Each 'Cooking Mama' game is a Product Customization in CapLab, which have increasing technology-level requirements. The idea is that you sell the highest one you can meet with R&D, then move onto the next one. It would be realistic to sell the older versions at increasingly-discounted prices (since a superior quality product is on the market - from your own company - you'll need to lower price to try and drive demand to the older game(s)).fraszoid wrote: ↑Wed Oct 10, 2018 2:40 am I'm quite enjoying the mod but I had one question about selling video games. Does it net more money selling each game in the series or just make 1 and call it done and move to the next genre? For example if I make 5 cooking mama games and sell them all individually or just make the last one and sell that only. Trying to plan out how I'm going to manage my game company.
For example: you developed SimCity 2000 in 1994, to much aplomb. Demand for SimCity Classic immediately goes down, so you lower its price (similar to a budget-brand re-release of an existing game). If you could have released SimCity 2000 in 1992, that would've been even better, as such a new title would have impressed the gaming industry (and its consumers) even more, but it was too difficult for you to develop such an advanced game a couple of years early.
The Thumb Candy mod is designed to simulate the period 1990-2015 (with some extras on either extremity) of the video game industry (i.e. a simulation of a realistic timeline), rather than a generic set of infinitely-recyclable products (the base CapLab game dataset).