Game is more Metacritic pandering than game development

Intentionally holding back quality and leaving in bugs in order to get a high score should not be part of the game. From the (in)famous Success Guide are two comments worth highlighting:

A Wikia contributor said:

After much more playthrough I have finally figured out this game. I think the reason many find it difficult is because the entire strategy is terrible. Basically you have to print out all the tables, sit down with a calculator, pause the game, and plan perfectly, the next game to make, and forcibly ensure all the figures required are there.

This will get you consistent 9+ reviews to the bitter end of the game. The issue is, doing this actually doesn’t make it a game, it makes it a maths test. At no point could I mentally do the maths to achieve a 9+ score, mainly because I would forget certain variables or mix up variables rather than the actual maths itself.

The entire game is basically a giant maths test “You need to find X and it has to be greater than Y” repeated over and over again.

Terrible game. No room for any casual fun, you have to follow an exact method, and not deviate AT ALL or you will get 3’s. Literally never had any 4-8’s. It’s either 3’s or 9’s. As the reviews themselves say “Has potential but falls short” I hope they sequel this game and make the algorithms more “loose” so that every now and then you can release innovative games and succeed.

An excellent real world example of this is Pikmin, it is a brilliantly developed game, got extremely strong reviews, yet had absolutely tragic sales, but got a LOT of fans (me included).

You wont see that kind of thing happen in game dev tycoon. Tis a shame.

Istrebitel, who made the Success Guide, said:

Unfortunately you are right. This game’s mechanics promote terrible actions (release with bugs, hold on features, hire worst employees) but only if you know them. The fun of the game is to figure out how it works. Once you did, it becomes… less fun.

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I agree that once one learn the mechanics the immersion gets ripped away pretty fast. But I sure had fun the 10 times I failed the game, and the one I did well.

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You do not need to get only 9+ reviews…you don’t go bankrupt for taking a 7 reviews

Unfortunately this is true with most business sims.

How does the game promote bugged releases? I looked at a wiki and found the math on bugs to be impenetrable. How does one find the optimal level of bugs?

you use the bugs to not overshoot your target score, you have to get about 10-20% better on your next game, not less and not more, if your game is too good, you probably will have trouble to keep up on the next games, so you cripple your score by releasing with bugs

I hope the developer will keep this problem in mind when making future updates currently it does not feel like I have any room for creativity or innovation since I will lose if I try to do that.

The best way to win is to stick to a formula which has been proven to be 100% effective, and sadly destroys all immersion in the game.

I can second the “stick to a formula” comment. I’m struggling to make a new, good game, but I can always fall back to relasing Conan X+1, a fantasy dungeon or RPG game, with a score of 9-10.

On the other hand, that’s sort of how business works in the real world.

This was quite obvious after playing for 5 minutes. But still…its a 10 dollar game, its not supposed to be scrutinized to death. Get 2 hours of fun and more one (cheaper than a movie).

Jeezus.

If I could make a suggestion though, I would first agree with you that the algorithm needs to be more loose, but do so in a more visible way. Allow the player to do usertesting…either before a game, or during a game, that tells you whether its a genre people are looking for. Then you can change half way through, making the game take longer (an increasing cost), but potentially creating a 8-10 game.

Thanks for all the feedback guys, we do appreciate it!