|Game Corp 2|
|Platform(s)||PC, Visus Sphere|
|Genre(s)||Tycoon, Real-Time Strategy, Business|
|Single-Player, Online Competitive|
After acquiring a small loan , you a fledling game designer start your Video Game Company to not only repay your loan but also become the biggest and greatest video game company in existence, along the way new consoles will appear and competing companies will appear and disappear, in addition the player must watch the market and research into technology and gamers to determine what games to make and what actions to do.
Gameplay is divided up between the isometric view of the player's office/s and the various sub-menus. Using an isometric perspective players are able to look over their workers and office/s as well as hire/fire/promote workers in this main area.
Players can also click on workers to see how they are performing, this includes listing their current task, their hunger, thirst, tiredness, current feeling, personality and level with their speciality (or level of all specialities if they haven't been designated).
Games in Production
The first main submenu is "Current Games in Production", represented by a pile of folders and paper as its symbol, looking in this submenu, players can get a quick glance at all current projects in a scroll bar style with completion bars to show how far into production they are, the completion bars have colour codings for each speciality to show how they are going as well as colours for publishing and shipping (if the game is released internationally). By clicking on any game the player can get a more in-depth analysis of what the game is about and how it's going in production, with individual progress bars for each speciality shown. While in this area players can look at;
- The Game's Genre
- It's approximate Data Size
- Consoles Game is released on
- It's estimated Retail Price
- How Anticipated the Game is
- Where it is being sold (Locally, Regionally, Country-Wide or Internationally)
The next Submenu is "Create a Game", represented by a Game Case with a shining star on the top right, within which players are able to start production on new games. From the start the player has several options on how to make their game, while in this submenu the game's time will remain paused, the options for players are;
- New Intellectual Property
Each of these options effects numerous factors in both the game's production and its success with gamers, this can range from time it takes to create the game, amount of content in the game, anticipation for the game and even ratings of the game (as Sequels, Prequels, Remakes & Ports are judged against their predecessors). After this option is chosen, the player chooses the sort of game it is by selecting;
- Physical/Digital (Latter only available after 6th Generation of Consoles)
- Data Size
From there the player is directed to their list of available to workers to determine who will work on the game, it is important to note the chemistry between workers as some workers make better products and products faster when they have good chemistry. Workers can work a maximum of three fields of the game meaning that a minimum of three workers is required on a game, the maximum number of workers is 30 per game. It is important to note that a game's workers also require a conference room to fit their numbers so the player may be limited in that regard as well.
After this the player chooses what programs are to be used, programs can vary greatly and a worker must be trained in that program before being able to use it. The programs change over time although very slowly and there is lineancy of one generation of programs so workers don't have to constantly be upgrading their programming skills. Once all programs have been chosen the production of the game can begin.
The next submenu displays the statistics of the player's company, this includes various elements of the company;
- Number of Workers
- Games for each Console Company
- Net Worth
- Overall Income/Loss
- Worker Salaries
- Electricity, Food & Water Bills
- Rent Bill (if renting an Office/s)
- Highest Profitable Games
- Console Sales
- Anticipation for next Consoles
- Current Video Game Trends
- News from other Video Game Companies
- Most Recent Programs
- Upcoming Programs
This Submenu is intended to help players understand their company and read the market as well as anticipate changes.
This Submenu allows players to construct, demolish and edit their office/s this contains numerous submenus for each type of construction;
- Exterior Construction - Walls, Floors and Roofs, needed to make a working space habitable
- Exterior Design - Wall & Floor Painting colours
- Working Stations - Locations where Workers can be hired and includes buying equipment for workers
- Specialities - Equipment specific for particulary specialities, although it is limited how many objects a worker can have they all provide advantages for their particular speciality
- Special Rooms - Conference Rooms, Marketing Departments & Head Offices, these are all prefab rooms that server a particular purpose
- Food & Water - Various structures to provide each, this can vary from something as small as a Mini Fridge to a full blown Cafeteria
- Ornaments - Anything that has an overall impact on the workers nearby, usually boosts worker's emotions and can be plants, statues, paintings, sculptures or even small knick-knacks for the worker stations
- Doors & Windows - Self-explanatory, some variations can provide benefits, windows often function similar to ornaments with the more expensive ones
- Multi-Level Access - Necessary for multi-leveled buildings, this includes stairs, escalators and elevators which can impact worker efficiency as well as their mood
A special submenu unlocked after moving into a company owned office, Operations lets the player have direct contact with particular parts of the industry such as reviewers, console companies and even rival companies. The player can set up negotiations which can range from combining companies, buying out reviewers or rival companies, negotiating exclusive deals with console companies and a myriad of other options. More options become possible with the greater success the player's company has.
