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oh, but i just remembered something else. what about your engine? do you use a lot of high-end technology in your engine? then maybe you have many things activated at once, even in areas that are not needed? not sure if that would affect the rating but it definitely results in the game becoming much more expensive than it should be and then your game can easily cost more than you get from sales. also, if you have too little time allocated for something that uses options, there is a percentage displayed. for example, you develop an action game which requires almost no time in dialogue development. then you choose the advanced dialogues option from the little engine-menu-thing on the left side. then, above the engine-menu there will be a percentage displayed, if the allocated time is not enough to use that engine component properly. and maybe that efficiency-decrease is also related to the ratings, but i am not sure about this.
Sorry, then i don't know what might be the problem. maybe, as han zimmerman said, you do sequels too soon?
apart from that, i think it does not make sense to blame the game for this. if it was a fault in the game, everyone would have the same problem. but so far it seems like for most people things are perfectly fine.
You can be a little risky and get 3 employees at the start so you can even the load and move on from there.
The reason I bring the publisher thing to play is because you said your games aren't selling. Even if you did get good reviews on medium games, at first they won't sell nearly as many copies as if you were under a Publisher.
It should go something like make 1 or 2 medium games under publisher with at least 2 employees, create a new game engine + hire a 3rd and/or 4th. Try to get everyone on the same schedule, and make a few more medium sized games under publishers.
it's not the game , your obviously doing something wrong
once you master it you can make almost constant 9+ games in a row with the odd 10. Maybe drop to an 8 every now and then.
The key is constant steady improvement. Every game you make do something to make it slightly better than the last , either train , add a new engine feature , upgrade graphics V , make a new combo etc.. etc.. you can constantly do this from start to finish after the first fewq year.
you cant let your graphic Version get behind the times , or make a large game with old graphics V.
Dont rush to large games , slowly grow your team making meduim for ages , you can sell 10 million+ copies making meduim games , only move to large wqhen you cant improve meduim anymore.
i have made 20 9+ in a row , then maybe a few 8's , then back to 9+ for ages again.
For me adventure games are the easiest to amke at the start as the sliders naturally give you the correct T/D balance. RPG's 2nd easiest.
Dont keep switching genre's , make loads of adventures and then later switch to RPG's and thats a load of new combo's after yu have used all the newq topics on adventures.
Dont do to much at once , dont train and upgrade or hire someone new in the same go , do one improvement at a time and you will keep getting 9+.
once outside the garage lets say i made 100 games .... 70 of them would be 9+ , fifthteen of them 8 and ten of them 10 . Maybe once in a blue moon a low score while switching or hiring and perfecting the T/D balance again.
you should be able to consistently make 9+ games once you mastered the game.
You should aim to add only the barest minimum of features to your games, until you really need them, and don't jump to using a custom engine with newer graphics until you need to.
The reason for this is, as others have explained, as you add features or use higher-end graphics, you spend more and more in development. Now, that's okay if you're making a good profit when the game goes on sale but, if you don't need to use them right away, you're not giving yourself time to reap the benefits of your current feature list or graphics set.
Employee "level" dictates their salary. If you have high level employees you will need to produce larger games to pay them. Watch out for "over qualified" employees. Don't invest in a level 4 if you only need a level 2.
Your small game could be the biggest hit ever, but if it isn't covering employee salaries and research costs it's not going to do you much good.
It is possible to develop a game for more than one platform, but unless they match your game's genre and audience well, your results may be poor. Reviews of a game seem to take into account how well a game works across all platforms. Also, until you research Multi-Platform Optimised and include it in your game engines, developing for multiple platforms is going to be quite expensive.
By the way, if you're finding that your employees are levelling up quite quickly (gaining high salaries while not contributing much more to development) you should probably make more sequels. By default, sequels use the same genre/topic combination as the previous game which means that you get a lower XP bonus than you would for choosing a new topic/genre combination.
Despite that, sequels can get some spontaneous hype, which in turn can help to increase sales.
If you're at year 67, there aren't any new consoles, you've run out of new topics, you've got a full list of features, and your staff are probably maxed out on abilities. Because of this, review ratings are eventually going to decline because you've maxed out on how high your game's tech and design points can go. Indeed, Game Dev Tycoon doesn't keep score beyond the end-of-game, so you might as well start a new game and try to beat your high score.
The game wasn't designed with an infinity timeline, if that makes sense.
The way the game rates your reviews is not only by doing everything right, but also creating more development points. Since everything is unlocked at year 30/35, there's no real room to grow afterwards.