WoW classic is an interesting experiment for game devs to look at since it is doomed to die by design, since it has no future by design. No expansions means it can't really progress. It's a stopgap measure for WoW players losing interest as a result of bad quality management and bad expansions. It eventually becomes "same old thing" and boring because it can't evolve much by design.
A lot of what I'm learning from research on marketing a videogame has to do with making the most out of a marketing budget, and the more you spend, the less it costs per customer acquired. The game still has to be good enough that they won't return it for refund though.
With so many asset and plugin creators in the RPG Maker community, using a lot of their work in one's game can feel more like directing a development team rather than being a solo dev. We are not alone in this part of the game dev universe.
I've been adding to a list of streamers and influencers almost daily little by little. By the time I start doing my game's marketing (probably in late 2022, early 2023), I'll probably have at least several hundred people on the list to send demos or copies to. By the time my game is published, maybe it'll be close to a thousand people. This is definitely one of those things best planned early.
A [Vehicle] tab for RPG Maker that lets the user add more vehicles, like adding Actors, would be a major improvement to the engine, and open up a lot of possibilities for game making in RPG Maker. If they do this for MZ, it will definitely be a huge deal (this is just me thinking wishfully atm, hoping for it).
If Sony wanted to make a power move versus Microsoft, Square Enix would be the crown jewel to buy, because Square Enix has so many amazing IPs, including manga/anime like Fullmetal Alchemist, which Sony could turn into movies/series. Sony would probably have to pay a lot more for Square Enix than Microsoft did for Activision Blizzard though.
Doing clean-up on tall-ified sprites, filling in pixel by pixel where the stretching warped the image, feels incredibly tedious but also highly rewarding when one zooms out and the sprite looks even better than before.
I've figured out how to reasonably tall-ify chibi sprites on my editor. I like that making tall sprites gives me control on expressing how tall characters seem on the field relative to each other as well as better differentiate adult sprites from child sprites.
People laughed at me when I said that Activision Blizzard would get bought up by another company if they didn't fire their execs. Now their value has dipped so much Microsoft is willing to buy the company, likely followed by some heavy terminations if they want to purify the current toxic image of Activision Blizzard.
After the initial success with one event, I set up four different events on the same map to detect who is in which slot in my current party, and fortunately it managed to work as intended, with the events changing image to match the party members even as I swapped their positions around in formation. This will be a great tool for immersive scene design.
I just successfully tested having events check if specific actors are in a particular party slot and then changing image to match. This will let me make scenes take into account who is in the party at the time and arrange them accordingly - this is important since I'll have extra actors beyond current party. The script used is the same from MV and is compatible with my current core plugin setup in MZ. Thank goodness.
I was making a flip book for game art assets but now it produces lag when loading up. I have to divide it now into separate flip books. I underestimated how large the file would get from holding so much art.
The average commercial indie game doesn't seem to have much marketing if any. Developing a serious marketing plan and investing a budget into marketing (or getting a legit publisher) seems to be a big divider between failure and success. As such, the average (general) sales of RPG Maker games is probably useless data if one prepares and invests in a serious marketing campaign for their commercial game.
I've decided to go with tall sprites for my game, a decision probably best made early because of potential tile adjustments needed to accommodate tall sprites. Instead of going back and looking for things I forgot to adjust, I can just make them while moving forward. Less stress.