Not exact matches
ACC Accounting & Auditing, AFR Africa, AGE Economics of Ageing, AGR Agricultural Economics, ARA Arab World, BAN Banking, BEC Business Economics, CBA Central Banking, CBE Cognitive & Behavioural Economics, CDM Collective Decision -
Making, CFN Corporate Finance, CIS Confederation of Independent States, CMP Computational Economics, CNA China, COM Industrial Competition, CSE Economics of Strategic Management, CTA Contract Theory & Applications, CUL Cultural Economics, CWA Central & Western Asia, DCM Discrete Choice Models, DEM Demographic Economics,
DEV Development, DGE Dynamic General Equilibrium, ECM Econometrics, EDU Education, EEC European Economics, EFF Efficiency & Productivity, ENE Energy Economics, ENT Entrepreneurship, ENV Environmental Economics, ETS Econometric Time Series, EUR Microeconomics European Issues, EVO Evolutionary Economics, EXP Experimental Economics, FDG Financial Development & Growth, FIN Finance, FMK Financial Markets,
FOR Forecasting, GEO Economic Geography, GRO Economic Growth, GTH
Game Theory, HAP Economics of Happiness, HEA Health Economics, HIS Business, Economic & Financial History, HME Heterodox Microeconomics, HPE History & Philosophy of Economics, HRM Human Capital & Human Resource Management, IAS Insurance Economics, ICT Information & Communication Technologies, IFN International Finance, IND Industrial Organization, INO Innovation, INT International Trade, IPR Intellectual Property Rights, IUE Informal & Underground Economics, KNM Knowledge Management & Knowledge Economy, LAB Labour Economics, LAM Central & South America, LAW Law & Economics, LMA Labor Markets - Supply, Demand & Wages, LTV Unemployment, Inequality & Poverty, MAC Macroeconomics, MFD Microfinance, MIC Microeconomics, MIG Economics of Human Migration, MKT Marketing, MON Monetary Economics, MST Market Microstructure, NET Network Economics, NEU Neuroeconomics, OPM Open Macroeconomics, ORE Operations Research, PBE Public Economics, PKE Post Keynesian Economics, POL Positive Political Economics, PPM Project, Program & Portfolio Management, PUB Public Finance, REG Regulation, RES Resource Economics, RMG Risk Management, SBM Small Business Management, SEA South East Asia, SOC Social Norms & Social Capital, SOG Sociology of Economics, SPO Sports & Economics, TID Technology & Industrial Dynamics, TRA Transition Economics, TRE Transport Economics, TUR Tourism Economics, UPT Utility Models & Prospect Theory, URE Urban & Real Estate Economics.
ACC Accounting & Auditing, AFR Africa, AGE Economics of Ageing, AGR Agricultural Economics, ARA Arab World, BAN Banking, BEC Business Economics, CBA Central Banking, CBE Cognitive & Behavioural Economics, CDM Collective Decision -
Making, CFN Corporate Finance, CIS Confederation of Independent States, CMP Computational Economics, CNA China, COM Industrial Competition, CSE Economics of Strategic Management, CTA Contract Theory & Applications, CUL Cultural Economics, CWA Central & Western Asia, DCM Discrete Choice Models, DEM Demographic Economics,
DEV Development, DGE Dynamic General Equilibrium, ECM Econometrics, EDU Education, EEC European Economics, EFF Efficiency & Productivity, ENE Energy Economics, ENT Entrepreneurship, ENV Environmental Economics, ETS Econometric Time Series, EUR Microeconomic European Issues, EVO Evolutionary Economics, EXP Experimental Economics, FDG Financial Development & Growth, FIN Finance, FMK Financial Markets,
FOR Forecasting, GEO Economic Geography, GRO Economic Growth, GTH
Game Theory, HAP Economics of Happiness, HEA Health Economics, HIS Business, Economic & Financial History, HME Heterodox Microeconomics, HPE History & Philosophy of Economics, HRM Human Capital & Human Resource Management, IAS Insurance Economics, ICT Information & Communication Technologies, IFN International Finance, IND Industrial Organization, INO Innovation, INT International Trade, IPR Intellectual Property Rights, IUE Informal & Underground Economics, KNM Knowledge Management & Knowledge Economy, LAB Labour Economics, LAM Central & South America, LAW Law & Economics, LMA Labor Markets - Supply, Demand & Wages, LTV Unemployment, Inequality & Poverty, MAC Macroeconomics, MFD Microfinance, MIC Microeconomics, MIG Economics of Human Migration, MKT Marketing, MON Monetary Economics, MST Market Microstructure, NET Network Economics, NEU Neuroeconomics, OPM Open Macroeconomics, PBE Public Economics, PKE Post Keynesian Economics, POL Positive Political Economics, PPM Project, Program & Portfolio Management, PUB Public Finance, REG Regulation, RES Resource Economics, RMG Risk Management, SBM Small Business Management, SEA South East Asia, SOC Social Norms & Social Capital, SOG Sociology of Economics, SPO Sports & Economics, TID Technology & Industrial Dynamics, TRA Transition Economics, TRE Transport Economics, TUR Tourism Economics, UPT Utility Models & Prospect Theory, URE Urban & Real Estate Economics.
