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Fridge Brilliance

  • If you develop a console, and then develop a game for it, you can sell more copies of the game than the console it's designed to play on.
    • Justified in that in Real Life, siblings may share a console/handheld, but if the playthrough's data is saved on the game cartridge, it's plausible for each sibling to have their own copy of the game. Further jusitified by the existence of game rental stores. Actual Fridge Logic for consoles with external save devices (e.g. memory cards) or when the data is saved directly on the console.
  • Unless you don't perform debugging, any game you release will be entirely bug-less. See how frequently this happens in Real Life (answer: almost never).
  • Unless your sequel financially flops and has much lower rating, practically there's no real reason for you as a developer can no longer be able to develop a sequel of a game if the final score is lower than the expected minimum of 32. Your games and IP are developed and published on-the-house and you're not affiliated with any big-name publisher who owns the IP you developing the game with. The only reason why you couldn't is because Kairosoft just want to make practice of Sequelitis a punishable mechanic, sometimes unintentionally.

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