Improvements, ideas

I just finished the game and I noticed some things are missing or some things are messed a little bit. So I think the game needs to be improved a little bit around these points:

-Adding rivals (like many others said before me) for competition

-Ability to manage the older game engines: for example trash it, sell it, give away permanently

-Need a better game history list: currently there is no indication about sequels (only if you marked the name of the game with a number) and there is no indication about the engine. I need to know the engine because I don’t want to create a sequel with the same technology. Ability to sort them about genres or topics or review scores, etc.

-G3 animation is annoying, especially when you see it 40 times. We need an ability to skip it/speed it up like the other dialogues.

-Ability to speed up the reviews. And need more review, not just only four.

-The older technologies are fading too quickly, like C64 (G64 ingame). I wrote only a couple of games on it and then it’s quickly out of market.

-Ability to slow down a game, everything happening too fast on the market. There is no sense to buy platform licenses mid-game, you can easily do it only with PC.

-Need a better ui when I developing a new engine. For example there should be a mark about the old and new technology: linear story - branching story. There is no sense to write both of them in the new engine.

-Staff should go to vacation automatically when they are out of energy, or we need a more visible energy bar when it’s empty. You can barely see it when it’s zero.

-Ability to write expansions for AAA games aswell, not just MMOs.

-Ability to write DLCs.

-What about the supports? On my last game I had to write only 3 patches in 50 years. We have to make patches more frequently.

You get events giving you the opportunity to sell or open-source old engines.

You get longer with each platform if you run the game in longer-play mode. I always play on the longest setting.

The reason for an engine to have both linear and branching story, say, is for games types that don’t want any significant story, putting in a branching story means you either make a bad branching story (not 100% of story features), or spend more time on story than is optimal. This even applies to graphics levels, though you have to remember that better, as you choose graphics level right at the start of development where you have no cues from previous reports. I wish you could select the graphics type when you get to that stage of development, like you can all the features.

You should notice the bar long before it hits zero.

Frequency of patch events - sure it’s not realistic, but it would be really bad for gameplay to have to do it all the time. This game is not, fundamentally, massively realistic. It’s a fun game.

  1. Yeah, you can sell old engines but it won’t delete from this engine list.

  2. I’ll check it, I didn’t set anything from default.

  3. Does it make sense to select a linear story for an AAA game? I never tried it.

  4. Yeah, I know, but when it’s empty it’s hard to notice.

  5. I know, but 3 patches in 50 years is not enough imho.

For a game with — on story, you want the slider all the way down - which, even on AAA, won’t allow you to select multiple good story features and still be fully implementing them.

Yeah, I know this, but my question was:

Does it make sense to select a linear story for an AAA game?

For example my engine has all the Story/Quests unlocks. I want to develop an AAA action game with just a little story (like Serious Sam). During the development when I have chance to switch on/off features for the game does it make any sense to select linear story instead of branching/interactive/immersing? Will this impact on the reviews somehow?

I have to say… some of the ideas I read are good features to get implemented. I actually don’t think they will be implemented in Game Dev Tycoon at all. They might be in a sequel or possible a DLC/Expansion but probably not the base game.

I can’t claim to know exactly how it works, but I’ve made successful AAA games with linear story. I think.

Ahh ok, I’ll test it in my next playthrough.

As SamBC I can’t claim how it works but I think his points are valid.

I don’t think the game is using the exact features to influences points generations and reviews rates, but I think it uses their amount cost. Ie Feature 1 cost 50 + Feature 2 cost 50 equals Feature 3 cost 100. and sometimes to add as many features than you can requires use cheaper features.