In this submenu the player can also buy and sell shares in rival companies.
The last submenu, The Industry looks at how consoles are performing overall, it provides news regarding not only scandals but also recent reveals and releases and provides a scoreboard for both the highest rated games of the season and the highest rated games of all time (this is impacted by reviewer scores and overall sales)
When creating games certain aspects can affect how long the game takes to make as well as what the focus of the game is (which of Programming, Sound, Art or Literary takes the most effort).
Genres of games are split up into numerous factors and impact how much effort each field needs to put in to make the game, in addition certain types of game genres can only be accessed after a certain time. There are 4 Genre Categories; Graphical Genre, Style of Game, Genre 1 & Genre 2.
Graphical Genres are split up among four types; Text, 2D, 3D & Virtual Reality. Text is available from the start, 2D is available from the second Generation of Consoles onwards, 3D is available from the fifth Generation of Consoles onwards and VR is available from the twelfth Generation of Consoles onwards.
Style of Game is the main genre the player choses and has the most impact over each fields' work loads. Some styles of games are unavailable with particular Graphical Genres as seen below;
|Style of Game||Text||2D||3D||Virtual Reality|
After choosing the Style of Game the player is then directed to chose their Theme Genres, listed as Genre 1 and Genre 2. These Genres have minor impacts on the work load but also provide the most variations. The player can choose 1 or 2 Genres from this list as long as they both line up with the Style of Game chosen.
|Theme Genres||RPG||Platform||Shooter||Fight.||Sport||Sim||Party||Puzzle||V. N.||I. M.|
Workers in Game Corp 2 greatly vary from their predecessors, a much more advanced AI is used this time around accounting for many factors although still retaining the core aspects of the workers.
As shown above the workers have three main stats; Food, Water & Tiredness on the front of their card, these are shown as segmented bars which gradually go down over time, it should be noted that these bars vary between workers and some workers can have lower maximum capacities for these bars than others. Next is the Job which is determined by the rank the worker has as well as their speciality and overall experience with the job. Next is Mood and Personality, the mood can also be seen by the background colour and facial expression of the worker which changes according to moods, there are a total of 12 moods which can impact a worker's efficiency and the rate at which its hunger, thirst & tiredness fall. Personality meanwhile gives an indication to what sort of worker the person is, this includes what sort of genres they are best at and also the rate at which their hunger, thirst and tiredness can fall.
On the back of the worker's profile the player can see the worker's stats in each field as well as their overall experience, this can help determine for a player what area they should specialize in. In addition the chemistries are shown on this side as well, a total of 7 Best and 7 Worst Chemistries can be shown, although workers will always have some form of a good or bad chemistry which must be looked at by dragging one worker over the other.
The range of a worker's appearance can vary greatly, workers can vary in their clothing, skin colour, eye colour, hairstyle & hair colour.
While regular workers do have their appearance randomly generated the player designates their own, while physical features are all available players must buy clothing from the store with company points, which are earned based on how many games the player's company has made with a 50% or higher aggregate score.
A number of personalities appear for workers in Game Corp 2, some are positive while some are negative, some can influence how well that worker is when making games of a particular genre or if they are particularly savvy in one style of programs over others.
