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once i self publish large games towards the mid-late game, I get 500 hype and can easily selll a million copies in the first week. once you hit the milestone of 500k/1 million copies sold, it will boost sales further the following couple of weeks. so there are thresholds you are trying to get to.
This is what you should aim for
Medium games
+++= 50%
++ = 40%
- or minuses = as low as you can go
Large games:
+++ = 85%
++ = 65%
- = as low as you can go
AAA:
+++ = 100%-120% (this is based on the selections you make on the right side where you put in specific functions of the category, each function costs money and time, you have to pick and choose. make sure that the category is always at 100% completion otherwise you have a "incomplete" game.
++ = 80%
Always do your game reports because thats how you get the hints for future games about which categories are important for that genre. it also gives research points which are the most important aspect of the game(E.G. engine and graphics are exceedingly important for action games, hence the above graphs)
RESEARCH: make sure you do not use the same game engine for sequals as you did for the original game, make sure you research new game engine "parts" in order to build better engines and then that will factor in to how good a game is.
The +'s and -'s represent how much allocated "time" (otherwise known as the big bars for the stages of development) If a category has +++ that means you want to max that bar out as much as possible because that type of game will require alot of time for that category (e.g. an action game's engine needs to be really good, hence the graph)
The t/d represents the spread of technology and design points that will occur, that isnt all that important but if you have alot of design heavy people and not alot of tech, the game may not turn out as well, its very important to hire a mix of people.