Follow TV Tropes

Following

History Videogame / GameDevTycoon

Go To

OR

Is there an issue? Send a MessageReason:
None


Noted for having a particularly creative and ironic [[DigitalPiracyIsEvil anti-piracy]] feature, where if you pirated the game in RealLife, your in-universe game fails on account of copious amounts of digital piracy.

to:

Noted for having a particularly creative and ironic [[DigitalPiracyIsEvil anti-piracy]] feature, where if you pirated the game in RealLife, your in-universe game fails on account of copious amounts of digital piracy.
piracy, with a later patch making a ''slightly'' nerfed version via toggle that also allows you to develop ways to try to beat the pirates...

Added: 267

Changed: 1

Is there an issue? Send a MessageReason:
None


** The event when you release your first mature game has a reference to the Australian video game review show ''Series/GoodGame''

to:

** The event when you release your first mature game has a reference to the Australian video game review show ''Series/GoodGame''''Series/GoodGame''.
** In the Netflix version, doing an adaptation of ''[[Film/IndianaJonesAndTheLastCrusade Professor Bones]]'' has an event where an employee pitches an original story about [[VideoGame/IndianaJonesAndTheFateOfAtlantis searching around the Mediterranean for Atlantis]].
Is there an issue? Send a MessageReason:
We really shouldn't be doing meta "examples" of this trope.


* AllegedlyFreeGame: {{Defied|Trope}}. Greenheart noted the trend among some of their competitors and purposefully steered clear of it.
Is there an issue? Send a MessageReason:
Added info of new Netflix version


An iOS port was released in November 2017 and an Android port followed shortly after in February 2018.

to:

An iOS port was released in November 2017 and an Android port followed shortly after in February 2018. A Netflix version based of the mobile ports was released in March 2024, it adds the ability to make licensed games and have streamers review games

Is there an issue? Send a MessageReason:
None


** How this game's timeline tends to skip over events in gaming history, despite reflecting most of it. The UsefulNotes/GameBoy, UsefulNotes/GameBoyColor and UsefulNotes/GameBoyAdvance are all essentially treated as the same console. In addition, a good part of Creator/{{Sega}}'s history is pretty much skipped over with the UsefulNotes/SegaSaturn being completely non-existent.
** It also lumps in ''Apple Computers'' as just another PC maker [[note]]up until the Intel Mac era, Apple machines uses a completely different architecture than the PC (6502, later [=M68k=], then [=PowerPC=], versus x86, later x86-64) and thus is not compatible with PC software at all. During the Mac era, there was a market for PC-on-an-expansion-card add-ons for Macs in case software emulation isn't powerful enough to user's desired software[[/note]], and completely skips over Atari. Also, Godovore goes bankrupt after the C64-expy when in real life Commodore did release another [[UsefulNotes/{{Amiga}} top-selling computer]] that stayed in market for about '''a decade''' before being driven to bankruptcy by an embargo on the [=CD32=] in the US.
** The early-[[TheEighties 80s]] computer choices are limited to the PC and the C64 -- no hint of the UsefulNotes/ZXSpectrum or the UsefulNotes/AmstradCPC, although both were massive in Europe.

to:

** How this game's timeline tends to skip over events in gaming history, despite reflecting most of it. The UsefulNotes/GameBoy, UsefulNotes/GameBoyColor Platform/GameBoy, Platform/GameBoyColor and UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance are all essentially treated as the same console. In addition, a good part of Creator/{{Sega}}'s history is pretty much skipped over with the UsefulNotes/SegaSaturn Platform/SegaSaturn being completely non-existent.
** It also lumps in ''Apple Computers'' as just another PC maker [[note]]up until the Intel Mac era, Apple machines uses a completely different architecture than the PC (6502, later [=M68k=], then [=PowerPC=], versus x86, later x86-64) and thus is not compatible with PC software at all. During the Mac era, there was a market for PC-on-an-expansion-card add-ons for Macs in case software emulation isn't powerful enough to user's desired software[[/note]], and completely skips over Atari. Also, Godovore goes bankrupt after the C64-expy when in real life Commodore did release another [[UsefulNotes/{{Amiga}} [[Platform/{{Amiga}} top-selling computer]] that stayed in market for about '''a decade''' before being driven to bankruptcy by an embargo on the [=CD32=] in the US.
** The early-[[TheEighties 80s]] computer choices are limited to the PC and the C64 -- no hint of the UsefulNotes/ZXSpectrum Platform/ZXSpectrum or the UsefulNotes/AmstradCPC, Platform/AmstradCPC, although both were massive in Europe.



