

And thus do marketing before the game is released. Meaning you have to bring your own audience at release. They only give traffic to games that sell well. And in doing so, they killed off practically all organic traffic on the store. Back in 2017, Valve opened the flood gates with Direct. It's actually a Steam marketing dilemma every lower-budget game is facing and not really validation of ideas (this thread might be an exception).

I find weird this late wave of devs juicing this sub for opinions and validations for every step they do. I wouldn't have just a guy standing out by the front door smoking a cig. They would reduce satisfaction around a college campus more than a blue collard location, etc.įYI, most of the time, when you go on a smoke break, you still do work, such as sweeping, emptying trash bins, etc. Some folks are the polar opposite.) I imagine a smoker would have less impact on customer satisfaction if they're working the graveyard shift than if they were working the Monday morning tweaker office worker crowd. Personally, I loath seeing an employee yapping on a cellphone, but I don't mind at all if they have a nicotine scent. And that impacts customers positively and negatively. Ideally, every employee has personality traits and attributes, including being a smoker. If you implement breaks, there should be more than one break-action, OR the break action should be hidden from the player. (For example, coffee is/was consider haram in some sects of Islam.) I only suggest avoiding it and all other break ideas if they are not elements of the gameplay. And if you were to tailor the game to people's controversies, you wouldn't have a game. It's not controversial for the vast majority of the population. I wouldn't avoid it because it's controversial. Spend that time focusing on the core game, not graphical fluff. Not to avoid controversy but to reduce workload. I would have employees walk down the street (to a real food shop) for a longer break. I would have short breaks happen in the bathroom or the employee break room.
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Even then, this sort of thing is good for publicity and easy to patch out.

On the subject of illegal content, unless it's very illegal, it's likely to skirt under the radar until you sell a few tens of thousands in any given jurisdiction. But the vast majority of folks are grown adults and know it to be a reality. Smoking is going to alienate some and get a thumbs up by a few. For as much angst I get for that, I get equal, if not more, positive feedback from folks. My game skirts some of these lines by having suicide as one way to end the game prematurely and delete the save. But how much of an impact determines how much fluff this is, thus how likely I would be to approve the idea. You would need to balance the cons of the employee with the benefits and determine to fire him or when to schedule him. Customers complaining about smoking, employee spending too much time smoking, can all affect customer approval and employee productivity.
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If there is a gameplay element to it, for example, a con to the employee, then as a project manager, it could be a good idea. It Would save you on animation costs at least. It would be quicker and wiser just to have your employee enter the breakroom or walk down the street and vanish until he's back on the clock. It adds immersion.Īs a project manager, it's a waste of time on fluff, it can add unnecessary controversy, and then you might be violating some overzealous regulations somewhere. It's a stress reliever from dealing with the general public.Īs a developer, if you're adding break time, then smoking should be only one of many different break time activities. And amusingly, your game is about the latter.Īs a former retail worker, about 30% of employees smoke in the late '00s. All of which are horrible for your health as well. Funny enough, most vocal folks wouldn't mind if he was token weed, drinking alcohol, or using a stimulant. I will say those most likely to voice their opinion on this will be anti-smokers.
