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Idol Manager

Idol Manager is a business sim about conquering the entertainment industry using any means you deem necessary. · By sadambober, Kuiper

Ideas and Suggestions Sticky

A topic by sadambober created Nov 20, 2018 Views: 62,813 Replies: 454
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(1 edit) (+10)

1. Just a little thing, but I'm not sure what effects fame has, I think it was probably explained at some point in the emails we get, but I can't remember, could we get a popup that explains what our fame level is doing right now, like the scandal points one, when we mouse over it?

2. Talking about fame, some of the requirements for improving the daily performance/promotion activities can be a bit obtuse, how about just linking them to fame level?

3. And also, some of the demands from Fujimoto/idols can be quite odd considering their fame levels. Debut idols want to host a show for example, maybe these demands could be linked to your/the idol's fame level too? Eg. At level 1 fame Fujimoto just wants you to produce a single to approve another, at level 10 he might want you to release 3 anxiety cute dance enka singles. A level 1 idol might just want to be in a single, a level 10 idol might want to get 10 cool photoshoots.

4. Could we get the option to have teams? So when we're looking at the theatre schedules we could arrange for teams of idols to cycle the members performing on a given day, without the option that genuine sister groups have to release singles. The same could apply with making, say, an internet show with those members. Just a shortcut compared to assigning a bunch of idols manually.

5. I'd like it if the producer character had some basic competency with all skills. When you start the game, unless you want to try and go for weird strategies with making money through deals for months before actually starting work on a single you need to commit money for a dance studio and music studio and their staff up front. In reality a lot of start-up idol groups are run out of their producer's car and whatever rented practice spaces they can grab. I thought about the possibility of outsourcing options for songwriting, but I feel like this is better because it's easier to do within the existing framework of the game (if you drag a single to the producer's office you get lyrics/choreo/music/production options, if you drag a concert you get production/practice/deals, if you drag an idol you get vocal training/dance training/talk etc). This could be balanced by receiving less capital at the game start, but with very low running costs until you start to expand, so that you face choices about what element of your operation to improve first, including adding a lyricist staff option. I also think this opens up options to customise your producer a little, with the option to choose their area of expertise and skill points to spend when they level up, so you can have some producers who are straight lyricists like Aki-P, some who are songwriters like Nakata Yasutaka and some who are both like Tsunku. I feel like the producer should be the heart of your operation, busy 24/7, but quite often they're just researching

6. If the multi-ability producer idea is taken up, I think a staff pool would be a good idea, too.  At the moment we have our pick of staff, but if their skills and wages were more randomised it could play into what areas we want to improve. If you can come across a good choreographer you might want to build the dance room before the music room for example. Sometimes you might have to pay more than you want for stylists if the ideal staffer isn't available etc

7. Tying into this, I think it would be a good idea to replace the current wage increase system with a wage review every 6 or 12 months. It seems a bit odd that idol wages set to 50% satisfaction at the beginning of the game can increase from 15,000 yen a week to about 150,000-210,000 yen a week for three idols as soon as they get their first fame star. Likewise, staff could come and ask for a raise slightly above what they'd get just from skill increases, so you need to decide if you want to keep on skilled staffers who are asking for too much or just let them go at the end of their contracts, when you might not be able to replace their skills.

8. As a note on this, I'm not sure what salary satisfaction does, maybe add a tooltip by mousing over idols salary satisfaction in the wages screen to tell you what it does? I think it affects graduation dates, but I'm really not sure

9. At the moment the game drains physical stamina for nearly everything, with mental stamina as a kind of backup battery after physical stamina is drained, with the chance of injury. I think it would make more sense if different activities drained different stamina types and going below a certain level raised the risk of injury/depression/leaving the group. For example, releasing a single costs 30 physical stamina, which doesn't make sense to me, what would make sense is if that was a mental stamina cost; idols would be mentally stressed from a digital single being released, but they wouldn't be doing any physical work. Some activities, like photoshoots would involve some tiring physical activity, but be more mentally taxing than anything else. Some work, like concerts, should be tiring AND mentally stressful. Keeping idols physical AND emotional stress levels under control should be a big deal, players should be scared of a scandal pushing an idol over the edge when her mental stamina would be under control based on your plans.

