Biggest gripes with RPG maker games

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Good day! I am developing my own game and I’d like to have a general outlook at what you all think are the biggest problems one can have in their game, the worst mechanics in your opinion and some key features you believe are creative. Just trying to juggle some ideas around with my team so I’d appreciate any and all answers. To narrow it down a bit, I am referring to somewhat open-world fantasy titles with combat!
 

Lord Vectra

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Immune-to-everything bullet-sponge bosses. You see it a lot in low-budget games, and it's annoying when it happens.

A recent gripe with specifically open-world games is many of them are open but empty and traveling becomes filler rather than something actually interesting and therefore makes fetch quests that much more boring and tedious.
 

TheAM-Dol

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In short: stop thinking of it as "an RPG Maker game" and think of it as just "a game".

If you want a serious game:
1) No RTP graphics & sound
2) A hook that makes your game stand out from the sea of other "JRPG" games
3) know what the story means for your game. If story is important, then I hope you have something interesting to tell me with your story. If story isn't important, then I hope you don't waste my time with a lot of mediocre dialogs and back story.
4) understand limitation of the engine. Technically yes, the engine can do anything, but depending on what you want to accomplish it may require serious rewriting of the engine or otherwise just feel jank. Can you do dark souls atb combat? Sure, but I doubt it's going to feel satisfying. I-frame's will be off, hit boxes weird, movement is inconsistent. Will it be impressive to other RM devs? Absolutely. But as a game, it will feel jank unless you spend a lot of time massaging the engine to work that way. Work within the limitations of the engine.
 

Avery

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No RTP is actually no advice I'd give. There is a difference between bad RTP and good RTP and some very successful commercial games have been made with it - altered and expanded of course, but still.
To the Moon is actually XP RTP style and barely anyone would say it looks bad or that people did not like it:


This one uses MV tiles among other stuff and is highly rated:


I said it many times in other threads, but there is a huge difference between "full RTP and bad mapping" and "well composed maps with tilesets that were adjusted to really port the feeling needed for the map".

Usually I like to pull out this map I made quite some time ago:
hafenidylle.png
or here, also quite old, but anyways, an RTP styled map:
Unbenanntwasser.png


Or just point at some of the amazing things other people made, like PandaMaru:

And there are many more by many other artists. With MZ's 4 layer system you can get amazing results without even parallaxing if you look for the right tiles (or do the right edits), here is a comparison from a tutorial of mine what you can make possible by simply adjusting the water tiles:
1675919754286.png
1675919766148.png

The below map would be a base of course, but with some trees, maybe from my large tree list, some more rubble, a nice weather effect, some animals and so on it could be a beautiful map.

tl,dr: RTP = bad is not true. As long as you don't go full blocky and standard and Harold as main hero, most people outside of the community would not even see that it is the default style.

There are some RTP style things I'd personally avoid, like blocky cliffs, small trees, teeny-tiny doors... but for all of these you find alternatives out there.
I once made a tutorial about some of those as well:
 
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rpgLord69

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So to summarize the above post: don't use the RTP :D (unless you change a lot of things, know where to find a lot of custom resources, can effortlessly edit tiles, add lighting effects, have way above average mapping skills and a great visual eye)

I've played maybe around 50+ RPG maker games/demos (the majority of them in development). I think that usually the graphical aspect was the least of their worries. Usually that was one of the main point where people seemed to have focused their efforts on. (OK, granted, I didn't pick those kinds of "my first project" -types of games to play).

The most common problems I have encountered are:

-bland combat (this is a big thing hurting a lot of games)
-grammatical/spelling errors in text
-npcs that don't add to the area/world + sh*t sidequests
-some cases of some really forced humor (well, can't say if this is very common, but still...)
-not too many games where the story would have actually piqued my interest or the characters would have put a smile on my face (this is very subjective of course)
 

Plueschkatze

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No RTP is actually no advice I'd give. There is a difference between bad RTP and good RTP and some very successful commercial games have been made with it - altered and expanded of course, but still.
To the Moon is actually XP RTP style and barely anyone would say it looks bad or that people did not like it:


This one uses MV tiles among other stuff and is highly rated:


I said it many times in other threads, but there is a huge difference between "full RTP and bad mapping" and "well composed maps with tilesets that were adjusted to really port the feeling needed for the map".

