Indsendt: 3. maj
Another game I've spent far more time thinking about than it deserves.
What's the problem here? Realism.
It's an unrealistic look at game development. Working from your garage, somehow it takes $47,000 to build a game over the course of four months. Unless I'm playing blackjack every night, I'm not going to go through $47,000 over four months when I'm my only employee, Christ that's small house. That said, you can build a game in four months? This means that every small indie company can produce three games a year over the course of 15-20 years. So every game manufacturer that's existed since I was a kid should have written
, not publish mind, written
60 games by now, regardless of success. Meanwhile, Blizzard has, what 12 or so? Even if you take the Sandlot/popcap route, you aren't making 60 ♥♥♥♥ing games. Spamming out bazillions of games really just took out the care I had for each one. Whenever you do three or so new research ideas, you have to build an entirely new engine. So I ended up with a million of those and could hardly tell them apart.
The maximum number of employees you can have is seven? Dude, there's a healthy medium between a one-man-show and the team that put Age of Mythology together, but in this world the latter doesn't exist at all. Why after 15 years do I just get the option to research "ethical choices"? Why after 10 years do I just get the option for "martial arts" style? Mortal Kombat isn't groundbreaking. So many things are frustrating and don't make logical sense.
I think the most frustrating part, aside from the mass production being unrealistic and devaluing how much I cared for each individual game, was that you may have ample resources, but you are confined by time no matter what, even if you are wealthy and self-publish. In a large or medium scale production, there are three stages and you assign a person to one of three topics each stage. Effectively, when it comes time to determine how good your game's sound is going to be, no matter what there will only ever be one person who works on it. So, if you want surround sound and a soundtrack, something is going to suffer because sound guy can't do everything at once (although somehow if you wanted to make this happen, taking away from graphics is a solution??). In reality, if you wanted to do everything, you don't have to crucify your worker you can just take more time, no one is going to die and the devs aren't going to complain about getting paid longer. Nothing's on the market, you can pay your bills, we don't need to cut content because you're desperate for your 78th million dollar. (of course in reality, in reality, you could just have more than one ♥♥♥♥ing person do everything because your maximum staff size isn't ♥♥♥♥ing seven.)
A major problem with the game is that you're confined to work within the game's parameters of what it considers game development, rather than being to expand your schedule, employee roster, or creative potential like any sane company actually would. Case in point, the game is programmed to simulate how much the audience will like a game based on the amount of work you put in certain areas. So if you make an RPG fantasy game and put a lot of work into the engine, but not a lot of work into the soundtrack, your game will suffer because three of the nine possible concentration areas will rock someone's world for a theme-platform combination, and the rest mostly won't, this translates into all possible variations of it. So a text-only game with a killer soundtrack is completely acceptable, despite being completely unrealistic in your 20th year as a game company. The only room for different strategies between plays is to say "I will only work on these themes, these genre, or these types of platform" There is no such thing as an unusual randomized combination. If you make a ninja game, it must be targeted at pre-teens or it will fail no matter what. Sorry, Warframe.
People type at a desk and icons indicating their productivity rise over their heads and make it look like a flash game. To be fair, there's not a lot to work with in terms of action when it comes to "People sitting at their computer and typing code for money" tycoon. So why would someone ever buy this game? "Well, because they don't know a lot about the topic of game development." I don't think it necessarily educated people on something that people don't know very much about, like I said this game has a certain disconnect with reality. I think it was a topic an unfathomable amount of people are interested in and I think those people wanted to simulate that experience in the way they perceive it to be. So, as a simulated game dev, I can spam out eighteen games with guaranteed zero bugs. If some come up later, I can spend a week making a patch that will fix it forever. I am exceptionally well treated and can go on paid vacation when I show the slightest sign of strain. I make $47,000 a year. The company pays for all my training.
None of these things are true, but it's what's in people's heads when they complain on an internet forum about how game devs don't care about them and are incompetent at their job. Game Dev Tycoon has extremely positive ratings because people are pleased with this unrealistic experience and feel it is indicative of the industry. What does
game development require, that this game has told us about? Sometimes game companies publish games. Those games usually operate within an engine. Game sales mean dollars. You get more visibility and lower revenues with publishers. I think that's the extent of it.
Overall, it's amusing enough if you don't take it too seriously and don't expect a lot out of it. There's replay value in Roller Coaster Tycoon, or any game where you have the ability to take more than one approach, but you can't find that here. If I were 12-15 I would have found Game Dev Tycoon much better, and I'm thinking that those tycoon style games have that age bracket as their target audience. I may have enjoyed this game at one point in my life, but I'm too familiar with how this industry actually works to not get ♥♥♥♥♥♥ off at how this game misleads its players.