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What I mean is that, just because an RPG Maker has 60 hours of gameplay, that doesnt mean thats an enjoyable experience.
One of my favorite indie RPGs is around 6 - 8 hours short. It's the Barkley Shut Up and Jam Gaiden RPG (freeware, too, so play it if you haven't).Coincidentally it started as a RPG Maker game, but as the limitations of the game engine started making it impossible for them to implement certain things, they went to Gamemaker. Anyway, my point is - they didn't have grind, backtracking or any useless padding in their game, so it was an extremely well polished 6 - 8 hours of gameplay. People liked it so much that their Kickstarter to make a sequel made more than $ 120,000 - and their initial game doesn't even have original art assets (they basically rip off multiple games, including NBA genesis games). Had they padded the experiencve with 52 hours of inane activities just to artificially make the experience last longer, people may not have bothered at all.
This is actually one of the trappings I see many aspiring RPG Maker game devs fall into - trying to emulate 8 bit jrpg lenght (later continued in some capacity in the following generations as players got unfortunately used to it) that had to give you grinding, backtracking etc due to limited catridge space so you wouldnt blaze through it in hours.
This isn't limited to RPGs, though. Egoraptor made a pretty good video on it:
https://www.youtube.com/watch?v=Aip2aIt0ROM
Nevertheless, you saying a game is padded for 60 hours and not fun doesn't mean the person next to you won't find those 60 hours enjoyable. I've played RPGs for almost 20 years now, started on Nintendo. I find this game very fun.
Is it as good as the Breath of Fires or Final Fantasies of old? No. It's pretty hard to attain that. But this game DOES have a lot of details, a decent story, a good leveling system and satiates the JRPG fix.
It doesn't matter that the assets are from RTP. They MADE the RTP package for people to use to make and sell a game. I think they've done a fine job with this game. Not saying it's perfect by any means, but it's worth the $5.00.
The only thing I'm saying is that a big playtime does not necessarily equate to a fun and engaging experience.
It just validates that anyone without talent can sell something that people will buy. Promoting this only leads to future dissappointments. Why tell your kid hes special when hes not?
Music is also improtant as it sets the mood and aids in emersion in a game, nothing will sink a game faster than poorly chosen music because poor music choices will utterly destory emerision in a game and be outright annoying.
That's the dumbest thing I've ever heard so if you want to make a game with a side view battle and there is a free script to achieve what you are looking for instead of doing that you would make script from scratch that will achieve the same thing as the already made one just to be "original" = logic? But I know what your trying to say using the assets it came with is bad. Fact is that's not entirely true they paid for the rtp the product came with and in all honesty its not that bad they only reason you would need custom assets is to create the image of the game your trying to make. If your making a game set in medieval time period and the product comes with medieval assets why not use it? If its set in modern time period then you would need custom assets for example.
Stop being stupid and claiming for NEW NEW NEW NEW NEW in things that doesn't
matter that much, and if we didnt explore the roots and possibilities of a thing so simple and inocent. Maybe that's why minimalism exists in contemporany art.
And remember guys: Claiming anything is ORIGINAL is completelly wrong. There is no such things as ORIGINAL on this universe, I'm sorry. Everyone is a thief. In a good or bad way.
Again, I never played that Barkley game, and it might be great--my issue is that the idea of be-different-or-else is a curse of our generation, in my humble opinion. Like what you honestly like. If you want to listen to classic rock, listen to classic rock. You don't have to listen to the latest experimental band if you don't want to (though if you do, hey, go for it.)
Scripts are not something the players sees, but rather experiences in the game. Art assets, on the other hand, are different, and they are one of the biggest means of differentiating one game from another and to create an identity for them.
"If your making a game set in medieval time period and the product comes with medieval assets why not use it?"
Probably because your game will look like every other RPG Maker game that used the same default assets on the market? And they arent few.
1. The game costs $5.
2. So what if it's stock graphics? It's not selling for $50. Heck it's not even selling for $10.
3. If what they are releasing is legally endorsed by the RPGMaker devs, then that's good enough for me as a customer...
4. ...as a customer that would care about a game like this. If I did care, then $5 is nothing. I can make that back in a few minutes of work.
This is how I would like to think about indie game developers:
1. They are charging in a very affordable way.
2. A cheap game that for some, takes a long time to learn and make. $5 is beer/tea money to help motivate them.
3. As a software developer myself, I can appreciate their effort, even if they are using stock graphics, music, sound effects and scripts.
4. My money goes on to fund for other projects they want to build. In time, if they make more, then they will hire artists, musicians and sound engineers.
Remember, we're talking about RPGMaker here. We're not talking about using their own in-house SDK or premium game engine programming in C#, C, C+, etc. So what if they are using stock graphics? Until they have a large starting budget, developing through coding their own stuff, why would I nitpick at a $5 indie game? Yes, criticism is obviously welcome, I'm sure, but so what if it's stock graphics? ;)
And before anyone 'dings' me for being a kid. My first computer was an Apple II. I enjoyed Oregon Trail. I believe the Commodore 64/Amiga 500 was the best computer ahead of its time. I have been a software developer since Windows 95. ^_^