Quality assistance department. The one which adds generic "control" elements and does "bug fixes". They also do the game reports for games you OWN, not games made when you do commissions. A good tip... Name your games as numbers, counting backwards from 999, 998, 997... Your newest games will be on the top of the list and older games will be on the bottom, in all lists. Makes it easy to do most things in the game. Especially when you don't know the "perfect values", and may make 10 games for each topic, to figure it out. I would start at 5, then do a game report, then wait and do commissions. That will give your fans time to comment on the game and let you know... "I want more ____." or "I want less ____." If they ask for more, don't crank it to 10, or just move it to 6... Go two or three more. (Because, from there, they will tell you higher or lower again. Splitting the jumps half-way, will let you figure them out in 4-5 games, as opposed to trying 11 individual values making 10 bad games, just to find all five "perfect values".) Once you know them, you still have to do a game-report, or they will not be indicated as a green value when you make a new game with the same topic. (There is a list, online, with all the perfect scores, but that is only good enough to get you to 80-90 percent. The other part is having lots of features, while being balanced in all four areas, while also having the correct topics too. Game reports will let you know if a topic was good or useless too.) Some topics are obvious, others are not. The hard part is finding the ones which are good for both game-types. (Eg, "Castles" and "Knights" are good for RPG and Action and Strategy games. So you can make RPG/Action or RPG/Strategy or Action/Strategy, or the swapped versions... With Knights/Castles as your topics, in any order. However, Each game you make with those topics, makes future games of the same topic "less perfect", because you used them already. Which is a catch-22, because you have to use each one five times to make the "perfect" for star-levels of each topic.) Honestly, just get to MMO and make any game. Set your starting release subscription for $1 a month... Then, a month later, crank it to $10 a month for the subscriptions. It takes forever for an MMO to die and changing the price honestly has no real impact on the number of subscribers. You will have billions, just making three or four MMOs. Not to mention, more fans than your customer support can ever manage. (The point of customer support is to fail. Which lowers your fans. At one point I stupidly made 64 customer support desks and had 100 people operating customer support. That allowed work to stay steady while people took breaks. It was still a useless effort as calls still kept getting backed-up! It was better to just keep doing commission work, which, for some reason, gives you more fans. More than you get from actually making games.) I stopped playing after 2040, because I had so much money that it didn't display right and the games were selling so much that it broke all the charts that shows game-sales. The only thing I could do was buy more crap, to make more money, which I had plenty of. I wanted to fire everyone and sell all the rooms, just live off the money I made. Unfortunately, you can't sell the buildings you purchase and they have rent. Even though your wages are $0... It still costs a lot to do nothing and own nothing but a bunch of empty buildings. Near the end, the game moves too fast to enjoy, honestly. They need to add "days", about half-way through the game. If only to give you more time to enjoy it and click all the crap that needs to be clicked. I had so many people, when it hit the end of a week, and all the salaries popped-up... It essentially freezes the game for 30-seconds. (Such a stupid thing to constantly display, as if you could even read all the numbers, or need to see them.)
How to do Game Analysis? what building do I need to unlock for this?
You do it with Quality Assurance: Game Report. Look At 1:20
Quality assistance department. The one which adds generic "control" elements and does "bug fixes". They also do the game reports for games you OWN, not games made when you do commissions.
A good tip... Name your games as numbers, counting backwards from 999, 998, 997... Your newest games will be on the top of the list and older games will be on the bottom, in all lists. Makes it easy to do most things in the game. Especially when you don't know the "perfect values", and may make 10 games for each topic, to figure it out.
I would start at 5, then do a game report, then wait and do commissions. That will give your fans time to comment on the game and let you know... "I want more ____." or "I want less ____." If they ask for more, don't crank it to 10, or just move it to 6... Go two or three more. (Because, from there, they will tell you higher or lower again. Splitting the jumps half-way, will let you figure them out in 4-5 games, as opposed to trying 11 individual values making 10 bad games, just to find all five "perfect values".)
Once you know them, you still have to do a game-report, or they will not be indicated as a green value when you make a new game with the same topic. (There is a list, online, with all the perfect scores, but that is only good enough to get you to 80-90 percent. The other part is having lots of features, while being balanced in all four areas, while also having the correct topics too. Game reports will let you know if a topic was good or useless too.)
Some topics are obvious, others are not. The hard part is finding the ones which are good for both game-types. (Eg, "Castles" and "Knights" are good for RPG and Action and Strategy games. So you can make RPG/Action or RPG/Strategy or Action/Strategy, or the swapped versions... With Knights/Castles as your topics, in any order. However, Each game you make with those topics, makes future games of the same topic "less perfect", because you used them already. Which is a catch-22, because you have to use each one five times to make the "perfect" for star-levels of each topic.)
Honestly, just get to MMO and make any game. Set your starting release subscription for $1 a month... Then, a month later, crank it to $10 a month for the subscriptions. It takes forever for an MMO to die and changing the price honestly has no real impact on the number of subscribers. You will have billions, just making three or four MMOs. Not to mention, more fans than your customer support can ever manage. (The point of customer support is to fail. Which lowers your fans. At one point I stupidly made 64 customer support desks and had 100 people operating customer support. That allowed work to stay steady while people took breaks. It was still a useless effort as calls still kept getting backed-up! It was better to just keep doing commission work, which, for some reason, gives you more fans. More than you get from actually making games.)
I stopped playing after 2040, because I had so much money that it didn't display right and the games were selling so much that it broke all the charts that shows game-sales. The only thing I could do was buy more crap, to make more money, which I had plenty of.
I wanted to fire everyone and sell all the rooms, just live off the money I made. Unfortunately, you can't sell the buildings you purchase and they have rent. Even though your wages are $0... It still costs a lot to do nothing and own nothing but a bunch of empty buildings.
Near the end, the game moves too fast to enjoy, honestly. They need to add "days", about half-way through the game. If only to give you more time to enjoy it and click all the crap that needs to be clicked. I had so many people, when it hit the end of a week, and all the salaries popped-up... It essentially freezes the game for 30-seconds. (Such a stupid thing to constantly display, as if you could even read all the numbers, or need to see them.)
@@JD_Mortal damn man that was a lot! Thanks a lot though