|Couch Potato||Hunger, Thirst and Tiredness fall 15% more slowly, however Worker efficiency is decreased by 25%|
|Workaholic||Increases Worker efficiency by 25%, however workers will refuse to refill their bars until they are completely depleted|
|Easily Angered||Will generally create more unique games however will take longer to complete conference meetings by 25%|
|Calm Minded||Will generally create less unique games however will take less time to complete conference meetings by 25%|
|Enthusiastic||For the first 10 years will make significantly more unique games, afterwards will be incapable of making games for anything but the three main genres the worker has made|
|Determined||Increases Worker efficiency by 20%, however conference meetings take 10% longer to complete|
|Wandering Imagination||Significantly more unique games and conference meetings take 10% less time to complete, however Worker efficiency increases by 10% and Tiredness depletes 10% faster|
|Indoorsman||Increases positive effects of Non-Biological Ornaments to worker by 25%, decreases positive effects of Biological Oranments to worker by 25%, creates better; Horror, Fantasy, Sci-Fi, Stealth, On-Rail, MMO, Strategy, Tactics, Racing, Turn Based, Tower Defense & Artistic games|
|Outdoorsman||Increases positive effects of Biological Ornaments to worker by 25%, decreases positive effects of Non-Biological Ornaments to worker by 25%, creates better; Action, Adventure, Action-Adventure, Survival, Stealth, Exploration, Sandbox, Rogue, Vehicular, Real-Time, Battle Arena & Educational Games|
|Photo-Sensitive||Decreases Worker efficiency by 20% when adjacent to a window, increases Worker efficiency by 10% after 3PM|
|Green Thumb||Increases Worker efficiency by 30% when adjacent to a Biological Ornament|
|Industrialist||Increases Worker efficiency by 30% when adjacent to a Non-Biological Ornament|
|Athletic||Moves 15% faster|
|Overweight||Moves 10% slower|
|Fragile||If previous game receives bad reviews, worker's efficiency will decrease by 15% more than usual|
|Sturdy||If previous game receives bad reviews, worker's efficiency will decrease by 35% less than usual, however worker's efficiency will increase by 10% less from good reviews|
|Assertive||Decreases time to complete Conference Meetings by 25%, however reduces creative potential of game|
|Passive||Increases time to complete Conference Meetings by 15%, however increases creative potential of game|
|Quick Fingers||Increases time to complete Conference Meetings by 10%, however Worker's efficiency will is increased by 15% when developing the game|
|Night Shift||Worker efficiency starts 15% lower than usual at 6AM and increases gradually over the course of the day until 6PM where it will be 15% higher than usual|
|Nocturnal||Worker efficiency increased by 25% between 6AM-9AM and 3PM-6PM however is decreased by 20% between 9AM-3PM|
|RPG-Lover||Makes better Role-Playing Games|
|Platformer-Lover||Makes better Platforming Games|
|Shooter-Lover||Makes better Shooting Games|
|Fighter-Lover||Makes better Fighting Games|
|Sports-Lover||Makes better Sports Games|
|Simulation-Lover||Makes better Simulation Games|
|Party-Lover||Makes better Party Games|
|Puzzle-Lover||Makes better Puzzle Games|
|Visual Novel-Lover||Makes better Visual Novel Games|
|Interactive Movie-Lover||Makes better Interactive Movie Games|
|Old Fashioned||Makes better Text and 2D Games but worse 3D and Virtual Reality Games|
|Tech Savvy||Makes better 3D and Virtual Reality Games but worse Text and 2D Games|
|Spriter||Is better with Art Programs and makes better Text and 2D Games|
|Modeller||Is better with Art Programs and makes better 3D and Virtual Reality Games|
|Hacker||Is better at Programming and can utilize Rival Companies' technology as the worker's own|
|Code Writer||Is better at Programming and learns new Programming Programs quicker|
|Artistic||Is better with Art Programs and reduces time to complete Conference Meetings by 10%|
|Musician||Is better with Sound Programs and makes better 3D and Virtual Reality Games as well as works faster with newer Sound Programs (maximum of +20%)|
|Sound Engineer||Is better with Sound Programs and makes better Text and 2D Games as well as being able to integrate old Sound Programs into newer technology reducing the need to upgrade this worker's Program understanding|
|Writer||Is better with Literary Programs and increases Worker efficiency by 10%|
|Book Writer||Is better with Literary Programs and makes better Text and 2D Games|
|Movie Writer||Is better with Literary Programs and makes better 3D and Virtual Reality Games|
|Stock Player||Is better with Marketing Programs and increases Sales when the game is trending in a region|
|Salesman||Is better with Marketing Programs and increases Sales for Prequels, Sequels & Remakes|
|Quick Learner||Is able to learn New Programs more quickly although gains experience more slowly|
|Technician||Takes longer to learn New Programs however gains experience quicker|
|Jack of All Trades||Gains experience when not specialized in any field much faster and carries over 100% of experience when specializing|