** Thanks to the way adding "extra features" works, it's entirely possible to make games that are missing some extremely rudimentary features without having them tank horribly. Making an RPG for the [[UsefulNotes/PlayStation4 Playsystem 4]] without a save feature? Sure, why not. [[note]]Then again, what is meant by "save game" is an open question; it's entirely possible that games that save your character, but not the world state (e.g., Diablo II and III or [=MMORPGs=]) count as lacking such a feature.[[/note]]

to:

** Thanks to the way adding "extra features" works, it's entirely possible to make games that are missing some extremely rudimentary features without having them tank horribly. Making an RPG for the [[UsefulNotes/PlayStation4 [[Platform/PlayStation4 Playsystem 4]] without a save feature? Sure, why not. [[note]]Then again, what is meant by "save game" is an open question; it's entirely possible that games that save your character, but not the world state (e.g., Diablo II and III or [=MMORPGs=]) count as lacking such a feature.[[/note]]



** In early versions of the game, you also have to research the ability to have a game be controlled by a mouse. This comes after making things like joysticks and ''steering wheels'', when one would think that the mouse would come first. A case of RealityIsUnrealistic, actually. Joysticks as we know them (electrical contacts and all) date to the 1920s, while the computer mouse didn't make it to market until the late 1960s- heck, the computer mouse remained a niche up until the mid 80s, when GUI-based operating systems went mainstream (with the introduction of the UsefulNotes/{{Amiga}}, UsefulNotes/AppleMacintosh and UsefulNotes/AtariST). Commodore 64s and [=PCs=] supported joysticks before then. And even then, mice didn't become mainstream among PC users until Windows 3.0 was introduced in the early 90s.

to:

** In early versions of the game, you also have to research the ability to have a game be controlled by a mouse. This comes after making things like joysticks and ''steering wheels'', when one would think that the mouse would come first. A case of RealityIsUnrealistic, actually. Joysticks as we know them (electrical contacts and all) date to the 1920s, while the computer mouse didn't make it to market until the late 1960s- heck, the computer mouse remained a niche up until the mid 80s, when GUI-based operating systems went mainstream (with the introduction of the UsefulNotes/{{Amiga}}, UsefulNotes/AppleMacintosh Platform/{{Amiga}}, Platform/AppleMacintosh and UsefulNotes/AtariST).Platform/AtariST). Commodore 64s and [=PCs=] supported joysticks before then. And even then, mice didn't become mainstream among PC users until Windows 3.0 was introduced in the early 90s.
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


* NintendoHard: Depending on how you play, your playthrough can end up as this. Unlike say ''VideoGame/GameDevsStory'', funds are taken monthly instead of yearly, employees salaries increase as they level up, And you lose money for failing a contract.

to:

* NintendoHard: Depending on how you play, your playthrough can end up as this. Unlike say ''VideoGame/GameDevsStory'', ''VideoGame/GameDevStory'', funds are taken monthly instead of yearly, employees salaries increase as they level up, And you lose money for failing a contract.
Is there an issue? Send a MessageReason:
None


** One famous programmer who may be available for hire is "[[{{Film/Tron}} Kevin Flin]]"

to:

** One famous programmer who may be available for hire is "[[{{Film/Tron}} "[[Film/{{Tron}} Kevin Flin]]"
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AndYouThoughtItWouldFail: In-universe with regards to home consoles. A news article leading up to the release of the TES mentioned that many industry experts doubted that home consoles would be successful. The TES is then shown to be a huge hit and within a few years, home consoles become an integral part of the industry.
Is there an issue? Send a MessageReason:
None


* KillerApp: In-universe, if you release an extremely high-rated game for your self-developed console, expect sales of the console to spike. In fact, it is pre-requested to make your own console successful its development and production are going to be money sinks for your company without providing at least 3-5 solid games that go along with it.

to:

* KillerApp: In-universe, if you release an extremely high-rated game for your self-developed console, expect sales of the console to spike. In fact, it is pre-requested to make your own console successful - its development and production are going to be money sinks for your company without providing at least 3-5 solid games that go along with it.

