![]() ![]() The vast majority of the time when I see an obvious RPG Maker game with the default assets in use, the visual style of those assets is completely at odds with the content and themes the developer was going for. I think the problem with them is that they're designed for a very specific type of game. ![]() So could someone please explain to me why RM isn't typically taken as seriously as other game development softwares? Is everyone just over judgement about this program, or am I missing something? There are also fantastic games made with the software such as Off, Lisa the Painful, Pokemon Reborn and To The Moon. And of course, there are bad RPG Maker games. For every Undertale, Mystik Belle or Hotline Miami made with Gamemaker, there's a few really odd and unplayable messes uploaded to Itch.io. For every Kerbal Space Program, Gangbeasts or Grow Home made with Unity, there's at least half a dozen cheap asset flips thrown onto the Steam storefront to make a quick buck. Yes, there are bad games made with RPG Maker, but the same could be said for all game creation softwares. Honestly, I don't understand this argument either. There's also the argument that RM games are typically very bad. It sort of gives everyone a chance to make a fun game for everyone. Game development can be a very tricky field to get into, so the presence of software like this are great. If anything I consider this quite a good thing. I learned the basics of GameMaker in a few hours, for example. It is true that RM is an incredibly easy software to learn, but so are many game development software nowadays. However whenever I hear other devs talk about it, they often call it childish, too easy to learn, and only capable of producing samey games. I primarily use RM at the moment and play a lot of game created with it myself. ![]()
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