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But bear in mind that if your game is bad, no popular trend will save you from suffering losses for that game. The extra Exp helps and it helps your sales as well. Popular trends - Follow it as much as you can.Oh and if you're planning to do sabotages, go ahead. Random news/opportunities - Usually encrypted messages brings good stuff, so spend that extra bit of cash on it does help lol.Patches - A must! Seriously, you want to lose fans or not? If not, then you'll do what they want.*brag* hehehe :P You can get outstanding response for your games without new engines and stuff, you know. hehehe :P All thanks to my new custom engine. I usually use this to recover from the loss of cash and fans when any of my new games flopped. Sequels usually sell well enough, even though you may have developed it badly. Once you've gotten several hit games (6-10 ratings), you can start churning out sequels of those games - you can even make medium or large games from them. Usually, I don't like taking the risk for these sort of games - even the most popular sequels do flop sometimes. I usually make medium games for sequels of my really popular games - like Halo.Ģ50k fans for large games. I've managed to publish a medium game successfully even though I had less then the optimal 100k fans (I think I had like around 70k).īut in this case, I've already published like a couple of medium games already lol. My suggestion, just get 100k fans then start publishing medium games yourself (250k fans for large games). Not worth the risk of losing so much money - I'd rather make more sequels for popular games lol. Since I rarely buy the licence required for other platforms, I only can do PC/ Any platform jobs and the restrictions these sort of deals put might just cost you even more money (with the penalty and loss that you have to endure if it doesn't work out). Publishing deals vs Self-publishing - I find publishing deals really hard to get right.