Added: 140

Changed: 951

Is there an issue? Send a MessageReason:
None


%% IsometricProjection

to:

%% IsometricProjection* {{Irony}}: Despite being a successful small, indie game done by a tiny start-up of a SiblingTeam, the game itself absolutely abhorred the idea: your company is only ever allowed to be the ever-growing gaming industry's giant, and as the game progresses, anything less than an AA game will be ''heavily'' penalised. Including the fact that the game would fail you for trying to recreate itself, unless making it on a massive budget and with the use of cutting-edge graphics and engine. To make things worse, a similarly themed ''Mad Games Tycoon'' made it perfectly viable to remain a small indie studio operating from a small office that makes quirky little games and bigger projects interchangeably, using separate rating system for each budget range.
* IsometricProjection: The game is using a {{retraux}} 2.5D perspective, with your entire office space being 3D, but filled with 2D objects.



* KillerApp: In-universe, if you release an extremely high-rated game for your self-developed console, expect sales of the console to spike.

to:

* KillerApp: In-universe, if you release an extremely high-rated game for your self-developed console, expect sales of the console to spike. In fact, it is pre-requested to make your own console successful its development and production are going to be money sinks for your company without providing at least 3-5 solid games that go along with it.
Is there an issue? Send a MessageReason:
Reducing the amount of merged sinkholes.


Noted for a particularly [[Administrivia/TropesAreTools creative]] and {{Iron|y}}ic DigitalPiracyIsEvil AuthorFilibuster, where if you pirated the game in RealLife, your in-universe game fails on account of copious amounts of digital piracy.

to:

Noted for having a particularly [[Administrivia/TropesAreTools creative]] creative and {{Iron|y}}ic DigitalPiracyIsEvil AuthorFilibuster, ironic [[DigitalPiracyIsEvil anti-piracy]] feature, where if you pirated the game in RealLife, your in-universe game fails on account of copious amounts of digital piracy.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* KillerApp: In-universe, if you release an extremely high-rated game for your self-developed console, expect sales of the console to spike.
Is there an issue? Send a MessageReason:
Sorry. Forgot that one was trivia, too, even though it's in-universe...


* KillerApp: If you release an extremely high-rated game for your self-developed console, expect sales of the console to spike.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* KillerApp: If you release an extremely high-rated game for your self-developed console, expect sales of the console to spike.
Is there an issue? Send a MessageReason:
None


** If you release a game without naming it, you release it as "Game #x". In response, reviews might say "The name says it all" or "As generic as the name."

to:

** If you release a game without naming it, you release it as "Game #x". In response, reviews might say "The name says it all" or "As generic as the name."name", (or possibly "Better than the name" if the game is actually good).
Is there an issue? Send a MessageReason:
None


* FourPointScale: Played with. Make a game bad enough and, even if it's completely bug-free, you can expect it to see reviewers give it 5/10 or less. Since reviewers don't discriminate on game size, making a small game after an AAA one is a good way to be rated 1/10! However, any value below 8 is considered to be lackluster and getting below average of 6.5 is in-universe equivalent of "complete crap". So in the end of the day, it doesn't matter one bit what score you've got if it's below 8, because they are functionally identical.

to:

* FourPointScale: Played with. Make a game bad enough and, even if it's completely bug-free, you can expect it to see reviewers give it 5/10 or less. Since reviewers don't discriminate on game size, making a small game after an AAA one is a good way to be rated 1/10! However, any value The scale isn't kind, with reviewers saying that anything below an 8 is considered to be lackluster and getting below average of 6.5 unremarkable at best, but it is in-universe equivalent of "complete crap". So in the end of the day, it doesn't matter one bit what a true ten-point scale: any score you've got if it's below 8, because they above a 5 (even a 5.25) will ''probably'' make its money back and gain new fans (though not many), while anything at a 5 or less is likely to lose money and more importantly, will result in fans giving up on your company. As fans are functionally identical.vital to your long-term success, that can hurt more than losing the money.
Is there an issue? Send a MessageReason:
None


