Board Thread:Questions and Answers/@comment-79.226.137.42-20130904150236/@comment-90.226.9.71-20130904224325

38.121.143.12 wrote: Heres my 2 cents ... after playing a near perfect game

I had (3) 1K+ design and (3) 1K+ tech staff all of them specialists. Large games, I was creating hit after hit after hit, AAA games were garbage. Slowly but sure I got them out of the 4-5 and into 7/8s but could never achieve all 10s

Looking back (someone please confirm) I think you to haev a specialist in EVERY aspect of the develop- in my case I didnt get a sound or graphics specialist. So how could I have AAA game when every feature of the game wasnt it's best. Problem with this is, your company wont be able to make ALL AAA games. Im going to try again, making my engine specialist into graphics- this will allow me to make good action and sims but (if my theory is right) perfect AAA RPGs. As stated above, the most important part is how good the previous best game you made was compared to the one you're making now. The exact numbers are in the guides, but a large part is about consistently increasing you design+tech numbers, and getting the ratio between design and tech right depending on what genre you're doing (action, simulation and strategy want more tech than design, a more precise description is found in the guide). This is also scaled up when you move from small to medium, medium to large and so on, so (for example) large game will need a lot more plus points if the previous best was a medium, compared to a medium new game versus a previous top medium.

And you only need three specialists, for three important areas of the game you are making, meaning that graphics is top priority.

Hope this clears things up.