10. Talking about stamina, I think deals need a big re-balancing overall. They can be really useful early in the game, but after a certain point they just become redundant. Why would any player want to spend 40-50 physical stamina (deals going way over the assumed stamina levels is common) for about 250,000 yen when the performance daily activity can give them about 200,000 yen for just 3 stamina? I know they can be levelled up, but then you need a staff member on research, their usefulness just ends as soon as you start to break even because of the enormous stamina costs involved.

11. One of the biggest complaints I see is that 1st Gen members start to become irrelevant as soon as you start getting new members in because the skill gap is so big. To counter this, and to make things more realistic too, I'd like to see the theatre's example of learning by doing applied to more activities. I'm not sure how granular skill gains are, but if, for example, you got 2% of a skill gain for the promotion activity for funny/smart and ran it 200 times a year, then you'd get a gain of 4 skill points for each category, not game breaking, but an acknowledgement of the work being put in. The same goes for activities like the weekly radio/internet/TV shows, it seems strange that idols would do those things again and again and never improve. I think this could also tie into making deals more useful too, because the work done there would be public and involve a lot of work from the idol.

12. Again, on the theme of making 1st Gens more realistically competitive against newer gens I think it would help to shake up auditions. Firstly, instead of the levels determining how many silver/gold/platinum idols you get, let them determine how many idols you get to choose from. Also, when it comes to silver/gold/platinum idols, I can see people have thought of a bunch of different measures to make sure they don't make your original idols redundant, the one I'd suggest is that while they should debut with better skills, maybe a platinum would have a few skills in the 50s or 60s, the main emphasis should be on those idols improving faster than regular idols. So a debut platinum idol should be about as good as a regular idol with years of experience, but she should improve much faster in the next year she spends in the group than the experienced idol, making her far superior as time goes on.

13. Also on the subject of auditions I'd like to see idols who are much stronger either visually or skills wise, like an idol who has all 40s visually and all 10s for her skills, doesn't happen very often at present but I feel like the visual/skill split is the biggest difference in debut idols in the real world. I'd also like to see more difference from the group policies (ie. better cool ratings if you emphasise cool, better dance/vocals if you emphasise quality and polish, better smart/funny if you emphasise energy and enthusiasm) and a tighter grouping of age ranges in potential idols with fewer idols under about 14 and over 18.

14. One odd thing that's struck me is that physical and digital CDs seem to have the same price, when in reality a real world idol single could easily set you back well over 1000 yen, especially with extras. I think it would make sense to make the cost of each physical CD much higher to match reality, but increase the cooldown for them from 1 to 3 months. This would make it worth it to produce digital singles early on to boost your fanbase, but as you start to break even you'd switch to physical CDs for the higher income, and would also make the release schedule more plausible. I also think that things like handshake tickets should improve both CD price and hardcore sales (has anyone ever paid for an AKB CD with an individual handshake ticket? Those things are EXPENSIVE). Or, if a choice has to be made for balance reasons, I think it would work better if they just improved CD price.

15. There are a few things I'd like to see come back; buzz and variable single quality. I know that buzz has been a bit divisive, and potentially hard to balance, but it seems odd that you can't get word of mouth fans/fans through sheer market penetration at all. I also liked the fact that songs used to be up and down in quality, all idol fans know their groups have dropped a few clunkers, and I'd like to see problems thrown up by bad songs (maybe lose instead of gain fans? Especially if buzz comes back)

16. I'd like there to be a chance to gain fans from concerts, I've been encouraged to check out various groups in real life because a friend said they put on a great show

17. I'd like to be able to name concerts too, it's not a big thing but "[Group name] Midsummer Concert" sounds better than "Concert (Music Hall)"

18. I'd like to see national, as well as world, tours

19. People have talked about reprints and ongoing sales. I think it should be possible to reprint a single after its release if you sold them out, basically the game would look at how many more singles you printed, compare it to how many "in theory" sales you would have made if there wasn't a limit set by the number you printed and then deduct the number you already sold. I think you should only be able to do this once, so there's still an element of risk. I'd also say that ongoing sales could be handled every time you gain new fans; if 35% of fans brought a copy of your single originally and you get 200 new fans then you'd get 70 sales of that single.

20. I'd quite like to have albums, on a year long cooldown. You could add all the songs you released as singles that year, then a number of specific album tracks to make up, say 10 tracks on the album. You can write songs a lot quicker than one per month, so this would make up the downtime that songwriting staff have.

