardware Engineer and developed my own console by year 11. I named it Ultima. Basically, I did almost everything I did in my first game, but I did it earlier, faster and to a larger degree.

I also made a lot of sequels, since they did end up selling well. My two most popular franchises were Amorous – dating life series and BattleBots – a series of robot shooters. Other than that, I made a lot of card games, RPGs and Simulation games.

Game Dev Story - Grand Prize

Starting with BattleBots 3, each BattleBots game won the Grand Prize.

Ultima ended up being my best move because it was the most popular console pretty much until the game ended. It was only overtaken by GameJohn for a short time after it was released, but it came back from it soon enough.

I wrote everything down.

I decided to write things down, so it could possibly serve as a reference for myself in the future, or maybe even someone else. I wrote down good and bad combos, basic stats, games I’ve developed and final game character stats.

List of games I developed in GameDevStory

This probably won’t be very helpful, but I had some weird games, so I wanted to mark it down somewhere. Here are the games I developed, their genres, themes and scores, starting from sometime around year 6.

Name Genre Theme Score
Shelf Story Life Bookstore 33
Ninja Story Audio Novel Ninja 33
Pirate Pursuit Trivia Pirate 35
Sumo Story Audio Novel Sumo 34
007 TCG Card Spy 38
Amorous 2 Life Dating 36
BattleBots 2 Shooter Robot 37
Shelf Story 2 Life Bookstore 37
Ninja Story 2 Audio Novel Ninja 38
Pirate Pursui2 Trivia Pirate 37
Beach Sports Motion Swimsuit 37
World of Sumo Online Sim Sumo 36
Tapmania Music Drums 35
Wonderworld Online Sim Exploration 34
SingIt Music Pop Star 33
Breeder RPG Monster 34
Sumo Sumo Sim RPG Sumo 38
007 TCG 2 Card Spy 37
Classical Music Art 33
BattleBots 3 Shooter Robot 38
Breeder World Online RPG Monster 36
Let’s Golf Online Sim Golf 36
Spies Online RPG Spy 35
Fortius Online Sim Sports 36
Buccaneers Online RPG Pirate 38
Scrabbler Board Word 38
Spaz Motion Comedy 35
Amorous 3 Life Dating 39
Age of Fu Online RPG Martial Arts 38
For the Masses Music Pop Star 37
Rereversi Board Reversi 39
Vocab Table Words 38
The Beat Music Drums 37
Phara-Oh Trivia Egypt 38
Breeder TCG Card Monster 38
Breeder Top Table Monster 38
Structural Trivia Architect 37
Toadstool TCG Card Mushroom 38
Shelf Story 3 Life Bookstore 33
Ninja Story 3 Audio Novel Ninja 37
Ninja Quest RPG Ninja 38
BattleBots 4 Shooter Robot 38
Amenophis Action RPG Egypt 38
Book Shop Story Simulation Bookstore 38
Jungle Quest Sim RPG Animal 38
Privateers Action Pirate 37
Tai-Do Action Martial Arts 38
BattleBots 5 Shooter Robot 37
Sumo Sumo 2 Sim RPG Sumo 38
Amorous 4 Life Dating 40
Pookemon RPG Monster 36
BattleBots 6 Action Robot 38
Amorous 5 Life Dating 39
Pookemon 2 RPG Monster 38
BattleBots 7 Action Robot 37
Amorous 6 Life Dating 37
Game #74 Educational Exploration 37

So I made a lot of games and a lot of them were sequels. I also named a few in such a way so that it seems as though they belong to the same franchise, even though they aren’t direct sequels, such as the Story series, the Quest series, or the Breeder franchise. A few of those were also puns and the last one was named Game #74 simply because I taped “Ship” before naming it. This should also tell you I made a total of 74 games while managing Muffin Co.

Game Dev Story - Max Direction

I maxed out the direction points around year 16, I think.

The first two games on the list were developed for the GameKid. Then I switched over to the SuperIES with Pirate Pursuit. I stayed with the Super IES for years, until the PlayStatus was released and I developed SingIt for that platform.

By year 11, I developed my own console, Ultima, which was a 64-bit BD-ROM platform, so starting with BattleBots 3, I only ever made games for the Ultima. It was only for a short period in year 19 that I switched to the GameJohn with Pookemon, but the sequel to that game, Pookemon 2, was developed for the Ultima again.

Game Dev Story - Perfect Score

I got a perfect scoring game to. It was a Dating Life game.

