According to the wiki Tech/Design ratio is one of the most important aspects that influence rating.
For example for an Action game you should aim at 1.8/1 and for casual 0.5/1 etc. But the thing is, how can we influence these points with only the sliders?
If we look at the 9 different aspects of the game development we have only 3 Tec Sliders (Engine, AI and Level Design), 1 neutral slider (Graphics) and the 5 other are design sliders.
So let’s say I make an Simulation game, and put all Tech sliders completely at max, and all the design sliders completely down, I still end up with a close to 1:1 ratio (always ca 5000:5000). When I infact I need 60% more tec, which I can not achieve.
All workers have 900 in everything. Also, every worker is specialized as they should. Engine Tec, AI Tec, Gameplay Design, Dialogue Design etc etc.
How can I even achieve an unbalanced Tech/Design Ratio with fully upgraded workers?
'[If] you assign 50% development time of Phase 2 to Dialogues, 30% to Level Design and 20% to AI, then during 50% of the time spent on the phase, 90% of bubbles generated by your employees will be design bubbles and 10% tech bubbles, then during 30% of the time spent, 40% of the bubbles will be design and 60% will be tech, and during last 20% of the time spent, 20% of the bubbles will be design and 80% will be tech.
Game quality and correct Tech/Design balance (exact value you must aim for is based on the chosen genre) is very important during rating calculation.’
Hope this helps, since your question got me interested
Yeah, it does not seem possible to make a tech heavy AAA game if everyone is 900/900. I just tested it, and then I tried taking the features out of the design heavy categories. That helped tip the balance a bit, but only very little. I think its mostly because you cannot do more than 45% or so on any tech heavy category, or your employee will go above 110%.
I guess the lesson is don’t train everyone to 900 in design.