21. I'd quite like to change the quality of singles from an aggregate of the idols' skills to an average, to make smaller Perfume-style groups more viable. I think that while small groups have their advantages, there are also drawbacks (losing a member wrecks your fanbase, chain graduations hit hard, individual handshake events aren't viable etc) so they shouldn't be penalised.

22. Just a small thing, but I'd like to see some idols ask to go on hiatus at the age and time of year when they'd be studying for exams

23. Another small thing, but I'd like idols' physical and mental stamina to be visible under their portraits in compact view, it'd make it way easier to do things on the fly

PS. I know this is a lot of things, but I don't want it to come across as critical of the game, if I hadn't enjoyed it so much, I wouldn't have played it enough to come up with all these thoughts while playing

(+3)

I'd also like to be able to name concerts, and sort of in that vein, maybe have a special pop-up like the post-Election single so that when you have an idol announced to graduate within the next 3 months, you can designate a concert/single as her graduation concert and last appearance with the group for a little boost.

(+1)

Oh yeah, grad singles would be nice, I always feel like I want to do a little extra for the idols who've stuck with the group for a long time

(1 edit)

I'm not sure if it's been suggested, but I think it might also be cool that if your relationship is high enough with an idol, and their rep or skill is high enough, you could instead manage their solo career since you've had such a great rapport with them. Perhaps they can even recommend other talent to work with your group if they enjoyed working with you enough.

I feel like we won't get totally separate groups before the release of the game, which is a shame, because I think that running an agency rather than a group makes more sense for the game's concept, and managing some solo idols would fit in really well with that. So I don't think we'll get it, but it'd be great.

(+2)

An idea I had while testing out portrait modding: a button to clear the portrait cache within the settings menu. This could be helpful for those with less knowledge of where the cache is saved in the file system and save time for modders trying to test iterations of a mod. However, as I don't know how the cache is saved, I'm not sure if that would be easy or difficult to include.

(+2)

Maybe it's just me being sensitive, but I swear some of the sounds in the game are too loud and hurt my ears every time they play. The descending sound that plays when you lose influence level always sounds super loud to me, and to lesser extent, the crowd's cheering during concerts. 

You can lower the volume of sounds (different type of sound !) in the setting o/

(-13)

I want  idol's Bust/waist/hip measurements or bra size as flavor.

(+7)

Maybe the idols' salary satisfaction could take into account the agency's age and/or average weekly income? I'm in November of my first year and it seems kind of unreasonable that my idols need a 60k weekly salary just to stay at a satisfaction level of 50%, especially considering I only made 130k on my last single.

(1 edit) (+2)(-7)

Hi, so I love this game I bought it and something that SHOCKED me was that there is no rapping skill!  If you see kpop, rapping is quite a common part of it.   I believe in order for this to be more realistic you need to add rapping as another aspect to the game.

ALSO! There should definitely be the option for male groups as well

And the ability to have more people per group.

(+4)

This game is based on the jpop idol industry, not kpop. I don't see rapping often in jpop.

(+1)(-2)

I think it would be fund to have rapping score, which will be counted by a designated member's Fun and Intelligent Stats, Singing skill does not apply. . Rapping in K pop is the same thing as  voice narrations of J pop.

There could be something called "Killing Point". which is during the stage, when centered member is doing signature verses of the song,  it is so good, the casual fans notice this parts. Killing Points could be one phrase of a song , dance movements, member's appearance skill+dance skill, or something else.

(-1)

wow 5 people voted it down XD thats kinda discouraging people really dont want rapping or male groups...

(1 edit) (+5)

1. Quite often the number of fans you have can change in a month, making it very hard to guess how many CDs you want, could we get an option to choose how many to print at the end of the production cycle instead of the start?

2. In real life idols' image can massively alter if they want an image change, maybe we could have a mechanic where we can invest a lot of time with the stylist to give idols a big image change with a bigger than usual change in phyiscal stats but limit it to once a year with the opportunity for it to go wrong?

3. I'd quite like it if new members could have their own oshimen if your group is famous enough. I don't even think it needs a mechanic tied in, it would just be a nice detail.

4. Also might be a nice touch if you can pick a place for your group to start in, with each member having a hometown. Would give a nice feeling of expansion as you switch to bigger auditions and see idols coming from further away

Really like these, especially #4 and the idea of new idols having a favorite member of your group!

(+3)

First of all, let me tell you how much I love the game, I have spend hundred hours on it already it's incredible.


