Game Dev Tycoon

Game Dev Tycoon

View Stats:
Cant seem to create hit games?
Hey friends,

I only hit like 8-9-10 when the game allows you to to get out of the garage. Other than that Im like, in the 2-6 range mostly. I am going off by the this.
https://forum.greenheartgames.com/t/great-combinations-list-time-allocation-sliders/7705

Is there a more up to date version or is that the best?
< >
Showing 1-9 of 9 comments
VeilStrider Apr 6, 2019 @ 6:07pm 
Yeah I also rarely create hit games. I use the Steam's guides but it's far and between. I'll check your link and try again.
Oreledoria Apr 8, 2019 @ 6:37pm 
I've never gone off any guides, so I'd suggest just thinking hard about what this game would look like in the real world. A fantasy-RPG could be like Skyrim, with its focus being world design, dialogues, a little bit of level design, and no focus on technology like AI, sound, or engine. Likewise, a military-action game will require a higher focus on those technology-centric features.

Here's the best advice though: do multi-genre games. They're a great way to combine two completely different design focuses and mesh them together into something beautiful. The best game series I made at one point was Total War: Warhammer. It never failed to get a 9.25+ rating as a fantasy Strategy-RPG. It focused a lot of AI, engine, world design, some dialogue, level design, and not so much on everything else.

The game is all about trying new things, so stepping out of your comfort zone, as long as you can think of the game you're making and what its real-world counterpart would be is the best way to figure out the success and viability of a game and its sequels.

I hope I was of some help!

Turbine Apr 9, 2019 @ 12:51pm 
make sure to do your game reports
Wardaddy™ Apr 9, 2019 @ 1:32pm 
Originally posted by Mr_Beerdo:
I've never gone off any guides, so I'd suggest just thinking hard about what this game would look like in the real world. A fantasy-RPG could be like Skyrim, with its focus being world design, dialogues, a little bit of level design, and no focus on technology like AI, sound, or engine. Likewise, a military-action game will require a higher focus on those technology-centric features.

Here's the best advice though: do multi-genre games. They're a great way to combine two completely different design focuses and mesh them together into something beautiful. The best game series I made at one point was Total War: Warhammer. It never failed to get a 9.25+ rating as a fantasy Strategy-RPG. It focused a lot of AI, engine, world design, some dialogue, level design, and not so much on everything else.

The game is all about trying new things, so stepping out of your comfort zone, as long as you can think of the game you're making and what its real-world counterpart would be is the best way to figure out the success and viability of a game and its sequels.

I hope I was of some help!

I will try these. Thanks.
Wardaddy™ Apr 9, 2019 @ 1:32pm 
Originally posted by Rick Sanchez:
make sure to do your game reports

I have been, usually unsure what the +++ signs mean.
Oreledoria Apr 9, 2019 @ 7:09pm 
Originally posted by Pentecost™:
Originally posted by Rick Sanchez:
make sure to do your game reports

I have been, usually unsure what the +++ signs mean.

The +++ usually refers to the response that part of the game's development will contribute to the finished product. So a +++ will show up on world design for RPGs, and on the Engine for Action games, so on, so forth. And putting more effort into the +++ decisions more than likely ends up making your game all the better.

The same happens for --- which means it's REALLY BAD for that type of game (which will only show up after game reports when you put effort into that area of a game incorrectly). Then the ranks are -, --, ---, same to +, ++, +++. The more they are, the more they'll affect your game.
Last edited by Oreledoria; Apr 9, 2019 @ 7:12pm
Oreledoria Apr 9, 2019 @ 7:21pm 
One thing I've forgotten to put in is that you should pay attention to the design/technology skills of your character and employees. Higher design skill characters will create more design bubbles with a higher chance of those bubbles being bigger. The same thing happens with the technology skill.

So a team of all design-oriented characters will make the BEST RPGs and Adventure games, but all action and most strategy games are going to suffer heavily. In the end, the other big part of the game production phase is balancing design and technology scores based on the game that's created.

RPGs and Adventure games will want HUGE design scores with little tech. Conversely, Action and Simulation games will require LARGE technology, wwith simulation actually needing a little-more-than-normal design because of its focus on level design. Then the other categories will need a good mix of tech and design.

This balance of bubbles gets trickier as you make multi-genre games and need to decide whether the game you're making is an Action-first RPG game, or an RPG with Action-like elements.
Wardaddy™ Apr 10, 2019 @ 2:14pm 
Originally posted by Mr_Beerdo:
One thing I've forgotten to put in is that you should pay attention to the design/technology skills of your character and employees. Higher design skill characters will create more design bubbles with a higher chance of those bubbles being bigger. The same thing happens with the technology skill.

So a team of all design-oriented characters will make the BEST RPGs and Adventure games, but all action and most strategy games are going to suffer heavily. In the end, the other big part of the game production phase is balancing design and technology scores based on the game that's created.

RPGs and Adventure games will want HUGE design scores with little tech. Conversely, Action and Simulation games will require LARGE technology, wwith simulation actually needing a little-more-than-normal design because of its focus on level design. Then the other categories will need a good mix of tech and design.

This balance of bubbles gets trickier as you make multi-genre games and need to decide whether the game you're making is an Action-first RPG game, or an RPG with Action-like elements.

I had no idea about that!! I've just being throwing employees where ever. Thanks a lot for help, greatly appreciated!
Turbine Apr 11, 2019 @ 11:30am 
Originally posted by Pentecost™:
Originally posted by Mr_Beerdo:
One thing I've forgotten to put in is that you should pay attention to the design/technology skills of your character and employees. Higher design skill characters will create more design bubbles with a higher chance of those bubbles being bigger. The same thing happens with the technology skill.

So a team of all design-oriented characters will make the BEST RPGs and Adventure games, but all action and most strategy games are going to suffer heavily. In the end, the other big part of the game production phase is balancing design and technology scores based on the game that's created.

RPGs and Adventure games will want HUGE design scores with little tech. Conversely, Action and Simulation games will require LARGE technology, wwith simulation actually needing a little-more-than-normal design because of its focus on level design. Then the other categories will need a good mix of tech and design.

This balance of bubbles gets trickier as you make multi-genre games and need to decide whether the game you're making is an Action-first RPG game, or an RPG with Action-like elements.

I had no idea about that!! I've just being throwing employees where ever. Thanks a lot for help, greatly appreciated!


i tend to go for 4x design employees and 2x tech, keeping myself as a mix of the two, i find i can cover any one of the 3 or 4 genres i spam over and over and over again with this set up
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Apr 6, 2019 @ 6:17am
Posts: 9