Usually I like to pull out this map I made quite some time ago:
View attachment 252804
or here, also quite old, but anyways, an RTP styled map:
View attachment 252808




Supporting Avery's point... it's not in engine mapping but parallax mapping but this is MV RTP with edits and with light+shadow+mood paint over (ok, the streetlight is from FSM Castle):




So, I think bad to mediocre mapping + a frequently used tileset probably isn't a good selling point for your game. (I think it's not only RTP but also FSM you see a lot?! Could be mistaken but I see it a lot on my twitter timeline)
 

TheAM-Dol

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but also FSM you see a lot?! Could be mistaken
You are not mistaken. FSM is the popular DLC tileset that is used in many RPG Maker games.
 

Plueschkatze

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You are not mistaken. FSM is the popular DLC tileset that is used in many RPG Maker games.

Yeah, I know that FSM is popular, but not if people feel like they see too many bad maps made with it way too often, as they do with the RTP. Might have said that a bit unclear.
 

RCXGaming

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@Avery To be fair, I think what TheAM-Dol was referring to was less the quality of mapping with RTP / assets and more the principle of using them altogether for a big name commercial project. RPG Maker stigma nonsense.

I do agree with it in part, in the sense that I'm usually much more proud of something that's custom-made for my game only (especially if it's something I myself made) versus a publicly accessible asset.

Money-gated assets like the Steam packs are a bit better in that regard, especially the packs that nobody really uses.

Also, tactical nuke incoming.

Splitting it up into sections so I don't strain your eyes from the blast.

There's a lot of little things I've noticed in my time reviewing other peoples' games that just kinda snowball into each other.

* Not having cutscene skip. Doubly so if your game has long cutscenes followed up by hard boss battles.

* Lack of control configuration and other options that aren't automatically included with MV. TheAM-Dol opened my eyes with this one, and it's something I think people should really start implementing into their games. Only having arrow keys and Z/X is incredibly antiquated and should be replaced.

* Overspecialization. I'm usually extremely wary of games that put all their eggs into one basket (so to say) with one particular feature, whether it's story, graphics, music, etc.

EX. Game has gorgeous art! But you barely do anything in it that can be considered worthwhile or, to quote a certain @alice_gristle, the game has a rough script because the story and/or character writing is nowhere near as lovely as the visuals.

Game has a cool gimmick! It's the only non-standard aspect of the game.

This I chalk up to most RM developers having a shallow reference pool for game design, and usually sticking to only the things they know best. I can't speak for sure if this is the case (cause you know, not everyone can be Cave Story's Pixel and make everything themselves), but this is just what I've seen.

* Trying to ape a big name RPG or worse, including its name when you describe your own game. Ye olde Chrono Trigger, Earthbound, Final Fantasy, etc.

Again, shallow reference pool, but it's also INSANELY disingenuous. We came here to play your game, not a cheap imitation of something that existed 30 or so years ago.

I think it's awesome when there's real love and talent behind being inspired by a game you love, but it's not-so-awesome when some idiot tries to bait fans with brand recognition and it turns out they didn't actually take anything from the "famous game" they mentioned.

Earthbound in particular, I've seen so many people try to copy Shigesato Itoi's quirky writing style but they've never quite nailed how he balances between tragedy, comedy and horror. It's something that has to come from the heart.

* Long intros where you're not in control of the character for like 5-10+ minutes. You better have some master-class writing skill to keep the audience entertained for that amount of time, otherwise I don't see this ending well.

* Big text scrolls ala. Star Wars give me a headache too!

* Characters that just exist for the sake of the plot and stop being relevant when not needed. Think about it like this. What will people be able to say about your characters once the game is over? Do they have any interests, fears, philosophies, etc. that you can't just glean from their broad character archetype?

* Generic Fantasy Worldbuilding. I try to not, like, hold this against people, but god damn if I see the same medieval JRPG setting one more time played without a hint of irony I'm going to roast a Harold over a spit.