- A new staff member "secretary" to help you create lyrics and so on, because you are the only staff member impossible to duplicate, so when you have a USINE you are the one slowing down everything.
- I don't know if it's a bug, or something in implementation, but my theater appears as 0/w in my recap (when you hover your total money), I really would like it to be in account into the week revenu even if it's a day to day /month revenue because it helps to have a global vision.

- Unlock with research point (like a lot), the possibility to try to guess the next trend before the month start. (For now I don't think we have something to predict buzz ?)

- An auto mode to create single (like with the secretary maybe ? : you say what you want and they automatically create new things per week you then have to assign)


And that's all for now, because it's super good !

(+4)

An idea that I think has been mentioned before: I'd like to be able to create a single without moving to a second floor of rooms. My idea for this is to have any single dragged onto the player when there are no placed staffers get a 1 value for the missing elements. (Example: If you don't have a choreographer, then the player does that task at level 1.) A potential related side feature would be to allow dragging a single with finished elements back onto a staffer with better stats to replace the stat on the single. (As things are, you can simulate this by deleting the single and starting over.) The first part would help the early game move faster (or at least have more variety than constant photoshoots), while the second part can add to the complexity of strategies.

From a modding standpoint, I'd also be interested in having some of the traits of staffers be moddable. For instance, being able to change the gender of staffers or give them a different pair of skills. The player's influence skill probably has to remain hard-coded, but maybe the others can be mixed a bit. (It would also help with the composer, who is currently hard-coded to be male. Makes idols that become composers seem a bit odd, unless they are meant to be implied as crossdressers or transgender.)

(1 edit) (+7)

Hi. Just starting by saying i love the game, i'm playing it non stop since i bought it. But here some things i will like. Those as more as my fellings towards the game to be more friendly than ideas, hopping it will go this way.
1. Finance. This is my nemesis. I find it really hard to win money and to not go bankrupt. The only "long" try i had was when i cheated to had some cash at the begining. (If you have any tips feel free to help me. :P )
2. Groups. I don't like to be forced to have 10 idols to strat a new one. I love to have the opportunity to launch another group quicker with less Idols. And also the choice to completly separate to groups and not having a A and B line up.
3. Singles. I love to not have the selling of the singles be direct, but spaced in time. (Game Dev Tycoon like)
4.  Writer. Maybe adding a knew staff member to help the player to write songs ?
5. Player. Maybe the player can do everything the other staff member are doing when you are lacking in a staff member.
6. Start. Maybe starting with a random song style and choregraphie so you can start winning money quickely ?
7. Album. Puting single together to make an album and getting sales from old things ?
Hope this give you ideas and help you. Have a nice day. :D


Edit : Wanted to had something. I realised what doomed my finances, and it's trying to keep the idols happy with their salary. The only way a can manage to win money in short terme, is to keep they salary low, but the all be unhappy. Impossible for them to be happy and have money. :/

(1 edit) (+2)

All good ideas; about the money situation I'll tell you what worked for me. The key is to keep everything barebones until you hit the fifth single; only use 2-star staff, only use the digital single, take contracts where you can, but remember that the yield from using a break room in conjunction with the daily performance activities is actually probably higher. Use your first loan to get the break room, it really lets you do a lot in the early game without worrying about your idols stamina tanking, it'll pay off many times over compared to other expenses like hiring more staff. You can always take loans, in fact you'll probably have to, but you shouldn't need to take out more than about ten million before you reach the point where you make more than you lose each month. You can save some money by using the same girl as a perma-centre early on, idols that have less than 1 star fame will only ever ask for a negligible wage, so they'll be virtually free for a few singles. Your big money earner early on will be the concert, when you can get that things will start to change, just make sure you keep using the promotion activities to have enough fans to fill out the concert hall. And don't forget to jack up the price too, the game will tell you how much of the hall you can fill, so keep jacking it up until the projected income starts to fall. Also don't forget that you can make a few million by touring Korea in the early game, this is really good money, so use it when you're in a pinch because overseas tours are on a timer and you only get 2 a year. 

Edit: By the way, using the choreographer and vocal trainer as your first hires is much better if you only hire 2-star staff imo, through the course of the game they'll pick up enough experience to remain useful training your new members, the 2-star production staff won't be any use when you get bigger

(3 edits) (+2)(-7)

Hey guys I just recently bought the game! It's being great so far but I want to give some ideas and suggestions.