|Company Friend||Will have twice as many Best Chemistry Workers as Worst Chemistry Workers however the latter will be twice as hard to work with than usual|
|Loner||Will have less overall Chemistry|
|Rivalry||Makes better games when they share the exact same genres as a game from a Rival Company|
|Glutton||Hunger decreases 20% faster, however Thirst decreases 20% slower|
|Slow Burning Stomach||Hunger decreases 20% slower, however Tiredness decreases 20% faster|
|Dry Skin||Thirst decreases 20% faster, however Hunger decreases 20% slower|
|Camel System||Thirst decreases 20% slower, however Tiredness decreases 20% faster|
|Heavy Sleeper||Once Worker is Asleep they cannot be woken up however will recover 25% faster|
|Light Sleeper||Worker will recover 25% faster however if woken up will have their Tiredness cut in half for the rest of the day|
|Ruralist||Effects of Biological Ornaments increased by 10% however worker efficiency decreased by 5%|
|Urbanist||Effects of Non-Biological Ornaments increased by 10% however worker efficiency decreased by 5%|
Moods dictate how a worker is feeling, moods have an impact on the game the worker is working on as well as the production rate of the of said game, certain items can improve items and making sure that access to the various needs of the worker are met will help maintain positive moods. Every day all workers will start out with either Happy, Calm or Frustrated Moods which can change during the day according to what happens.
Happy - The best mood for a worker to have, while a worker is happy their work efficiency will increase by 20% and the game they are working on will have a slightly higher quality to it, in addition a happy worker can influence Calm and Bored workers to improve their mood as well.
Calm - The most common mood as the start of a day, calm workers have a slightly increased work efficiency of 10% and can easily be influenced by the mood of their co-workers.
Bored - Usually a mood that occurs later in the day by workers who either have been doing no work or have been in conferences the whole day, Bored has no impact on worker efficiency although it does decrease the rate of decay for the Hunger and Thirst bars by 10%.
Frustrated - The worst mood a worker can start the day on, frustrated workers can be easily aggrevated by workers whom they have bad chemistry with, ending up with them becoming angry, a worker can also get frustrated from being in the red of any of their three conditions (hunger, thirst and tiredness) or when they have to walk a long way to get to something to suffice one of the three conditions.
Angry - A dangerous worker, angry workers will refuse to work until they calm down, they can also influence other workers to become frustrated and sometimes even angry themselves. If a worker is Angry for more than 15 days in a month then they will resign, in addition angry workers can damage ornaments.
Tired - Tired workers are workers who have been working for a long time without a break, although the rarest mood it reduces worker efficiency by 50% and increases Hunger and Thirst decay rates by 25%. Tired workers can also result from a worker with an empty Tiredness meter staying that way for too long.
Each console company tends to focus on particular aspects of the console and can be a bit predictable in that sense however they are not limited to their speciality. Console companies tend to release a new console every 7-10 years although will always wait until the other companies have released their consoles before confirming their next console.
- Initially only Home Consoles are made
- After 3 Generations Handheld consoles begin being created
- After 6 Generations consoles become internet compatible
- After 12 Generations Virtual Reality consoles begin being created
These are the Console Companies
- Primodo - Focuses on processing power
- Atamach - Focuses on easy to program Consoles
- Sarana - Focuses on Early releases and loyal development companies
- Nivinus - Focuses on varying console designs
- Sy-Ton - Focuses on Graphical Prowess
- Mireteya - Focuses on Additional Features
- Ganamax - Focuses on expansive controller capabilities
- Coelius - Focuses on experimenting with Multiplayer
- Efaarnia - Focuses on Brand Deals and Exclusivity
- Marrano - Focuses on providing a late generation superior alternative
Primodo's Logo | Atamach's Logo | Sarana's Logo | Nivinus' Logo | Sy-Ton's Logo
Mireteya's Logo | Ganamax's Logo | Coelius' Logo | Efraania's Logo | Marrano's Logo
The Rival Companies in Game Corp 2 are much more extensive than their predecessors, there are two types of Rival Companies; Universal and Random. Universal Rival Companies will always appear and while they can vary in location of origin they all have set focuses. Random Rival Companies are randomly generated and randomly named video game companies mainly meant to provide competition for the player early on, it should be noted that while the player can buy out any Random Rival Company that appears, they can only buy out 5 of the Universal Rival Companies, this is to prevent the player achieving absolute dominance.