* BrokeTheRatingScale: If you manage to develop a perfect game (and the formula is rather precise), a reviewer will give you an 11/10 rating.

to:

* BrokeTheRatingScale: If you manage to develop a perfect game (and the formula is rather precise), a reviewer will give you an 11/10 rating. There is, of course, an achievement for doing it. [[spoiler: Spending years building new technology and a hot new engine is your best bet, as is waiting until the post-game so you have the money to do it.]]

Added: 302

Changed: 8

Is there an issue? Send a MessageReason:
None


* AntiFrustrationFeatures: When making a game and agreeing to an interview you may get a section asking if you consider one development priority in phase you haven't gotten to yet more important than another based on the genera of game you're making. If you read the resulting article it'll tell you which priority is more important for a successful game before you get to that phase.

to:

* AntiFrustrationFeatures: When making a game and agreeing to an interview you may get a section asking if you consider one development priority in phase you haven't gotten to yet more important than another based on the genera genre of game you're making. If you read the resulting article it'll tell you which priority is more important for a successful game before you get to that phase.



* ChristmasRushed: Can happen in-universe, as you might be tempted to release the game the second as the development ends, with ''zero'' debugging. This usually means your company is in dire financial needs and even a bugged game will be better than nothing - plus you can release a patch post-release.



* ExecutiveMeddling: An InUniverse mechanic in the form of publisher contracts. These contracts can, but won't necessarily, specify genera, catagory, system, and age group. Any one of these can be a preselected combo that, even with the best development in the world, can tank review scores. Sometimes they will pick bad combos, sometimes they won't, and sometimes they'll pick combos that requires the player know what else to add to the development to make it good or else be doomed to a flop.

to:

* ExecutiveMeddling: An InUniverse mechanic in the form of publisher contracts. These contracts can, but won't necessarily, specify genera, catagory, genre, category, system, and age group. Any one of these can be a preselected combo that, even with the best development in the world, can tank review scores. Sometimes they will pick bad combos, sometimes they won't, and sometimes they'll pick combos that requires the player know what else to add to the development to make it good or else be doomed to a flop.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ExecutiveMeddling: An InUniverse mechanic in the form of publisher contracts. These contracts can, but won't necessarily, specify genera, catagory, system, and age group. Any one of these can be a preselected combo that, even with the best development in the world, can tank review scores. Sometimes they will pick bad combos, sometimes they won't, and sometimes they'll pick combos that requires the player know what else to add to the development to make it good or else be doomed to a flop.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AntiFrustrationFeatures: When making a game and agreeing to an interview you may get a section asking if you consider one development priority in phase you haven't gotten to yet more important than another based on the genera of game you're making. If you read the resulting article it'll tell you which priority is more important for a successful game before you get to that phase.
Is there an issue? Send a MessageReason:


* {{Sequelphobic}}: In-universe. No matter how upgraded and researched your hardware is, releasing a sequel to a low-rated game nets the sequel similar ratings (read: crap). Semi averted in that there's nothing stopping you from creating a new game (as opposed to using the ''Create Sequel'' option) and [[InNameOnly name it as a sequel]].

Added: 1077

Changed: 6

Is there an issue? Send a MessageReason:
None


* ItsTheSameNowItSucks: In-Universe: the in-game critics value innovation and releasing two games of the same genre / topic combo in a row will hurt your review scores, even if the second is literally a sequel of the first.

to:

* ItsTheSameNowItSucks: In-Universe: the in-game critics value innovation and releasing two games of the same genre / topic genre[=/=]topic combo in a row will hurt your review scores, even if the second is literally a sequel of the first.


