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Only way to "force" trendsetter is to release a lot of games of the same genre, quickly. I can get trendsetter around once every year by releasing RPGs (my usual special genre,) and they'll be setting trends often enough that I don't need to worry about following the trends. How I do that is by releasing one game per month, so I'm making the game roll the dice often enough to turn chance into almost-certainty.
To get 100%, your game needs to already qualify for 98%, and then a hidden random roll with a stupidly low chance happens that tells the game whether or not your game's worthy of being 99%, and then a second roll happens that decides if it's a 100% game.
Because, obviously, luck is a skill. //Sarcasm.
You can't influence these rolls in any way. I suppose it would be possible to mod things so the random chance is either increased or outright removed, but I don't know anyone who's even tried.
Also, if you take too long to develop a game, there will be a decay happening, but that's for games that take more than four months.
If you're playing in Easy, getting 98% is actually way simpler than in higher difficulties, so you're probably just doing a lot of things in ways that harm your review score.
Frankly, I'm not sure what the problem would be there. If you're using the improvements of all rooms, you should be getting enough stat points to make your game hit 98% (assuming everything else is fine too,) unless you have way too few people working at your game for the year you're in.
You surely already saw that games have four stats, and those stats have numbers that go up as your employees work in your game. The game expects your games to have a certain number of stat points, which goes up by a (relative) little every month. If your games have one or more stats below that threshold, its review score will not get to 98%. Most of the stat points of your game come from your employees, so if you have too few employees you won't be generating enough points, even with improvements (all improvements do for development is to increase the work speed of employees in the specialized room,) and if you just end development as soon as your game's done developing, you could also end up with a game that doesn't reach that threshold.
I've played the game way too much, I've found ways to push through the initial grind and be a billionaire before 2000 in Legendary, and the two main pieces of that method are: Hire a lot of people (think twenty people in development by the end of 1977, and hundreds of people in many kinds of rooms, before the 2000s) and develop games aiming for both quality and quantity. One 90%+ game per month in any difficulty can bulldoze through the game's "challenge," so salaries will pay for themselves in the long run (or even in the short run.)
Just make sure you actually have "plenty" of employees. A lot of people are used to things like Game Dev Tycoon with its "eight people in development" but in this game, eight people in development is a 1976 thing. By 1990 you should have several times that, just counting the Development room itself (you need at most half as many per specialized 'room' and a quarter in Motion Capture.) In short, you may be understimating how many people are "plenty" for your date - although in the lower difficulties, you can get away with using far less people, as reviews are more lenient and money prints itself.
The only limits I set myself when hiring people is whether I can pay for them without going bankrupt (which stops mattering by 1978 IMO,) and that my very old computer can't handle more than six hundred employees, so I try to not hire more than five hundred, to be on the safe side (and you don't even need that many people if you specialize.) I also don't hire Legendaries. Outside of Medium and below, they're overpaid and underwhelming, and by the time you need someone with a skill above 70, you can already hire people with a skill above 70. Their "hype generating" trait may sound awesome, but it's a very short-lived bonus - any game of a good enough IP from a strong enough studio will start development at 60 hype, making the 50 hype limit of that trait obsolete. I'd rather have an employee that generates no bugs, or moves faster, or other things that will continue being useful after 1980.
wait so who should I be putting in the development areas? Just programming and game design people and put the rest into graphic studios/sound studios? I have over 100 employees, should I be hiring even more?
As for "how many employees do I need," again, this depends on what year you're at, and your difficulty level. I don't play in difficulties below Very Hard often, but for Very Hard and above, a hundred employees in development-related rooms is something that's fine for the 1990s/2000s. For Easy, they may be enough to get you to endgame, but the fact you're not getting games to cap at 98% may be a warning sign that you may need more people.