When a player buys out a Rival Company they acquire the office/s that company owned as well as 50% of their workers, in addition the player can make continuations to the bought out company's IPs.
Universal Rival Companies
- Neno Games and Research Division - Focuses on Platforming and Adventure games, will always create a new IP every console generation and can drop an IP for multiple generations before bringing it back
- Supercan Productions - Focuses on Fighting and Action Games and often plays with elements of Horror and Fantasy, they tend to develop three major IPs and can become friendly with pretty much any Console Company very quickly
- Lonewolf West - Focuses on Sandbox games, although it releases games rarely these games often push the consoles of each generation to their limits, they also tend to have one central IP with multiple smaller IPs
- Lokimono - Usually one of the first appearing Rival Companies, the company tends to focus on having three major IPs of very different genres as well as smaller IPs, it should be noted that Lokimono has a high chance of going under
- Pentanium - Focuses on Role-Playing Games, it can randomly buy out one other Universal Rival Company and will use a combination of both its own and the other company's IPs, it typically makes a lot of games very quickly
- Pipeline - Will often focus on genres that aren't currently being heavily used and will have at least 4 major IPs although releases games fairly infrequently, the company also tends to buy out Random Rival Companies in its region and uses their IPs instead of its own
- Verdant Entertainment - Will focus on MMOs and Role-Playing Games and typically creates non-standard continuations to its IPs, it will also become very loyal to a random console
- Lunar - Focuses on Simulation games and will often dominate the genre, it releases a new entry to whatever its main IP is once every two generations although these entries tend to dominate the market assuming Simulations are not out of fashion
- Fingerprint Software - Creates almost solely Shooter style games, it often makes some of the most creative IPs to the Shooter genre although rarely if ever explores beyond that genre, it will rarely continue an IP beyond its fifth entry rather favouring making new IPs
- Sunstroke - Focuses on Visual Novel games and later Interactive Movie games, the company does not ever make continuations to its IPs, always opting to make a new IP instead, in addition the games it does make tend to do incredibly well critically
- Hubble Studios - Focuses on Sci-Fi games almost exclusively while its games don't take very long to make they are of a very high calibur and often dominate the Sci-Fi genre and can even put it back into trends
- Jericho Game Studios - Focuses on Role-Playing and Exploration Games, the company also is known for buying out Random Rival Companies on an international scale, it intervals between its main two IPs and will occasionally release new IPs or continuations to old IPs along the way
- Mechaological - Focuses on many genres and often creates a large pack of IPs that it switches focus to and from periodically, in addition the company has a tendency to acquire development rights to Movie Tie-In Games
- MOB Facilities - Focuses on Platformers and Role-Playing Games, it will often become very loyal to one Console Company and will release a massive number of entries for its main IP while giving some focus to its smaller IPs
- Sly Cat - Creates a combination of Platforming and Action based games, the company tends to have a new main IP with each console generation or two and will often be perfectly on point with trends
- Nohrad International - Focuses on Sandbox or Exploration Games and will rarely diverge from these genres, in addition the company will make at least 4 main IPs which it will release very frequently individually until the anticipation is exhausted making it swap focus
- Axis - Will be very competitive in the Role-Playing Game genre and can often force even Universal Rival Comapnies out of the genre, it also will buy out Random Rival Companies in its region and add their IPs to its own ensemble
- Macrostar - Releases solely Strategy & Simulation Games although can have secondary genres to this, the company tends to release its games fairly infrequently although will make numerous re-releases to improve on previous games
- Lullaby Games - Tends to be very loyal to one Console Company and focuses on Platforming Games often with the Fantasy and/or Sci-Fi genres as well, in addition while the company tends to have only 2 or 3 Main IPs when it makes new IPs they tend to differ drastically from expectations of the company
- Bylus - Is often one of the first Rival Companies to appear, they will have very strong initial IPs although will generally fade into a cycle of re-releases and sequels to their major IPs, that being said these IPs can differ greatly
- Stage-9 - Focuses on Role-Playing Games, the company also delves into other genres and often goes to quite extensive lengths to remain creative, it will tend to share at least one genre with the most popular game of the console its games are released on however
