Talk:Game Development Based on Experience/1.4.3/@comment-77.239.253.103-20130504105825

Now, to talk about more important issues (than those slider tables)

1) Anyone figuring or figured out how marketing works? What to do and when?

From my experience - doing anything at 1st development stage is useless. Doing magazine adverts (50k) gives a static boost, you can do it repeatedly but with a pause of more than one week or it will have diminishing returns. Doing 500k or 2m advert early in 2nd stage seems the best - it gives a big boost and then continuous increase, it seems you have to choose one or other. You can launch one early and one late in 2nd stage. Doing something early in 3rd stage is fine but later you will miss the "continuous increase" part because when development finishes hype stops rising.

2) Anyone figuring or figured out how employees contribute with their points to project actually? It seems that all employees, even those not used during the stage in medium games, contribute points to the project. Is this true? Do they contribute full force, even though some specific employee is tasked with the leading role?

If you got 3 employees and do a medium game, Is it better to spread your employees evenly across 3 phases, or just let one do first phase, etc (i know if your employees have different des/tech scores they can be better to put on certain tasks but not another, but assume they all have same even stats like your 300/300 guy). I mean you'll get your employees worked up 100% in both situations, but maybe when only one employee works on all features of a stage, it makes others produce less des/tech points or something?