Before I briefly switched to the GameJohn, I developed my star game on Ultima – Amorous 4. It was my only game to ever get a perfect score, though many came close.

Employee Stats in Game Dev Story

I also wrote down employee stats and I did it in two ways. First of all, my primary method of training my staff was the “Anime” training. It’s cheap, adds to all four of the stats and works quite well at the start. I basically used the Anime training on each of my employees until they stopped gaining points from it. Because of that, I wrote down their Anime training maximums. Of course, I only did this for the employees I actually hired. A lot of them I never even tried out. The job field states the job the employee had at the moment I maxed out their stats with Anime training. Some of them changed their jobs from the one they started with, but most of them didn’t.

Maximum Anime Training – Game Dev Story

Employee Programming Writing Graphics Sound Job and Level
Walt Sidney 346 273 306 188 Hacker 1
Shigeto Minamoto 116 146 100 80 Director 3
Shirley Ugest 103 102 66 93 Producer 4
King Ackbar 135 158 132 113 Director 4
Charlize Theory 123 207 104 115 Director 4
Mister X 137 113 139 142 Sound Engineer 3
Francoise Bloom 437 399 296 229 Hacker 2
Sophie Kairo 199 144 241 236 Director 1
Dexter McPhee 108 318 332 251 Hacker 1
Stephen Jobson 168 216 201 160 Producer 1

Writing all of these down made me sure of one thing – there are definitely better and worse employees. While you can keep training stats if you get the random “super parameter up” event while training, the basic training maxes out differently for each employee, so they definitely have different potentials.

UPDATE: Trevor, in the comments below, also let me know that his Francoise was much, much better, as noted in his screenshot:

Francoise Bloom

Trevor’s Francoise.

So while there are probably better and worse characters, there’s also a lot of variance in how they turn out.

Game Dev Story - Kairobot

The special characters aren’t worth it in my opinion.

Francoise Bloom and Walt Sidney are the two employees you should probably hire immediately for a huge short term boost and a good long term investment. Sophie Kairo might seem on the low side now, but she has almost Hacker level stats while being only a Director, so she ended up being the ultimate employee by the end of the game. This is probably due to the fact that her name is based on the name of Game Dev Story’s developer – Kairosoft.

Game Dev Story - GameDex

This was as high as I got with GameDex visitors.

My priority with employees throughout the game was to first max out their stats with anime and then slowly level them through their careers until they all became Hackers. After that, I was rolling in money, so I further trained them using the “Long Trip” training until I maxed out their stats that way as well and this is when I wrote down everything again. Basically, what follows should be the maximal stats of each employee I had employed when the game was over. Again, they can technically get even higher with “super parameter up” events, but these are the maximums for the regular training outcome.

Maximum Employee Stats – Game Dev Story

Employee Programming Writing Graphics Sound Salary
Sophie Kairo 625 526 505 498 6648.4K
Dexter McPhee 263 469 455 371 829.4K
Stephen Jobson 679 616 441 431 13796.7K
King Ackbar 531 473 350 376 8274.9K
Charlize Theory 491 560 349 326 4595.1K
Mister X 537 466 342 337 6616.9K
Francoise Bloom 575 534 405 346 1658.8K
Walt Sidney 498 412 441 307 622.0K

Again, obviously, not all employees are made the same. Some are a bit weaker, some are stronger. Some are cheap, some are extremely costly. As a general rule, if you manage to hire a Hacker directly, you’ll end up paying him much less than you would an employee who was promoted into a Hacker. The same goes for any other higher level employee.

Job Progression – Game Dev Story

Job Requirements
Director Coder Lvl5, Writer Lvl5
Producer Designer Lvl5, Sound Engineer Lvl5
Hardware Engineer Director Lvl5, Producer Lvl5
Hacker Hardware Engineer Lvl5

The thing with job requirements is, you don’t need the base job levels maxed out if you already have a higher up job level. For instance, if you happen to hire a Hardware Engineer, it doesn’t matter what his other jobs are, as long as you max out Hardware Engineer, you can turn him into a Hacker. This means that you’re better off financially if you hire higher level employees directly and then turn them into hackers later on, because each promotion bumps their salary up by 20%. Basically, you get a cheaper Hacker if you start higher up in the career tree.

Game Dev Story - Custom Console

Ultima ended up being the most popular console during the last 9 years of the game.

Also, I wanted to get all the special characters of the game, such as Grizzly Bearington and Kairobot, but I ended up giving up on that. Mister X and King Ackbar are the two special characters I did hire and they obviously aren’t anything special compared to my other employees, so I didn’t see a point in hiring the other guys.

