I decided to make a new thread for this because my ‘edit’ in kristof’s thread wound up being almost a page in and of itself:
Using a ratio of D/T points to determine a good or bad game does not make much sense, you get punished for trying to be ‘different’ even if all your programmers are good enough to pull off something different, and after a nondescript point in the game it can become near impossible to maintain a proper ratio of D/T (usually at some point after year 42 but i have caused it to happen early)
(design slowly creeps up over tech because you’ve exhausted all the ‘new’ stuff you researched, even disabling design related features in the game still result in a mediocre review), play even longer still and it becomes near impossible to keep ‘one upping’ yourself, you’ve researched everything and now the reviewers think your games are old and stale,)
when and how all of this happens is random because it depends on what point you start making 10/10 games, those are what end up coming back to bite you later, as long as your games get bigger and the ratio stays ‘correct’ it hums along fine, but finally you run out of new junk to toss in to keep it going so your engine becomes stale even if its the hottest stuff out, your games keep selling good but the reviews are 5/10 no matter what, they still sell like a ‘hot’ game though since your so huge you can’t fail at that point, but all those meh reviews are depressing
Eventually the design points catch up to the tech and they wind up near equal = lousy game, nothing can be done to offset this, even if you totally scrap the story/level design/world design in and action game the points still wind up almost 50/50 at some point in time (not to mention instead of having fun making games the way YOU want to you wind up trying to appease some algorhythm by throwing the baby out with the bath water)
the game gives you an ‘illusion’ of choices but really if you don’t keep it by the numbers you lose (by lose i mean have no fun, after 250 hours i could see through it and saw how it was, killed the fun for me, randomizer brought some of that fun back, also activating sequels/multi platform early makes it interesting too.)
Basically we need to rethink how GDT judges a games quality, the points system does not hold up, it works for the 42 years of the main game but any vet who puts in alot of hours will start seeing the cracks in the foundation (im not the only one whos bummed about this).
The game would pur along fine if the whole point system vanished, however i would want to put ‘something’ back in its place so you still have a chance at failure
(the game without the points system would judge a game based on Genre + Topic + Platform + Target Audience = ???, problem is someone could quickly learn the formula and never ever make a stinker once they learn all the hints)
Perhaps marketing could play a bigger part in selling a game? i mean i never actually use it since my games sell fine without it, so maybe it needs to take a front row seat? the more the hype = the more it sells = the more hype = higher the reviews (which is realistic, overhyped games get high scores all the time…perfectly common occurrence in the industry)
Basically you got a game where you make games but what makes a good game in the real world does not reflect in this game, in the real world creativity and quality programming = good game, if your missing either one the players will be miserable and have no fun either because the game has a lousy story or it crashes before they get to see the story.
Valve software amassed a fortune with one game. Try pulling that off in GDT, you’ll bleed to death unless you make a game immediately as soon as the game starts ($8,000 a month to sit in a garage? should be like $800 a month…how does a garage with an IBM pc cost that much? maybe he should sell that delorean, its covered over for a reason…the only way its leaving that garage is if you push it out )
I would appreciate constructive comments, blind fanboy-ism does not improve the game, i like to see improvements, i consider that the sincerest form of flattery when someone cares enough to make something better.
There it is, take it or leave it.