In Part 1 of the “How To Play Office God” blog series we covered the basics of what you’re trying to do as general manager, and in Part 2 explored some of the additional tools you’ll use along the way. Now in Part 3 we’ll examine what can go wrong.
Every employee has three stats:
- Skill, which determines how many stars a department will earn for a Department Synergy
- Accuracy, determining how often the employee will mess up your assignment
- Obedience, which affects how often the employee will reject an assignment
Yup, that’s right, a puzzle game where sometimes your moves are changed due to incompetence or flat out ignored because of a bad mood. Do they make Nobel Prizes for browser games? We’ll soon find out!
PROBLEM 1: JERKS
In the previous screenshot we see George Muir has an obedience of zero. Combined with his current Job Satisfaction this creates a JERK PROBABILITY of 43%, displayed below the character himself, anytime you’re assigning tasks. As his Job Satisfaction increases, his Jerk Probability decreases with his rising contentment, as you’d expect. Similarly, as each employee becomes less satisfied with the job, the higher their Jerk Probability becomes. Satisfied employees are productive employees.