If you don't know, OrionSoft (a one - man indie
dev studio) has been
making games for retro consoles
for quite a few years now, including Mega Drive / Genesis, Dreamcast,
Game Boy, Jaguar and PS1.
Obviously people are buying the Wii U why else would we get the best Lego
Game to date and we are getting splinter cell the Wii U can't get any of the «next gen
games» because the
devs won't want to
make them
for the Wii U and not
for the xbox and the PS4 later they want to wait and do it all at the same time that is the only problem that the Wii U has right now
This takes a lot of the frustration out of the often wonky jumping segments, however, I can't help but think the
devs were forced to put this instant restart mechanic into the
game to
make up
for the substandard platforming.
, Platinum
games would really suit Nintendo, they
make great
games with fun unique experiences, it's rare anybody cares
for that anymore, most
devs put all their thought into online multiplayer, I'm glad Nintendo and Platinum
games don't prioritize that.
Ironically enough as haters and trolls say «Nintendo consoles are not
for 3rd bleh party
games bleh bleh bleh» «Third party
games don't sell on Nintendo systems» «no wonder
devs don't
make games on Nintendo systems because they don't sell» «Nintendodrones only buy Nintendo
games», «R.I.P. PEEU», «NINTENDO IS DOOMED» and more of that nonsense, yet a third party
game becomes available and it more then doubles the system sales.
Thank you
for sharing this, i will be sure to document your dream so that the diffrent departments of Nintendo can see it, This does not mean that the
game will be
made, but that there is a possbility that
devs will read it, if they need insparation.
While Natal will have no trouble attracting producers of the Wii's «shovelware» to
make 360
games, the real test will be if the new technology can reel in
devs like Valve, Bethesda, Bungie, and others that would not
make games for Wii.
Cause Now all
Dev are learning how to
make Really good
games for the ps3, and they wan na change their
games Exclusive to the ps3 cause its getting easier and the
games will look even Better.
We are seeing
Devs who never or
made a
game for a Nintendo platform or haven't in decades now doing so, which no matter how you slice it, IS more support than many anticipated.
Its the main reason why Freedom Planet is praised because not only did the
game made money
for the
devs behind the
game but because till Sonic Mania showed up, Sega wasn't willing to
make a 2 - D sonic
game like freedom planet.
The technology will
makes it much easier to set the foundation
for a new
game so
devs can spend more time working creatively to
make an original
game and less time on the basics.
Yea I agree, I don't really know about those specific indie
devs, but I know that Steam is full of shitty indie
games that are
made only
for quick bucks.
«
For the single player, it is true that the
dev period was short but many factors
made it possible,» said mission director Gaelec Simard, adding that included in those «factors» were the engine that powered the second
game in the franchise and the team itself which has virtually been the same since the original
game.
u shouldnt have to pay extra
for dlc on a
game to get a worth while strory out of it just because
devs / publishers are greedy dlc should be bonus but in destiny's case the trying to
make the dlc the main story wich is fucked up
Indies
devs who are dumb and
make shitty
games must be mad now since they can't trick people into buying their useless
games anymore, I'm glad steam took this approach it's the best
for everyone if the
devs don't like it then they can fu * k off
Maybe a hybrid system where you can try a
game for 30 minutes
for free to see if there are major ergonomy issues in the feel of the
game that
make it absolutely worthless to you, and then a 3 dollars extended tryout
for 150 minutes, so that at least the
devs gets something
for that time you spent on their
game (after all you still spent a couple hours on it), while the player does not have to commit the full $ 50.
(All exclusive) * Second party means the
dev is bound by contract to
make games only
for them as opposed to a complete buyout.
Until now it's been talked about as a PlayStation 3 and PC title with the
devs even saying they want to
make a great RPG
for the PS3 first and foremost, but a release sent out today confirms the
game is also on its way to the 360.
All these stories floating around N4G, Microsoft has unaccounted dgpu in the Xbox 1, Microsoft has 15 co processors unaccounted
for, Microsoft
games are doing what the competitors can't, Every Xbox 1 is a
dev kit, The Xbox 1 is capable of 204 TF, The power of the cloud, can
make the Xbox 1 three times more powerful, and many other things, but they all have 1 thing in common!