Added DiffLines:

* NotCompletelyUseless: Deliberately picking bad publishing deals, especially when relatively new to the game. At first glance, they are a net loss of time and workforce delegated to the project, along with being low profit and[=/=]or involving a bad combination of console, genre and topic. They do, however, allow you to collect data on exactly ''how'' bad the combo is (and even discover it isn't bad at all), and because said combo always provides the additional multiplier for experience due to not having been used previously, while ''still being paid for your work''. It also provides raw research points. But the real reason to bother is because of how the ratings are calculated: if you produce drivel, you can easily artificially boost the ratings of your next 2-3 games because the reviewers will still compare it to your engineered failure. If you made that game on your own, you would be losing money. But since the publisher offers you an up-front production fee, it covers your expenses and any extra money the game earns is pure profit, even if underperforming.
Is there an issue? Send a MessageReason:
None


* ItsTheSameNowItSucks: In-Universe: the in-game critics value innovation and releasing two games of the same genre in a row is poorly received.

to:

* ItsTheSameNowItSucks: In-Universe: the in-game critics value innovation and releasing two games of the same genre / topic combo in a row will hurt your review scores, even if the second is poorly received.literally a sequel of the first.



** Some of the publishing deals offered are this. The deal may call for a game that will not sell well on the platform, not go well with the target audience group, or overall a weird topic/genre combo that wouldn't fly, but people will fall for it because the required rating may appear low and/or the promised return in cash sounds good, and thus they lose cash when fined by the publisher because the game doesn't meet the required ratings for obvious reasons.

to:

** Some of the publishing deals offered are this. The deal may call for a game that will not sell well on the platform, not go well with the target audience group, or overall a weird topic/genre combo that wouldn't fly, but people will fall for it because the required rating may appear low and/or the promised return in cash sounds good, and thus they lose cash when fined by the publisher because the game doesn't meet the required ratings for obvious reasons. And even if the ill-advised game squeaks by with enough rating to avoid the fine, you're still much worse off than if you had just accepted a lower royalty from a publisher who lets you do a game ''right''.

Changed: 222

Removed: 109

Is there an issue? Send a MessageReason:
None


* ViolationOfCommonSense:

to:

* ViolationOfCommonSense: Due to the game mechanics, there are combinations and strategies that are viable in real-life, but not so much here. Thankfully, Green Heart games have managed to make much more sensible topic/genre combos through updates.



** Thankfully, Green Heart games have managed to make much more sensible topic/genre combos through updates.
Is there an issue? Send a MessageReason:
None


** 2013: For this day, the developers made a joke news post about an upcoming expansion pack for the game called the ''Shareholders' Edition'', where instead of actually gaining a fanbase and making quality games, [[MoneyDearBoy you simply focus on making money and nothing else]]. Some of the upgrades you can buy include [[VideoGame/SimCity forcing always-online DRM, forcing players to buy small things, and focusing more on the new "CrassBox" engine to make the game look good instead of actually making it playable]].

to:

** 2013: For this day, the developers made a joke news post about an upcoming expansion pack for the game called the ''Shareholders' Edition'', where instead of actually gaining a fanbase and making quality games, [[MoneyDearBoy [[OnlyInItForTheMoney you simply focus on making money and nothing else]]. Some of the upgrades you can buy include [[VideoGame/SimCity forcing always-online DRM, forcing players to buy small things, and focusing more on the new "CrassBox" engine to make the game look good instead of actually making it playable]].
Is there an issue? Send a MessageReason:
None


* FourPointScale: Played with. Make a game bad enough and, even if it's completely bug-free, you can expect it to see reviewers give it 5/10 or less. Since reviewers don't discriminate on game size, making a small game after an AAA one is a good way to be rated 1/10! However, any value below 8 is considered to be lackluster and getting below average of 6.5 is in-universe equivalent of "complete crap" - so in the end of the day, it doesn't matter one bit what score you've got if it's below 8.

to:

* FourPointScale: Played with. Make a game bad enough and, even if it's completely bug-free, you can expect it to see reviewers give it 5/10 or less. Since reviewers don't discriminate on game size, making a small game after an AAA one is a good way to be rated 1/10! However, any value below 8 is considered to be lackluster and getting below average of 6.5 is in-universe equivalent of "complete crap" - so crap". So in the end of the day, it doesn't matter one bit what score you've got if it's below 8.8, because they are functionally identical.

