Industry Giant II

Last updated
Industry Giant II
Industry Giant 2 PC Game, CD Case Cover.jpg
Developer(s) JoWooD Productions
Publisher(s) JoWooD Productions [lower-alpha 1]
Platform(s)
ReleaseWindows
  • EU: June 28, 2002
  • AU: July 5, 2002 [1]
  • NA: September 25, 2002 [2]
PlayStation 4, Xbox One
  • WW: December 20, 2016
Genre(s) Business simulation
Mode(s) Single-player, multiplayer

Industry Giant II (German : Der Industriegigant II) is a business simulation game for Windows. It is the sequel to Industry Giant . Despite a wide range of aspects Industry Giant II is not a complete business simulation game, as many management aspects such as finance, sourcing or HR are hardly present. The 'free game' option allows the player not to worry about turning a profit. The game is primarily considered to be a supply chain simulator, because many aspects of strategic, tactical and operational supply chain management are experienced. Next to this, the structure of the game allows the player to understand how supply chains can be modeled. From that point of view, playing Industry Giant II can be beneficial in order to understand how enterprise supply chain software is modeling existing supply chains.[ citation needed ]

Contents

The game received a high-definition re-release in 2016. [3]

Add-ons

Notes

  1. 2016 re-release published by UIG Entertainment.

Related Research Articles

<span class="mw-page-title-main">Supply chain management</span> Management of the flow of goods and services

In commerce, supply chain management (SCM) deals with a system of procurement, operations management, logistics and marketing channels, through which raw materials can be developed into finished products and delivered to their end customers. A more narrow definition of supply chain management is the "design, planning, execution, control, and monitoring of supply chain activities with the objective of creating net value, building a competitive infrastructure, leveraging worldwide logistics, synchronising supply with demand and measuring performance globally". This can include the movement and storage of raw materials, work-in-process inventory, finished goods, and end to end order fulfilment from the point of origin to the point of consumption. Interconnected, interrelated or interlinked networks, channels and node businesses combine in the provision of products and services required by end customers in a supply chain.

Real-time strategy (RTS) is a subgenre of strategy video games that does not progress incrementally in turns, but allow all players to play simultaneously, in "real time." By contrast, in turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market Dune II in the early 1990s.

<span class="mw-page-title-main">Supply chain</span> System involved in supplying a product or service to a consumer

A supply chain is a complex logistics system that consists of facilities that convert raw materials into finished products and distribute them to end consumers or end customers. Meanwhile, supply chain management deals with the flow of goods in distribution channels within the supply chain in the most efficient manner.

Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are war games, business games, and role play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies. Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published.

A massively multiplayer online game is an online video game with a large number of players to interact in the same online game world. MMOs usually feature a huge, persistent open world, although there are games that differ. These games can be found for most network-capable platforms, including the personal computer, video game console, or smartphones and other mobile devices.

A government simulation or political simulation is a game that attempts to simulate the government and politics of all or part of a nation. These games may include geopolitical situations, the creation of domestic political policies, or the simulation of political campaigns. They differ from the genre of classical wargames due to their discouragement or abstraction of military or action elements.

Strategic sourcing is the process of developing channels of supply at the lowest total cost, not just the lowest purchase price. It expands upon traditional organisational purchasing activities to embrace all activities within the procurement cycle, from specification to receipt, payment for goods and services to sourcing production lines where the labor market would increase firms' ROI. Strategic sourcing processes aim for continuous improvement and re-evaluation of the purchasing activities of an organisation.

<i>Grand Prix 2</i> Racing video game by MicroProse

Grand Prix 2, released in North America as "Grand Prix II", is a racing simulator released by MicroProse in 1996. It is a sequel to Formula One Grand Prix. It was made under an official FIA license that featured the Formula One 1994 season, with all of the circuits, teams, drivers and cars. The cars were painted with liveries reflecting the races that did not allow tobacco and alcohol sponsors.

<i>Capitalism</i> (video game) 1995 video game

Capitalism is a business simulation video game first published in 1995 by Interactive Magic, developed by Enlight for the Macintosh and MS-DOS and designed by Trevor Chan.