Granted I could be wrong and as a PC
gamer I'm more than willing
for a
Dev to
make me eat my own words and truly push current and future hardware to their limits;)
Understandable if it takes a while to get them
made, (I take a while on mine as well but still write reviews
for any
games I get while giving
devs updates) but there are just some people who do nothing but take the copies away from smaller guys who would better deserve them.
Yes,
devs pour a lot of work into their
games, but that does not
make them immune from criticism, ESPECIALLY from people paying them money
for a product.
«
For launch,
devs often prioritize stability —
making sure the
game never crashes, and is fully playable / completable — over performance.»
- despite the new business partnership with Cygames, Nintendo is very satisfied with its mobile business - they are also happy with the various projects created in partnership with DeNA, and their relationship will continue - Nintendo is trying to expand its lineup of mobile
games - Cygames had a plan
for a title that was very deep and Nintendo thought it was important to develop and operate it jointly - DeNA doesn't just support Nintendo's mobile applications, but also its Nintendo Account system with tech and
dev support - those areas of Nintendo's partnership will also continue - Nintendo is open to partner with other companies as well in the future - by using Nintendo IP in mobile apps, the company wants to spread awareness about Nintendo's characters - ultimately they'd like it to become synergistic with the console business - Nintendo wants to
make mobile
games one of the pillars of revenue - it's not enough to just expand dedicated internal development resources
for this goal - this is why Nintendo is looking
for possibilities to do it externally as well - Nintendo thought that Cygames» plan with Dragalia Lost was common ground
for the companies, so they decided to partner - one important factor to think about when managing a company like Nintendo is that its products aren't daily necessities - Nintendo creates entertainment and fun, and the essence of its business will remain unchanged - Nintendo says it's a high - risk business, and there are times in which performance could be good or bad - Nintendo will continue to create specialized gaming hardware and software
for the world - the aim is to be successful every time, but sometimes it will work out, and sometimes it won't - instead of thinking «I can't do this» they'd rather think «what can we do to continuously tighten our relationship with the customers?»
good to see that black tusk will
make multiple
games, there is new ip and gears and may be possibly anew ip now i get it why MS victoria and big park
devs were shifted to black tusk, black tusk new ip
for 2015 and gears of war
for 2016 or may be 2014.
Snerdaperds: «Neon Brood is just another example of the huge dumpster fire that is Steam, produced by a guy who just reskinned doom, slapping a new paintjob over the top of it, selling the
game again and again on Steam... Steam can't be bothered to fix this problem because there's no economic benefit to them stepping away from that hundred dollars per
game being published, and as long as these
devs make more money than it cost
for them to put the
game on Steam, they're gonna keep doing it.»
I disagree, I still think turn based RPG's are pretty niche, Persona has been around
for decades and is STILL considered niche, simply because unlike Final Fantasy it isn't mainstream, i'm hoping that in time JRPG
devs or
devs in general would look towards
games like Persona 5 as their influences vs
games like Final Fantasy 15, which while good in it's own right had a lot of issues and seemed to be rushed to the point where an entire story chapter had to be added, and new features are still being added to
make the
game better.
As
for Yooka Laylee, if it didn't deliver good results
for reviewers, it most likely won't sell well because at the end of the day, money's the thing and if the
devs don't
make profit out of the
game, then the
game bombed hard.
The idea was to get 3rd party
devs to
make games for the PS3 and not have enough time or want to spend the effort to
make games for the 360.
Not to mention, they don't seem to take much resources either, which means
devs can simply task one of their smaller teams, who have little to no input on new
games to begin with, to the job,
make a quick and easy buck
for nostalgists and new
gamers.