Added: 1202

Changed: 540

Is there an issue? Send a MessageReason:
It's not subtle at all


* FourPointScale: Very much averted. Make a game bad enough and, even if it's completely bug-free, you can expect it to see reviewers give it 5/10 or less. Since reviewers don't discriminate on game size, making a small game after an AAA one is a good way to be rated 1/10!

to:

* FourPointScale: Very much averted.Played with. Make a game bad enough and, even if it's completely bug-free, you can expect it to see reviewers give it 5/10 or less. Since reviewers don't discriminate on game size, making a small game after an AAA one is a good way to be rated 1/10!1/10! However, any value below 8 is considered to be lackluster and getting below average of 6.5 is in-universe equivalent of "complete crap" - so in the end of the day, it doesn't matter one bit what score you've got if it's below 8.



* NoCelebritiesWereHarmed: During recruitment process, it is possible to get one of the famous, real-world game designers into your company. They all come with ''slightly'' changed names and ''significantly'' higher skills than other options.



** It's subtle, but the game seems to aim a few at Sony... sorry, [[Literature/AClockworkOrange Vonny]], as well- The blame for the split with Nintendo is laid at their feet, as is the blame for causing the death of the Dreamcast, much is made of the controversial launch of the [=PS3=], and the announcement of the PSP is implied to be timed to try to sabotage the success of the Nintendo DS.
* UnstableEquilibrium: Getting a string of hit games can leave the player with enough cash that bankruptcy is very unlikely. There are still things in the later game that can bankrupt a previously cash-rich player if they are careless, but a frugal player can keep their funds high.

to:

** It's subtle, but the The game seems to aim a few at Sony... sorry, [[Literature/AClockworkOrange Vonny]], as well- The blame for the split with Nintendo is laid at their feet, as is the blame for causing the death of the Dreamcast, much is made of the controversial launch of the [=PS3=], and the announcement of the PSP is implied to be timed to try to sabotage the success of the Nintendo DS.
* UnstableEquilibrium: UnstableEquilibrium:
**
Getting a string of hit games can leave the player with enough cash that bankruptcy is very unlikely. There are still things in the later game that can bankrupt a previously cash-rich player if they are careless, but a frugal player can keep their funds high.
** Hiring an employee with almost all their skill in Tech is a guaranteed way to get Tech/Design ration of your games above 1, which is normally near-impossible to do and also pre-requested for high-rated Action, Strategy and Simulation games (along with their multi-genre variants). The hard part is to first scout for such an employee, and that can come with quite a steep cost in early game.



** There are a couple Topic/Genre combos that the game treats as 'Bad', Such as [[VideoGame/ChronoTrigger Time Travel + RPG]], that otherwise have RL examples of why that combo would actually be good[[note]]In several cases, however, the developers have ShownTheirWork: in the example above, ''Chrono Trigger'' isn't the ''only'' example of a Time Travel RPG, but it's the only one that's really well remembered...for good reason. Historically speaking, it would indicate that ''Chrono Trigger is the exception to the rule, which is what this game follows[[/note]].
** According the game, alternate history is a good topic for action games and rpgs but history is only good for simulation and strategy.

to:

** There are a couple Topic/Genre combos that the game treats as 'Bad', Such as [[VideoGame/ChronoTrigger Time Travel + RPG]], that otherwise have RL examples of why that combo would actually be good[[note]]In several cases, however, the developers have ShownTheirWork: in the example above, ''Chrono Trigger'' isn't the ''only'' example of a Time Travel RPG, but it's the only one that's really well remembered...for good reason. Historically speaking, it would indicate that ''Chrono Trigger Trigger'' is the exception to the rule, which is what this game follows[[/note]].
** According the game, alternate history is a good topic for action games and rpgs RPG but history is only good for simulation and strategy.


Added DiffLines:

* WriterOnBoard: The Klug brothers have some personal objections against Sony as a company. As a result, the game constantly blames everything wrong in specific eras of gaming on Sony's stand-in. More importantly, those jabs serve no real purpose or don't translate into gameplay - they are simply there.