1) BOY BANDS. In the entertaiment world there's GIRL BANDS and BOY BANDS. 

2) I don't like to recruit 20 idols to have 3 groups, I really want small groups. One of them I called 3E-Girls but I have to keep it with 7 girls in it before I start a new group, that's a little annoying. 

3) Boy bands, please, just imagine, the female public playing this game, recruit some handsome and cute guys for a boy band, flirt with them, dating them, IDK MAN. I fantasize about it since I bought the game, WOULD IT BE SO COOL.

4) More places to buy, I know the game is in beta, but more places to put in the building will be great too. For example in kpop entertaiment, the company keeps all the girls and boys in the same roof, I mean, in one building, they share rooms, live together and that could bring some drama too! 

5) KPOP  AND CPOP. It will be great if you choose the place you want to start your company, Korea, Japan or China.

(+1)(-1)

If you want boy bands go make a mod

(-1)

what's wrong with having boy bands as a feature?

(+1)

On the kickstarter page, it mentions that if we want boy groups, we have the option to add them via modding. The game is about managing Japanese girl groups.

(+2)

Hello! Ive been working on a mod for about a week now and have suggestions that lean more on the technical side.
Ill try to give some use cases so the non tech ppl reading have something they can read.

I am write a series of events and dialogs and have trouble controlling the 'can be trigger randomly'.
I feel some things are missing. like conditions based on time, or custom boolean flags.
I feel like being able to limit event to X number of days from the game start as a condition would be great.

I have string of events and dialogs that go like this.
Idols and staff complain about the Studio WiFi.
You can: Ignore them(Spend nothing), buy some half assed replacement(Spend next to nothing) or Upgrade it(Spend Lots Money.)
If you Ignored or didn't do much a flag is set.
Now your WiFi is hacked, and a devious hacker Attemps to extort you for money.
He tells you to give he money(A LOT OF IT) and that the cops cant help you.
You can: Give him the money, Call the cops, Ignore Him.
If you don't pay him, he start leaking Idol and Staff information online.
This generates scandal points. These events will pop up randomly.
He will eventual randomly contact you again.
You can: [didn't call cops]Pay him(A lot of money), [called cops]Pay him(Crap Tons of money), Ignore him

at first glance this seems simple.
but it actual is a lot of flags.
Flag1 (I call it 'freeWifi')
Has the event ever happened? freeWifi !=0 and !=1
if true trigger WiFi event.
You didnt spend much or anything freeWifi = 1 else =0
if freeWifi==1 randomly trigger Haker dialog, at its end freeWifi=0
Flag2 I call it 'hacked'
Flag3 I call it 'scornedHacker'
if you dont pay hacked = 1
if you call cops hacked and scornedHacker = 1

random events:
Idol personal information leaked
Idol personal photos leaked
Idol texts leaked
Staff emails leaked
And so on.
All these random events involve one random idol or staff, and the have 2 or more options.
One to do nothing(Generate Scandal points and Idol Mental Stress), Do something (Spend money, Generate few Scandal Points, no stress.)

lastly have the hacker come back as a random dialog asking for money
options and text dependent on if you called the cops
{Side note: the cops do nothing.}

Tech Talk:
Currently events and dialogs have condition based on Resources, Variable and Fan total.
I'm finding it problematic that conditional formula and variables are only numeric in nature (Or at least seem to be the Documentation was not clear for meta vars).
Would it be possible to add condition based on vars with types and flags defined by the modder?
Flags as in simple Y/N or True/False.
Vars with types like String, boolean, int, float and such.
If given its own page for set up in the Event Editor these could be pulled in to the drop-downs after being setup.
This could also allow for custom flags or vars to be add to things like idols and staff as well.
This could give more options for meta data association when setting up events.

I'm finding it complicated to work with a system that I can make pseudo flags with 1 and 0

aVariable = 0
aVariable = 1
but lack
aVariable = not set
I currently cant check for null. or if i can the docs to tell me how.
So im doing this to check if its unset-
aVariable != 1
aVariable != 0
I'm not even sure if that works as write since im not sure how the formulas are converted...
I mostly work with java but I have experience with Unity (C# & Javascript)
if 'aVariable' was never set can i even check for it with out throwing an error?
if its javascript converted will 'undefined' work?
I cant think of any C# ways to define and/or convert this...