- Camelot wanted players to «raise» their amiibo in the
game - Camelot also wanted some RPG elements to amiibo play, as well as amiibo having a connection to online play -
devs didn't want the GamePad to draw the player's attention away from the TV, so they used it
for a reverse court view - Nintendo helped bring this feature together - a demo was
made in about 3 - 4 months in order to get some feedback - this was Camelot's first HD title - the giant characters (with the Mega Battles) were implemented as some sort of test
for HD - the
devs wanted the
game to be as accessible as possible - that's why Giant Goombas, Jump Shots and Chance Shots can be disabled - Nintendo suggested additions such as the Jump Shots - Mega Battles were Camelot's idea, not Nintendo's - the developers were concerned about how they would work, and what impact they would have on basic actions
@badtoy776 forza > GT6 and driveclub with the graphics the FPS the gameplay and you just compared a swords
game to a FPS wow really smart beside TITANFALL > killzone SF and every
games site said that warframe
dev's said that they are thinking about
making it
for Xone too planetside 2 sucks DC i don't like MMO's the rest is dumb in the other hand there are fable halo killer instinct spark trials, and a
game that like the PS4 type (
for kids) zoo tycoon
-
for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any
games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old
games - this is the first time Iizuka partnered with a team of
devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the
game to more places quicker - the
game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans
for DLC - Iizuka recommended Flying Battery Zone
for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo
game released in the west
for the SEGA Genesis - this
game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would
make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying
for the final
game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story -
for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally
make SEGA CD - grade polygons
man, this is going to be such a long and annoying next gen of consoles with people saying «the ps4 version looks almost as good as the pc version» when it will be an even larger mountain of difference between pc and console last gen, at least
for the first year, the console versions of
games look somewhat similar, obviously the pc versions had way better res and better anti aliasing but next gen, the ps4 and xbox1 are so far behind even a 3 year old pc, and the new stuff coming out just utterly obliterates the xbox1 and ps4
making them 100 % obsolete and to the people who say «
devs will never use it» and «all that power is wasted» talk to me when you have played a
game like the witcher 2, crysis 3, or metro last light in 2560x1600 at 60 buttery frames it
makes a
game like killzone shadowfall look like a freaking ugly launch psp
game
The only difference here is fortnites
devs for in there first on console, there
game isn't solely run by the notion that it's straight up that one
game mode and to be frank they
made there battle royale mode better because you can build, PUBG's
game does look better visually and graphicaly though.
- the price
devs / pubs have to pay
for physical Switch
games is around $ 8 US dollars per unit - one unit is the case and
game card - PS4
games are about $ 5 dollars per unit - minimum number of units the publisher / developer is required to purchase is 6,000 - the 6,000 units are just
for one region - there are special guidelines that need to be passed, QA checks and the signing of a Distribution of Physical Goods form, -
devs / pubs
make less reveue due to the costs of manufacturing and distribution - this is why retail
games need to be sold at a higher price
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic
games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «
making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based -
make selections
for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the
game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
game - there is some sort of feature that's unlocked after you've cleared the
game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing
for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the
devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be
made playable among the heroes, the idea came up
for Classic Sonic - the character setting
for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the
game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the
game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
game's development - SEGA knew Nintendo fans would want to play Sonic's new
game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
game, which is why they personally worked to bring it to Switch - SEGA plans to show the
game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
game in Japan at Tokyo
Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
If the
dev team left the enemies and bosses the same from the original
game, this might
make for an extremely short experience.
We caught up with Michet and some of the other indie
devs to find out about the Epistle 3 Jam; a
game jam
for developers to
make a
game based on Laidlaw's final chapter.
For 20 years I never had a problem where I have to perform this move right fucking now or I die and it just doesn't work (for games made by a quality dev like Nintendo anywa
For 20 years I never had a problem where I have to perform this move right fucking now or I die and it just doesn't work (
for games made by a quality dev like Nintendo anywa
for games made by a quality
dev like Nintendo anyway).
The only one it did work
for was Burnout but that
game was more popular than any other racing
game to begin with, largely due to the online mode that
made racing secondary to freeburn challenges, and the offered huge content updates entirely free, something only a handful of
devs do.
Devs: Ease Of Development Rules, Outsourcing On Rise «
Game Developer Research has released new data from its «State Of Development» survey of almost 2,000 creators, revealing ease of development as the most important factor
for making games on a platform, and the fact that nearly half of all developers are outsourcing in some way.»
Firstly, the ID@Xbox program — which helps independent developers produce and self - publish
games on Xbox consoles — is expanding to Windows 10,
making it easier
for indies and mobile
devs to bring their titles to PC.
Yeh I agree with what you've said there, it's probably hard
for them as
devs to not
make it have a mobile vibe if that's all they've
made previously, hopefully with another couple of vita
games they will adapt their style
If you don't know, OrionSoft (a one - man indie
dev studio) has been
making games for retro consoles
for quite a few years now, including Mega Drive / Genesis, Dreamcast,
Game Boy, Jaguar and PS1.
Many indie
game devs out there struggle with
making a good trailer
for their
games.
Time
for small
games to
make big impact YOU CAN DOWNLOAD THE
GAME HERE There are many games based on business and development and creating resources like Sims and game dev tycoon, there are... Continue readi
GAME HERE There are many
games based on business and development and creating resources like Sims and
game dev tycoon, there are... Continue readi
game dev tycoon, there are... Continue reading →
A wider install base means more money
for devs, who will then use that money to
make more great
games.