Changed: 20

Removed: 678

Is there an issue? Send a MessageReason:
disambiguated, none of the possible replacements seem to truly fit.


You start out in the 80's with little more than rudimentary technologies and your own ability; from there, gaming history will unfold, as [[WritingAroundTrademarks strangely familiar companies]] step into the ring or fade into nothingness, while you advance from designing games alone in your garage to [[ExactlyWhatItSaysOnTheTin managing a big-name gaming giant of your own creation]]. Success is not easy to come by, however; your consumer base can be cruel, and gaming journalists [[EightPointEight even more so]].

to:

You start out in the 80's with little more than rudimentary technologies and your own ability; from there, gaming history will unfold, as [[WritingAroundTrademarks strangely familiar companies]] step into the ring or fade into nothingness, while you advance from designing games alone in your garage to [[ExactlyWhatItSaysOnTheTin managing a big-name gaming giant of your own creation]]. Success is not easy to come by, however; your consumer base can be cruel, and gaming journalists [[EightPointEight even more so]].
so.



* EightPointEight: In-universe, it can be very disappointing if you sink a lot of money into a game, only to get 7s and 8s instead of the 9s and 10s (or [[BrokeTheRatingScale 11s]]) you were hoping for.
** However, the rating scale in the game is a ''true'' ten-point scale: 8.8 (or 8.75, the closest you can get) indicates a game that will sell very well, as it is very good, and will earn you a lot of fans. Even a 5.25 rating will ''probably'' make back your money invested, though only just before the game comes off the market. It's only when you have a 5.0 or lower that the game is considered to have more faults than features and is guaranteed to lose you money and fans.
Is there an issue? Send a MessageReason:
None


** The player character has figurines of VideoGame/MeatBoy, [[Franchise/SuperMarioBros a mushroom]], [[VideoGame/CaveStory Balrog]], [[VideoGame/BitTrip CommanderVideo]], and the unnamed ''VideoGame/{{Journey}}'' character in one of the later studios. Oh, also [[VideoGame/{{Okami}} Wolf]] and [[{{VideoGame/XCOM}} Origin]] [[http://cdn2.steampowered.com/v/gfx/apps/239820/ss_27c2f806bc4eb8aaed7c12c0ababbca0b9805340.1920x1080.jpg?t=1377246663 Unknown]].

to:

** The player character has figurines of VideoGame/MeatBoy, [[Franchise/SuperMarioBros a mushroom]], [[VideoGame/CaveStory Balrog]], [[VideoGame/BitTrip CommanderVideo]], and the unnamed ''VideoGame/{{Journey}}'' ''VideoGame/Journey2012'' character in one of the later studios. Oh, also [[VideoGame/{{Okami}} Wolf]] and [[{{VideoGame/XCOM}} Origin]] [[http://cdn2.steampowered.com/v/gfx/apps/239820/ss_27c2f806bc4eb8aaed7c12c0ababbca0b9805340.1920x1080.jpg?t=1377246663 Unknown]].
Is there an issue? Send a MessageReason:
misuse


You start out in the 80's with little more than rudimentary technologies and your own ability; from there, gaming history will unfold, as [[SuspiciouslySimilarSubstitute strangely familiar companies]] step into the ring or fade into nothingness, while you advance from designing games alone in your garage to [[ExactlyWhatItSaysOnTheTin managing a big-name gaming giant of your own creation]]. Success is not easy to come by, however; your consumer base can be cruel, and gaming journalists [[EightPointEight even more so]].

to:

You start out in the 80's with little more than rudimentary technologies and your own ability; from there, gaming history will unfold, as [[SuspiciouslySimilarSubstitute [[WritingAroundTrademarks strangely familiar companies]] step into the ring or fade into nothingness, while you advance from designing games alone in your garage to [[ExactlyWhatItSaysOnTheTin managing a big-name gaming giant of your own creation]]. Success is not easy to come by, however; your consumer base can be cruel, and gaming journalists [[EightPointEight even more so]].

Top