Game Dev SIM board game review
About six months ago, attending open lectures and thematic events on Gamdev, I heard about the development of a similar game, but already in the desktop version, from the Russian publisher-Game Dev Sim.
I myself am not a serious desktop, but later played in the prototype on open gamers – I liked the idea, the gameplay was cheerful, humor based on specific situations in Gamdev (and in general on the Aita) was present.
I recently acquired a release version of the game (sales began only at the beginning of this month) and played about 10 Solo parties and with friends.
How to give players the opportunity to rob cows.
Actually, the game with the game https://nogamstop-casinos.co.uk/review/winit-casino/ proudly announces that this is the first hill, whose gameplay is reduced to the development of its game. Is it so? And yes, and no.
On the one hand, unlike the same Game Dev Tycoon, the main emphasis here was made precisely on the development process, production features, problem situations faced by the outfit. The final result – what characteristics the game will have, whether it will become commercially successful – is not a condition for victory.
On the other hand, the game delays the proprietary Gamdevian sensation of permanent chaos and failure: breakdowns, demoralization of the team, a black strip of relations with investors.
Rules and conditions of victory:
Players (or player, solo here is also possible) receive one of the four game studios (recognizable logos is one of the many Easter phenomena and the personality of the industry).
After – receive a project of a game that must be completed in a 6 -month period. 1 month = 1 move, when the player’s studio is not only engaged in the actual development, but also solves a bunch of accompanying problems, some of which are extremely mediated with the flight of gamed -design fantasy – they are beaten off from patent trolls, arrange corporate parties, ride on exhibitions.
In total, the game provides 60 unique situations played, when players are offered to choose one of 3 proposed solutions to the problem (or possibility).
In every month, at the same time, at least 4 are played out, thus, the same situations do not pop from the party to the party.
In order to cope with these problems (and generally start developing a game), you need to hire a command in an affordable labor market. Specialists are represented as direct developers – programmers, designers, gamdizations, as well as marketers (they allow you to fill out 4 progress of the bar for launching the project – code, art, game design and marketing, respectively), and less obvious, but also very necessary specialties – PMA, scriptwriters, testers, producers, HRAMs.and others.
Each studio has a monthly budget (depends on relations with investors), 4 options for accommodation, team morality, money at the cash desk that remain after paying all expenses.
And here the most interesting thing begins-hiring all specialists, expected, does not come out because of the budget. Moreover, at first there are difficulties with hiring even a seemingly minimum necessary amount. At the same time, it turns out that a little money should be postponed to solve problem situations that the specialists have to be sent to solve other problems – as a result, you can easily find yourself to the middle of the party with a team on the verge of a nervous breakdown, an investor threatening to break a contract and a project ready for 10 (in 3 months they came up with a name and fonts made out).
In short, such an almost permanent OH Shit effect is present almost constantly in the first parties and with increased complexity (tuned at the request of the players, there are 3 modes). This at the company went at the level of Loining is fun, although not everyone will like it to like it.
As a result, we have a game more about managing the team and development processes. Competent distribution of resources, assessment of the value of individual specialists, depending on the development stage, bringing employees to the edge of exhaustion-all in order to ensure that the project is completed on time (and with the maximum set of additional features, if we want to beat competing players).
The material part of the box seems to be standard-there are dense-comprehensive cards, there are many of them, cubes-markers are colored and beautiful, there are also many of them. The visual style can be called simple, but it looks quite unique, juicy.
Will the game delight everyone and everyone? There is definitely no – it will most likely surprise little strengthened tablespers, it will not work for the principled lovers of the monopoly, since thinking is especially at first – it is moderately intensively (but, as mentioned above, is not always necessary to obtain a fan). If you try to sit at the table with the game of people very distant both from games and in general from ITs, you can most likely also wait for misunderstanding, since without her humor, recognition of Easters, she certainly loses in style and charm, turning simply into an office control simulator.
However, minus the above categories, with a potential audience, the game seems to be fine. Separately, it is nice that this is the Orijinal of the Russian publisher – of course, not aaa from the world of dimensions like these of your coffins with Glumheven, but it seems like your own idea but.