- Powerhouse Games - Will often make massive leaps in the Shooter genre and will usually become very loyal to one console company
- Synthosis Digital - Focuses on Racing Games and will generally make classic Vehicular Racing Games, they often push a console to its limits with their games and while usually only having one or two IPs they will release a game at the start and end of a console generation
- Spectrum Unit - Focuses on Shooter Games and will often release its main IP very frequently while it does create other IPs it rarely explores them instead focusing on its main IP
- Glider - Primarily focuses on making Sci-Fi Games and while not favouring a particular game style their main IP will usually stick to one, in addition the company tends to release games rarely but has massive marketing behind them
- Video Monster - Focuses on a single Role-Playing IP and will almost never make new IPs, it is very loyal to one console company, the company will tend to buy out Random Rival Companies although will usually only use the company's workers to make Spin-Offs to its main IP or make one game from the bought out company's IP
- Sierra FM7 - Focuses on Platforming Games and often experiments with one main IP and up to six minor IPs, although the latter don't get nearly as many games as the main IP they still appear from time to time, the main IP can vary greatly not only in genre but also quality
- Genius Circuit - Focuses on Role-Playing Games and Strategy Games and occasionally buys out Random Rival Companies and will use their IPs somewhat rarely
- Chrome Studios - Will focus on 2 main IPs and will release games rarely although will generally have games that either push the limits of the console they are on or prove the console's worth, the company tends to align itself with the weaker consoles of a generation although often makes its worth out of it
Neon G&RD's Logo | Supercan's Logo | Lonewolf West's Logo | Lokimono's Logo
Pentanium's Logo | Pipeline's Logo | Verdant Entertainment's Logo | Lunar's Logo
Fingerprint Software's Logo | Sunstroke's Logo | Hubble Studios' Logo | Jericho Game Studios' Logo
Mechalogical's Logo | MOB Facilities' Logo | Sly Cat's Logo | Nohrad International's Logo
Axis' Logo | Macrostar's Logo | Lullaby Games' Logo | Bylus' Logo
Stage-9's Logo | Powerhouse Games' Logo | Synthosis Digital's Logo | Spectrum Unit's Logo
Glider's Logo | Video Monster's Logo | Sierra FM7's Logo | Genius Circuit's Logo | Chrome Studios' Logo
Random Rival Companies
Random Rival Companies frequently appear and disappear, the survival of a Random Rival Company can be pretty random, some can last a long time even with poor sales whereas others can disappear all of a sudden even if they have released a renowned game. Some general factors to the survival of a Rival Company through the year is how many games of the same genres they made are released, the number of rivals in a city/region and the popularity of their IPs.
Players can also buy out Random Rival Companies with no limitation, allowing them to gain the IPs of that Rival Company as well as half of its workers and the office/s that Rival Company owns. When a Rival Company is bought out, all Rival Companies in that city that are Non-Universal will have a slight decrease in their rate of development giving the player a boost.
Programs in Game Corp 2 differ from the previous game by being dynamic instead of static, new programs are developed over time by the various Program Companies which beomce more advanced in their methods. It is important to make sure workers keep up to date with their programs otherwise if too much has changed in the programs for a console the worker will be worse at developing the game.
There are five programs for each field of game development.
- Trueyes Engine
- Plasma Vocalizer
There are a number of locations that players can set up their office/s numerous major cities across the world allow for players to set up offices these can help with having international releases as well as overpowering rival companies who have stronger holds on those areas of the world.
As shown in the image above the world is split up into 11 Regions, each with numerous available cities to place offices. Regions vary not only in personal genre preferences but also major rival companies and even which consoles are available. The 11 Regions are;
- NA (Green) - Home Region of; Nivinus, Mireteya, Coelius, Efaarnia & Marrano, the largest Industry early on and stays that way throughout the game although becomes less dominant in later generations, the toughest rival companies form here and it is the only region in the world the player cannot start their company in.
- West SA (Cyan) - One of the easier to develop regions, it is not home to any console companies although does get good support from the nearby companies, it is the recommended starting location for new players due to the general low Rival Company spawn rate and disinterest international Rival Companies have in the region.