TLDR: I mostly just want to do this (aVariable = true), (aVariable = false), or (aVariable = null)

Im going to stop with this one, request since if I start talking about another this post will be several miles (or km) long.

(+1)(-2)

I wish there was some mini games for the each jobs that managers get for the idols

(2 edits) (+3)(-1)

I've been playing this game quite a bit over the past few days. It's very addicting! So this is basically a review of my experiences. 

Early game is a fantastic challenge!! Because of the challenge, it's very satisfying once you figure it out. Loans might even be a little too forgiving.

The late game is extremely tedious. Money becomes a complete non-factor, which makes things much simpler (in a bad way). I'm sure it will be sorted out in future balancing though.

I find that contrary to real life, first gen members in the game are generally trash. In game, not only can you find better girls later on in big auditions but you can promote them extremely easily with an army of managers. In real life, successfully producing a new younger group, or promoting a new generation of members is extremely difficult. So the game kind of has it backwards in this regard. Perhaps low fame members should have much greater weaknesses, or graduations could have bigger penalties to fame and fans. Anyway, as it stands, money being effectively unlimited in the late game trivializes most of these challenges.

Also I love the scandal points system! It should be more severe in my opinion, so that the tough choices (fire staff vs. fire idol vs. accept the scandal effects) would be more impactful. Then again, effectively unlimited money distorts our view of what's impactful.

(+7)

Hello!

I’ve had this idea in my mind for quite some time now... I was thinking that maybe you could implement albums and songs to the game.

So, as of now, all of the songs we create are singles. But, wouldn’t it be nice to have to different sections? Like, we’d have singles and songs. Singles would work exactly as they do, while songs will only be released with an album. An album is unlocked after you release three singles. You make an album with a similar structure as single production, but like: concept, cover, material and how it’s gonna be released...

As for sales, an album would sell for 30 days, and the sales would increase or decrease based on your activities. If you promote a group or perform a song, it would increase a bit, while if you don’t do anything for the whole month, the sales decrease as people would lose interest... 

With the release of an album, it would allow the group to gain popularity (especially if they promote the album properly) and allow other songs from the album to rank, not only the single. The revenue from the other singles released before the album wouldn’t count as album sales but as individual sales.

Maybe you could even add Album of the Year at the Award Ceremony. And have another Charts just for the selling albums of the month. And I was thinking that a group would have a limit of album they can release. Like only one album every six months.

Now onto singles... It’s common for single albums to have the official single followed by another song. With the song making thing I mentioned, it would allow the group to have a discography and better sales. Or not. For example, if the single is really good but the other song is terrible, it could decrease the sales for a single.

About the song making thingy... Songs could take longer to be made, even though wouldn’t need marketing, because they won’t be promoted as the single. Song quality would depend on the idol’s vocals and producer’s skills. Something along those lines. Or maybe the level of the, I don’t know what that is called, but for example, my producer has a high skill, but I make a pop song with Pop only being Lvl. 1. The song isn’t great, but it isn’t good. Just meh. While if have a producer with good skills, a high level, but terrible idol vocals, the song could be just as bad, or even worse...

I hope you liked it! Thank you for making such an awesome game<3

(+3)

Maybe with an album, a member of the group could come to you as an event and say that they want to try and compose one of the songs, or perhaps it's an ambition of theirs. Depending on their skill, and relationship with the other band members, it could be a huge boost to fame, or it could lead to their rep tanking.

Deleted 6 years ago
(+7)(-2)

Discovered this game a week ago and I'm loving the direction it's going.

Couldn't find any info on the mature content planned, so the only thing I could say is, no trafficking please. I saw it  mentioned as a request somewhere, but I'd really prefer if it's not in the game. Aside from that I do have some ideas that've come as I learn and play.

