Hi. Got this little “Problem”. I have made a game, 19 years in - i guess im tremendously slow and wont make it to anything big in this playthrough - which received 9,75 (Well, F*** you too, All Games) and sold for about 29 Millions, which was great, since i was just about to go bankrupt and it was my last straw.
However, more or less common to the game mechanics, i kind of depressed at the same time. Ok, i have some money now, but not endless amount of RP, so i cant advance with speedlight in my research. The next games i release are getting scores of 4-5 and not because they are bad - some actually break point records - but because i had a greater game before, which seems unfair to me. Alright, i had something like Mass Effect 2 released and 6 months later Bioshock Infinite and then Dragon Age 3 - the games are great, but apparently people expect from me some sort of Sword Art Online, just because i got a ton of money.
So there is my problem - i got tons of money, but i cant improve my games fast enough. Therefore everything i make - even if it would be rated 10 a month ago - is called “time wasting” or “meh”. How do i prevent myself from going bankrupt again, just because the game thinks i should be punished for great games??? This would be also nice to know for playthroughs to come, since it seems, that the game forces you to make average games, just so people dont expect crap from you and you can still them more average crap, but once you make a legacy worthy game, you are kind of doomed.
Uhm, well, then why do i get reviews of 4,5 on a game that i release one year later, with the same slider adjustment and my workers even boosted now by their specialization + trained very well? The “you shouldnt release the same genre over and over again” message didnt came up. As i said, i cant research much, since the RP arent generated fast enough and releasing a new engine based on 1-2 new researches doesnt seem like a good idea.
I actually gave up on the game when it was released because of the mysterious way the score works. Read the formulas on the wiki and adjusted the sliders “perfectly” according to the wiki (was simply frustrated and wanted to get it finally to work, at least for a starting capital i then can produce games without going bankrupt), yet the scores get up to 7-8 only. New workers might do the trick, but they eat money up so unbelievably fast (i have yet to see an artist who earns 80k a month. Ongoing game designer myself and can hope for like 10k at best), they use up more money than the production of the game does. I mean - if they work in the corp for like 10 years, they cant suck it up and go with 10k a month for a while, so the whole company doesnt go bankrupt???
Edit: Ok, apparently i had to update it. Played the raw version that came out with the release. Now it gives you at least some feedback. Will be very helpful.
Always continue to train yourself and your employees (once you have tons of RP). That’s how I do it. To gain more RP I make contracts to gain cash and RP, creating publishing games in the beginning, and making custom engines.
Using same topics/genres the whole time ( or making only sequels ) will hurt your Research Point generation.
Simply because new combo generated a lot more points.
There are no perfect slider settings, there are fields to focus on and fields not to focus on.
Read my guide
It’s just to increase difficulty and balance income/spending a bit.
The release version basically. Idk, gets frustrating again. It feels as if the money you earn and the ratings were both either nerfed or altered. It was impossible for me on 10 playthroughs to make a 9+ game up until year 5, which is 2 years more than i normally needed on the vanilla version. It seems that everything was stretched out a bit.
And why? Well, my Character produces design bubbles on action/strategy/simulation and tech bubbles on Adventure/RPG. Also, great combos are getting not realized by the game or they are getting called new combo, idk. Afterwards it says “Oh, well, Fantasy and RPG is a great combo”. Best modifier that i made was 2.1.
Btw, every guide ive read so far says, that following games always are getting compared to your last one, so it DOES mean, that my 28-million game will ruin the score for the next couple of years. That makes honestly no sense to me. So im bringing the ultimate games on the market, but people dont want them, because they already have ultimate games. It would be logical, if the games would be spitten out every 2 month, but once a year a Goty title wont oversaturate the market.
Maybe this would make the game too easy, but its the same as if i would drive a race and given the best car, but once im on the poleposition my engine shuts down until everyone drove past and then im allowed to go on. However, my car now eats up 5 times as much fuel and will run out of it before it reaches the finish.
Again this is not true.
It does mean that you will have to improve, by training and/or adding features.
If you score a 9+ game a high score is been set, that score is the one you need to beat and to be honoust its not that hard.
I watched a lot of let’s plays on Youtube and i see a lot of players fail because they seem to wanna rush game after game.
Take your time, train your staff in either Speed or Research ( i usually pick the one thats lowest at that moment )
Then train them in Design or Technology.
If your character is producing Design Bubbles while you are making Action/Simulation/Strategy games i am suspecting that you have “design” sliders too high and/or adding too much “design” features to the game.
Don’t blame the game, when there are so many succesful Game Dev Tycoon players
Nope, those i ajusted right, i am not THAT stupid. E.g. Action game: Engine 100%, Gameplay 80%, S/Q 0%, Dialogues 0%, Level Design 60%, AI 100%, World Design 20%, Graphics 100%, Sound 60%. This may not be the perfect combination, but barely justifies 20 design to 18 tech bubbles.
Restarted it already dozens of times, trying to get a perfect start. This problem is new.
Thats in the garage and because your characters stats are balanced it will happen that you can produce more Design Bubbles, while you need Tech.
Sliders are a bit Design favoured.
This is easily countered by adding Tech features with costum engines or later in the next offices by training your staff towards Tech.
And if you think your T/D ratio matters that much, you are mistaken.
T/D ratio influence your rating, but only later in the game and when you are way of the desired T/D ratio.
Whats a perfect start?
Edit: stop using the wiki as refference. It is messing up your game.
Just play the game with use of Game Reports.
I used it when there were no game reports at all. No feedback, no explanation. A perfect start is to make a game that will allow you to get into the 2nd location as quickly as possible. 3rd or 4th game 9+, unlock publishing contracts and allow you to get the 100k fans to make your own medium games successfully. The condition i reached now is not too bad i guess - year 10 just began and i got my 100k fans. Probably still a pretty slow start, but it should allow me to progress a little further.
Its just the inconsistency or my stupidity, i dont know, but it appears that if you do approx the same thing 5 times it will have 5 different results. Tiny changes appear to alter the score about 2-3 points. Sometimes i get 9,75 out of a game i expected to be crap and 4,5 out of my “masterpiece”.
A 9+ game on the 3th or 4th game is near impossible, because the game allows you to build up to that succes.
Getting out of the garage is possible before year 3.
The game rates according your actions, there is only a small bit of randomness.
I have came across a lot of players, who “blamed” the game for being inconsitent. In the end most them found they were the ones being inconsistent.
A so called masterpiece is a game that beats the last best score by about 15% in Design and Tech points, while not having “Not Important” sliders used.
Again its all in my guide If you dont want to read it, thats your choice, but if you really want to understand what goes with making Top Hits, i suggest you read it.
I already read it, its not like i fail all the time, but i am simply too slow and not progressing fast enough. I know that there is an algorythm and stuff, so it cant be random, but it seems pretty much so. Anyway, i will try on and on until i beat it.
Is there an endless mode or does the game forcibly end after 42 years?
Funny thing, I released a Perfect game, 10 all around, and it made an income of 34 Million. x5 My best game Previously. But after it happened, i got 3 Games get 9.75. Then it went down 9.5,9.25,9.ect, Till i made a Evaluation/Adventure game that got a 5 -_-.
Hmm, i managed it to make a breakthrough and get into the 100million+ buisness, but now every game eats up about 100 millions. MMOs are completely useless, since they take longer to develop than they hold up and even if they are really successful console sellers, they will outright ruin you with the maintanance after a year or two. This makes no sense at all - why should the maintanance of an MMO go higher and higher if we have less and less players? Its like a cow would eat more and more grass but give less and less milk and i cant even cut the MMO into stakes.