Real-time tactics (RTT) is a subgenre of tactical wargames played in real-time, simulating the considerations and circumstances of operational warfare and military tactics. It is differentiated from real-time strategy gameplay by the absence of classic resource micromanagement and base or unit building, and by the greater importance of individual units and a focus on complex battlefield tactics.

Business simulation or corporate simulation is business simulations used for training, education or analysis. It can be scenario-based or numeric-based.

<span class="mw-page-title-main">Business simulation game</span> Video game genre

Business simulation games, also known as tycoon games or economic simulation games, are video games that focus on the management of economic processes, usually in the form of a business. Pure business simulations have been described as construction and management simulations without a construction element, and can thus be called simulations. Micromanagement is often emphasized in these kinds of games. They are essentially numeric but try to hold the player's attention by using creative graphics. The interest in these games lies in accurate simulation of real-world events using algorithms, as well as the close tying of players' actions to expected or plausible consequences and outcomes. An important facet of economic simulations is the emergence of artificial systems, gameplay and structures.

<i>Industry Giant</i> 1997 business simulation video game

Industry Giant is a business simulation game for Windows. In 2002 a sequel, Industry Giant II, was released.

<i>Management</i> (game)

Management is a business simulation board game released by the Avalon Hill game company in 1960.

<i>A-Train</i> Video game series

A-Train is a series of business simulation video games developed and published by Japanese game developer Artdink in Japan. The first game in the series was published in 1985. The first release in the United States was Take the A-Train II, published in 1988 by the Seika Corporation under the title Railroad Empire. However, the most well known U.S. release is Take the A-Train III, published in 1992 by Maxis as simply A-Train. There is also the spin-off title C.E.O.

Construction and management simulation (CMS), sometimes also called management sim or building sim, is a subgenre of simulation game in which players build, expand or manage fictional communities or projects with limited resources. Strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. Pure CMS games differ from strategy games, however, in that "the player's goal is not to defeat an enemy, but to build something within the context of an ongoing process." Games in this category are sometimes also called "management games".

<span class="mw-page-title-main">Board wargame</span> Wargame played on a printed surface or board

A board wargame is a wargame with a set playing surface or board, as opposed to being played on a computer or in a more free-form playing area as in miniatures games. The modern, commercial wargaming hobby developed in 1954 following the publication and commercial success of Tactics. The board wargaming hobby continues to enjoy a sizeable following, with a number of game publishers and gaming conventions dedicated to the hobby both in the English-speaking world and further afield.

A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.

<i>Game Dev Story</i> 1997 simulation video game

Game Dev Story is a simulation video game developed and published by Kairosoft for Microsoft Windows, iOS, Android, and Nintendo Switch. It was released for Windows in April 1997, on iOS and Android on October 9, 2010, for Windows Phone on July 6, 2015, for Nintendo Switch on October 11, 2018, on PlayStation 4 on February 11, 2021, on Steam on March 27, 2022, and on Xbox One and Xbox Series X/S on September 15, 2023. The game follows a player-controlled video game company and its attempts to expand into a sales powerhouse over time. As a simulation, the game and the direction of the company is controlled by the player, following a parallel timeline of the video game industry and its history. The game was released to positive reviews, with many reviewers focusing on Game Dev Story's addictive aspects and its witty references to video game pop culture.

<span class="mw-page-title-main">Virtonomics</span>

Virtonomics is a massively multiplayer business simulation video game developed by Cyprus indie developer Gamerflot. It allows the players to be in charge of fictional start-ups in several industries. There are three different versions available: Entrepreneur, Business War and Tycoon.

References

  1. "Industry Giant 2 PC". Games Market. Archived from the original on August 2, 2002. Retrieved July 26, 2024.
  2. "Industry Giant II". GameZone. Archived from the original on February 20, 2003. Retrieved July 22, 2024.
  3. Oertel, Mathias (December 27, 2016). "Test: Der Industriegigant 2". 4Players (in German). Archived from the original on September 17, 2020.