- East SA (Indigo) - A rapidly changing region, this region has the fastest changing trends making it a challenge for both the player and rival companies to conquer, the region is also riddled with console inconsistencies often missing some generations entirely.
- EU (Navy Blue) - Initially a small region that becomes the second most powerful in the late game, many rival companies start out here ranging from easy to hard competitors, in addition the region is known for having an almost opposite trend style to the other regions.
- Sequential EU (Red-Orange) - Home Region of Atamach the region has a massive favourability for the console and even restricts other consoles from appearing at all, in addition it will keep trend information better hidden than most regions making a greater focus on operations in this region necessary.
- Middle East (Dark Red) - A small region although very lenient with prices, the region is not recommended for low price games although high price games and consoles to remarkably well, the region also has an almost stagnant trend making Rival Companies local to the area able to easily dominate it.
- P-Asia (Cyan) - An invisible region initially, until the 7th Generation of Consoles this region cannot be used for international releases and all Rival Companies within the region only release locally until then, the region becomes incredibly large in the late game usually being the second or third largest overall, the trends tend to fluctuate slower than most regions.
- N-Asia (Dark Grey) - Home Region of; Primodo, Sarana & Sy-Ton, the region is initially one of the largest although shrinks over time relative to the other regions, it is possibly the second hardest region to dominate as Rival Companies will often become very loyal to one of the Console Companies of this region, in addition the trends in this region can vary chaotically being slow or fast.
- P-Africa (Yellow) - A slow developing region that tends to favour more old-style games over newer ones, this can be used to ones advantage and most rival companies in this region generally don't pose much of the threat, the region is rather weak for local companies due to the small market and slow technological growth, trends seem to change predictably around the change of generations.
- N-Africa (Pink) - A very small region with no competition locally, the region is hard to develop international companies in however and can easily get dominated by much larger Rival Companies, the trends in this region are slower than average and sometimes are a delayed variation of other regions.
- Oceania (Orange) - Initially a small region that becomes one of the larger regions around the 4th or 5th Generation of Consoles, the Oceania Region is best for Ports and Internation Releases from other regions or Local Releases, its trends change about as quickly as most regions if not a bit faster.
Numerous cities are available to chose from, it is important to consider the city the player chooses as it can take quite a long time to be able to change HQ in Game Corp 2.
|New York||NA||Hired Workers tend to produce better Action and Exploration Games|
|San Fransico||NA||Construction Costs reduced by 5%|
|Toronto||NA||Worker Efficiency is increased by 5%|
|Mexico City||NA||Hunger Rates decrease 5% slower|
|San Salvador||NA||Ornamentals effects increase by 25%|
|Santo Domingo||NA||Random Rival Comapnies cost 10% less to buy out|
|Panama City||West SA|
|Rio De Janeiro||East SA|
|Buenos Aires||East SA|
|Abu Dhabi||Middle East|
|Kuwait City||Middle East|
At the end of each year the Video Game Award Show is held to present the Video Game Companies with their awards. Awards boost the worker's performance depending on which awards the player receives.
Most Sales Award
This Award is given to the company that makes the most sales on a single game in the year, it will give that company a boost in the following year by increasing the income per sale by 5%
Highest Rated Award
This Award is given to the company with the game that achieved the highest rating in that year, it increases influence of paying off Reviewers by 25% in the following year
Highest Earnings Award
Awarded to the company which made the most net income over the year, earning this award increases Worker efficiency by 10% if their salaries are raised
Most Games Award
Awarded to the company that makes the most games in that year, this award increases average ratings by 15% for any sequels, prequels, remakes, remasters or ports of the games made last year
Happiest Workers Award
Awarded to the company with the happiest workers, this is an unseen variable in the game that is determined by ornaments as well as salaries and tactics of the company in that year, when awarded it decreases construction costs by 25%
Most Diverse Award
Given to the company that covered the most genres with its games this year, when awarded the time it takes to produce games is decreased by 5%
- It is stated that all workers are genderless as names are randomly generated in a three sequence code; First, Middle & Last and hence any worker can end up with any first name whether it is male or female
- Although all bars for expertise in the various fields of game production can be filled by a single worker the bars actually cap at 20% of what a specialist is capable of, in addition specialists learn new programs suited to their speciality 25% faster than a generalist