  1. Band members with production skills (lyricist, composer, instrumentalist, etc.). Some bands really come into their own when down their career they start flexing some creative control and write/compose their own music. I think band created songs could have positive/negative effect on their fans, even some possible inter-band camaraderie/conflict as creative personalities clash. This could be more of a mid to late game thing, or you can slowly have them develop their skills over time. A successful band member who composed a song could start to want to have a solo career.
  2. Solo careers. Maybe if a member decides to graduate from the band, they could choose to have you manage their solos career if the relationship is high enough and their happy with how you managed them. This could branch into hiring a publicist to manage their social media, AMAs, etc. and the skill level of the publicist. This could lead to events such as book deals, a documentary, themed concert, managed/engineered relationships, etc.
  3. Boy Bands. I know this has been requested previously, but I think it could be cool if the opportunities existed for relationships between them (causing conflict or support inter/intra band), scandals depending on who's involved and what happens.
  4. Album Themes. Maybe a band has been being hit by bad reviews, scandals, or even their morale is low, they can decide to release a "rally" album. It could have power songs saying they're "better than all of the hate", etc. Could have negative/positive outcomes on their fans, could possibly remove a scandal mark, a boost or drop in popularity, etc. Themes could also be based around times of the year (Christmas album, Valentine's Day album, etc.).
  5. Renting Production Space. I think it was requested, but I'd really prefer to not have to own my own recording and dance studios to cut a single. Being able to contract out to a Recording or Dance Studio would help out in the early game. They could have a higher one-time cost per song for production as you're hiring the space and engineer together. Quality could improve as you work more together, as the engineer becomes more familiar with your band. You could also run the risk of maybe a relationship possibly happening which could positively or negatively affect the production time, production quality, or the band's opinions of their member.  Some Recording Studios actually gain reputation if they helped to produce a huge single our album. This could then lead to either a discount as the studio sees the benefits of partnering with the band as they rise in success, or they could raise their rates as they feel they actually made the song/album successes. If you want to get crazy, studios could also have rankings based on equipment, recording space, and engineer. Same thing with a Dance Studio as the Recording Studio.
  6. Upgradeable Room Sizes or Room Levels. Instead of starting with a fully decked out recording space, maybe you could start with a small room with cheaper gear and acoustic treatment. This could also lead to the quality of the engineer they could hire. Want the best engineer, they need the bast gear and space. But it would also allow for expanding recording space to accommodate several engineers, more band members at a time, maybe different song types, faster production time if more of the band members can record at once, etc.
  7. Album Art Design. This is more of a nice-to-do than a need-to-do. I once played a game a long time ago, where you were a movie producer and you could design the DVD cover art by drag-and-drop art assets, add text, set background colors, etc.. Maybe something like that could be done with Album art.
  8. Band Web Site. At some point the bands could need websites for their promotional and fan related advancement. Perhaps each band member could be required to write a post on the site, albums/songs could be purchased from the site instead of a third-party distributor. This could also lead to building you own distribution platform to sell music from not just your own recording label, but other bands, Indies, etc. Then you're not just worrying about managing the bands promotions but also your own platforms promotion.
  9. Relationship/Dating. I know this is planned but I haven't been able to find out where any details had been specified yet, so I figured I'd toss some ideas out here. Currently the idea of me (as the manager) dating a band member seems odd. I'm not sure if it's a common thing or not. What may help is to know how old my character is, so maybe adding the ability to set/see their age. This could then tie into possible scandals or positive publicity if it gets out or depending on the age difference with the idol, and the factions in the game finding out and their reaction to it. Other factors on the relationship and its impact on the agency could be the Idol's temperament (she could be attracted to the manager, or feel it's inappropriate. This could then determines if she hides the relationship or talks openly. Which could then require the manager to ask her to handle it in a certain way to maintain popularity. She may only want to have a relationship to further her career, or she may feel that she needs to leave the band but wants to keep dating. Could eventually progress towards marriage with its own problems with publicity and within the agency), the reputation of the main character in the community, who initiated the relationship, etc. I'd also like to see options of dating venues, depending on the desired level/amount of exposure desired. Depending on how things progress, if her career is accelerating she may desire to not their relationship be public, or depending the the manager's reputation it could be the reverse.  I just want there to be some involvement in the relationship on the Idol's part, as this is something that could/would drastically impact their career.

Just some thoughts I had so far. Great game, and I look forward to see it progress.

(+4)

Solo careers would be great. The option to offer a graduating member a solo contract would make so much more sense than offering them a job working for the company.

So many great suggestions in this thread, I hope some of them can be implemented in the future, especially the possibility of releasing albums.

All very good suggestions. I would love to see these implemented into the game 

About boy bands; I probably wouldn't ever play as one, but I think the game would be much better with them in. I think the main constraint on having them, though, is that I'm pretty sure neither of the people working on the game was responsible for creating the artwork, I'm pretty sure they contracted it out to an artist, and I'm not sure they have the money for much more, and having boy idols would need a complete set of new assets. They might not actually be able to afford to include boy bands no matter how much it would improve the game and the number of people interested in the game.

