GDT On Wiki - Why oh why?

You are probably all aware of the algorithms and exact slider percentages etc etc shown on Wiki for each type of game to make, so to create a near perfect game everytime supposedly and i honestly think anyone who does use them etc, are totally defeating the object of the reason why they are playing the game in the first place…

We all started to play GDT, because it was and is a fun game to play.

But what fun is there, if while “playing” the game, you are just sat there, copying slider values and working out complex equations and mathematics, just to get a good score?

You might as well go to work instead, as at least then you will get paid for working, because just copying multiple streams of data to get a good review in the game, is not in my eyes, my idea of playing a game to have some fun.

Sure, read some tips like the ones posted on here giving general advice etc, but if you are going to resort to the lengths ive just mentioned, you are not only forgetting the very reason why you started this game to begin with, but are also denying yourself that sense of achievement, when one of your games does really well and gets to No1.

Personally I think the wiki is overly technical at stages, over-emphasizes some minor aspects of the game (such as the t/d balance) and misses an opportunity to give generalized hints to help players enjoy the game. This is the impression I got a while ago at least. Hopefully the tone of the wiki will change a bit after the update in August. I’m sure it will improve over time as the wiki community seems to be very active and skilled.

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The wiki made me not play the game anymore. I felt like I wasn’t playing the game I wanted to, rather the wiki controlled my game. Heck, I think the wiki frustrated me more than actually helping me.

(Also the fact that the game has little replay value [To me anyway].)

Well, to me the Wiki was to technical and I really understood like a quarter of it.
I got some Ideas of it how to make games and that was it for me.

felt the same here too.

I think some people overreact to the wiki. I use it mostly to make sure the ideas I have aren’t stupid according to the game’s logic (IE: I never would have guessed that Racing/Action isn’t a good combination; making sure I’m not pumping all kinds of effort into story and dialogue only for it to turn out that a given genre doesn’t sell well with that; checking what genres work well on what consoles; etc.), stuff that I could have figured out through tedious trial and error otherwise, but instead I can just reference a wiki and be on my merry way.

The only way that the wiki in any way “ruins” the game for me, is that it details how the ratings are generated. I personally don’t like the concept that the optimal strategy, by the game’s logic, is to barely do better than your current high score, rather than shoot for the moon and make the best game you can. Even then though, I can pretty much ignore the optimization and just keep in mind instead that I don’t have to make the best game possible every time.

See if it ruins the game for you, using the Wikia, I suggest you make strange combinations of games, such as Racing - Action/Adventure, you could do very differently and get some excitement up in my opinion.

I always do ok when making a Racing / Action game

I use the wiki to find out which topics are good with which genres. They seem pretty logical, but there are some combos that are seen as ‘bad’ when there are historical RL examples of that combo being very good.

My first bankruptcy was due to a Time Travel + RPG game for the Super Vintendo failing horribly. The game treats it like a ‘bad combo’ but have the devs never played Chrono Trigger? Time Travel + RPG is an AWESOME combo IMO. It was to avoid being stung by arbitrary designations like that that I keep the wiki handy while playing.

I refuse to break out a spreadsheet/calculator to try and min/max.

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