Game Dev Story - Prizes

I won Grand Prize almost every year, once things started going smoothly.

Finally, I also wrote down the combinations that ended up being good or bad. Based on my observations, there’s actually five levels of quality at play here. There is the neutral grade, the good and bad grades and the very good and very bad grades.

Game Combinations – Game Dev Story

Very Good Good Neutral Bad Very Bad
Drums Music Sumo Audio Novel Bookstore Life Ninja Trivia Comedy Motion
Bookstore Simulation Pop Star Music Spy Card Swimsuit Motion
Egypt Trivia Art Music
Martial Arts Action Monster Table

I was researching combinations for a bit and a lot of online sources seem to disagree with my observations. There’s definitely a chance I’m wrong on some of the combinations here, but I’m pretty sure I can’t be wrong on most of them. Still, you should take it with a grain of salt and maybe visit some other sites instead of completely relying on the information here.

I broke all Records!

As CEO of Sunny Studios, I barely scratched the surface of Game Dev Story. With Muffin Co., I reached Sunny Studios’ level of success within the first five years. By the end of year 20, I was worth billions. It’s not a complicated game and it’s easy to succeed, but there are a few tips I could have used on my first run through the game

Game Dev Story Tips

  • Don’t save up too much money
  • Always go for the most popular console
  • Invest into advertising
  • Don’t invest into weak employees
  • Good employees to hire: Any hacker, Sophie Kairo, Charlize Theory
  • Good training to use: Anime
  • Use the good combinations
  • Boosts aren’t that great. Instead, focus on employee promotion to get those Hackers ASAP.
  • Getting your own console isn’t critical, but it can help

At the end of year twenty, Muffin Co. was worth 2,801,250.4K (that’s close to 3 billion). They developed a total of 74 games and sold a total of 1,533,992,260 units. Their best-selling game was “The Beat”, which sold a total of 66,911,361 units.

Game Dev Story - Final Stat

Much, much better than Sunny Studios.

I maxed out a lot of themes and genres, I completely maxed out on my direction points and I got a perfect scoring game. The only thing I could technically do in Game Dev Story to further progress is to max out each and every genre and theme. I’m not going to do that. Instead, I’ll move on to another game now. I consider Game Dev Story to be fully completed and consumed.

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About Nikola

An avid gamer, programmer and all-around geek with a dream to one day write something people actually read. Be sure to let him know if you like what he does. It’s really good for his ego.

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  • nl

    If you liked Game Dev Story you should try some of Kairosoft’s other games too. I’ve bought all of them but haven’t had a chance to play about half of them so far. Some of my favorites are:

    – Grand Prix Story (BEST!)
    – Mega Mall Story
    – Dungeon Village
    – Sushi Spinnery
    – Pocket Clothier
    – Hot Springs

    In GDS, it seemed to me like getting bugs was sort of a “good” thing because you get research points for fixing them. You agree? Or is there a downside? I know it extends development time but this doesn’t hurt you that much.

    Is there a penalty of some kind for immediately blowing through all your money so you get the extra from your assistant? It seems like the most efficient way to start, but I’ve never tested to see if it hurts you somehow.

    Will sometimes releasing bad but profitable games have any long-term consequences, like a tarnished reputation which reduces future sales? (doesn’t seem to hurt EA…)

    • http://addictedgamewise.com Nikola

      I already have my eye on a few. They seem to be somewhat “Of the same cloth”, though, so I’ll play something else for a while first. I like to mix it up like that :D

    • http://addictedgamewise.com/ Nikola

      Hm, did you edit your comment? I don’t remember it in that form :D

      Yes, it does feel like getting bugs is a good thing, unless you want to release ASAP. You get to earn more research and even use item boosts during debugging.

      I don’t think there’s a penalty for blowing through to the extra money, it’s just a safety cushion.

      As for bad games, I’m not sure if you can lose fans, but it didn’t hurt me. In any case, the better your dev team is, the better the game ratings, no matter how bad a combo it is, so you might get a few rating points less in you make a bad game later on, but it’s never as bad as any of your early games.

  • Trevor Goddard

    Your stats for Francois and Walt look a little low. She’s cracked 800 for me twice http://imgur.com/7dd34Ku.jpg

    • http://addictedgamewise.com/ Nikola

      Hm…

      So I guess there’s a lot of variance between how the characters turn out. I’ll put that note in the post. Thanks!