(+1)

To me it's gross to think of managers dating the idols who work for them.  But I like your ideas about how it could be done semi-realistically in game.

Like I said, I agree with you. I personally can’t consider dating any of the idols if they’re younger than 23 or 24 at least, and even then it feels a little skeevy. I hired them as talent, so that’s just a big ol’ red flag right there. That’s why I think a risk system is critical. Personally I think it shouldn’t be allowed under 18 at least.

I've heard of performers dating their managers in real life, but they were in their 20’s/30’s.

I’d read dating was planned from the beginning, and just figured it would be good to get the idea out that dating an idol from your roster is a big risk (personally and professionally).

(+1)(-4)

I recently bought the game, and I figured I can provide some feedback.

- I might be in the minority to want boy idols as some groups have them irl. I don't know how integration works, but I consider maybe making it an unlocked feature if one idol happens to have a boyfriend. You can probably make them a singing duet depending on if the boyfriend has any talent or not. It might be interesting how that feature plays out.

Okay, minor nitpick aside, I honestly like the variety of genres you can make in this game. My favorite genres happen to be R&B and Enka, but I like how you can do research on all of them. It's a nice touch.

(+3)(-1)

Another thought I had was for Music Videos.

Similar to point 5. Renting Production Space in my last post, you'd need to hire a director, have them work with a choreographer (either one on your staff, or one hired based on reputation from other talent agencies), screenwriter if you want a storyline, special effects team, and post-production team to handle the video editing, and then book a Movie Studio set. This could then require us to select the theme, which would then affect costuming, special effects, choreography, etc. to match it (think BTS Mic Drop, Michael Jackson's Moonwalker, etc.) 
You can decide is it just a straightforward music video of one of the singles that could release simultaneously, or is it where it's nearly a movie in its own right, just with a few of the groups songs carrying it through. Some of the idols could want to have lead roles, or have ideas on the script (a la point 1. Band Members With Production Skills).

Additionally, this could result in reaction videos of the music video, which would provide bonuses or penalties to popularity for the band and individual idols. Look at KDA Popstar, everyone was talking about Soyeon's rapping, Jaira Burn's free styling, etc. In a situation like that, could also lead to companies similar to Riot reaching out and asking to book the idol for a time to record in their own video.

(2 edits) (+4)

Can you add the ability to launch albums and pv? It will be more realistic.

I think also having the possibility to make sub-groups or teams and choose a leader in your group.

(1 edit) (+6)

Here are some ideas that would be great along with some suggestions for better playability

1. Would be great if the day was part of the date like Fri, Jun 10 2019. Also the day progress bar doesn’t have a visabile end point so you don’t know when the day will end

2. When dragging idols to the stylist it would be great if the idol thumbnail was at 70% opacity so you could see which style you were over. 

3. Is there any location where you can see the total weekly drain on stamina when  an idol has multiple weekly stamina drains from advertisements and shows etc.

4. Would be great if the navigation on the left had indicators like on the singles/shows/events when one or more of them is ready to get the next staff member to check the box needed. And/or how many are currently in progress. Just like number indicator on an app on a phone

5. Consider combining the trend screen and the single style/genre screen. I had to flip back and forth several time trying to remember which ones to select

6. It would be great to collapse the individual idols so I only see their stamina to see more idols at once. 

7. Would like to be able to queue performance, promotion, and spa from the activities window much like the status window.

8. When I max out the friendship with an idol would like either deactivating the small talk option or some text saying friendship is maxed out. Also would be great to see friendship level level in the idol window

9. Would be great to get an end of the month summary of finances, accomplishments,etc. It would help give a mental sense of progression of what was accomplished in a month or plus/minus on finances

10. Could we get a flip all on the audition screen?

11. Would really love to be able to change the idols facial expression and outfits. 

12. When showing the singles chat would be great to auto focus on the highest released song by the player. Or reset to the #1 song every time. Also if there is no song that week released by the player to have some sort indicator/message so I don’t have to scroll up and down the list to check. 

13. Would be great for singles to have declining number of additional sales for say 3 weeks. 

loving the game so far!

(+1)

You can see the weekly stamina drain in an idols profile under the jobs tab, although it's split between contracts and shows. You can collapse the individual idols' profiles and just see their stamina if you go to view on the idol sidebar and choose compact (this is a new addition though, you used to just see their faces). Like your ideas, lots of small things that would increase playability.

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