The starter pack for this usually comes in the form of:
  • You are the chosen one! :oops:
    • Idealistic wide-eyed hero never gets their faith/morality challenged as the story goes along.
    • They do not want to kill the obviously evil villain that will cause more trouble the longer they stay active, and decides to spare them despite Villain nuking a city earlier in the story.
  • Your first set of monsters are slimes or some kind of animal! Heck, most of your bestiary is just wildlife with weird features!
    • In fact, monsters just roam the wilds and nobody seems to care that the local cemeteries are just permanently covered in zombies and ghosts. That would be a huge point in another piece of fiction, but here it's just a Thing that Exists.
  • You must save the world from the demon king by collecting shiny, arbitrarily important objects!
  • Guilds and explorers that are arbitrarily ranked for some reason
  • Goblins, ogres, orcs
  • Said medieval setting is broadly European with no other details
  • Magic exists but nobody questions how being able to shoot fireballs out of your hands and other such wonderful feats can completely change how society functions
It's really bad if you look in the isekai scene, but it's such a breath of fresh air seeing something that isn't... this.

Even just changing the flavor to Scandinavian or Ancient Egypt would be amazing.

* Huge exposition dumps at certain points of the story. There's more natural ways to deliver worldbuilding and plot than just dropping everything on the player at certain points.

A few ways to accomplish this:
  • Establish why the Thing matters to the characters, as they are the vessel that connects the player to the world.
  • Have the characters be actively interested and finding out things on their own terms, as opposed to having some random mentor/NPC blab about it to them. This indirectly gives the player agency because they're technically part of the process.
  • Disguising foreshadowing as something unrelated. Then you bring it back later when it has relevance, so there's no time wasted trying to explain it.
    • Example: You fight a monster called a Wraith in an early required mission. Then you find out later it's actually the root of a much larger problem that other people have been plagued by.
  • Straight-up showing the player the effects of the Thing / how the world works as gameplay goes on instead of being told about it off screen.
    • Example: You need to go get the Water Crystal because the town you visit on the way is a dry, desolate place with people dying of starvation/thirst because there's no water.

As far as I'm concerned, nobody's been able to get combat right. It's the one black mark I've seen in almost all the RPG Maker games I've seen (and some big name commercial RPGs too!), and honestly it just drains me as someone who ADORES good combat in video games.

I am more forgiving towards games that are more about their story than combat, especially if the game itself isn't long.

If you thought the above analyses were spicy, that was just the blast wave of the nuke. Here's the ACTUAL fire and brimstone:

--​

* Random battles, especially if you can't control them with repels or grass like in Pokemon. It's antiquated nonsense by now.

* Tying back into the overspecialization thing from earlier, but: you advertise the combat as having one Big Gimmick, but it winds up being the only non-standard part of the game.
- I've seen timed button hits be a big offender in this regard.​
- It is in fact unique, but it's far too easy to break the game with it​

* Giving enemies too much HP regardless if they're enemies or bosses. It's so draining to see it takes like, four turns just to kill one dude in a mob of three even with proper set-up.

* No gimmicks or roles for the enemy. This goes double time with the above-mentioned complaint and TRIPLE for bosses, since it's the combination of both that serves as the number one engagement killer.

Ideally, you want to hit a balance where the enemies don't go down in one hit, so you can see what they're capable of doing to you. But you also don't want the fight to keep going even after you've figured out how the enemies work.

The roles thing is mainly: you want to establish an enemy threat hierarchy where the player is forced to decide who to kill first otherwise things will spiral out of control. Do you get rid of the healer, or that annoying debuffer? Or the Brute guy who's currently doing the most DPS?

Bosses with no gimmicks where you just need to whittle away their HP are complete snoozefests. They need to have some engaging factor to them that separates them from regular enemies, while also serving as the culmination of everything the player has been taught up to that point.

* No intelligent use of status effects. You want the player to be adaptive - to stay on their toes so they don't get swamped by a strong enemy combo, a bad debuff, or losing control of someone due to sleep / charm / time stop / petrification, etc.

Status effects like this are what gives combat layers, and it's frustrating to see people not use them beyond like, poison or whatever. Especially if the player can get use out of them too, even if it's something as simple as letting the boss only be affected by it once during a fight.

* No counteraction against skill spam. Elemental resistances and cooldowns are good for controlling if special skills can be spammed over and over.

... The flipside being you wind up with skills are the same damage but with different element flavors, like Fire, Fira, Firaga, etc.

You want skills that all do something DIFFERENT, ranging from AOE, being good against a certain enemy type, requiring ammo, sacrificing a part of yourself for a powerup, lowered attacking stats as a penalty, etc.

* Combat is detached from story relevance. You usually see this with Ye Olde Unwinnable Boss, but there's also other factors like the monsters in the area you visit not having anything to do with the theme of the dungeon, etc.

* Long animations tend to get on my nerves, even in games where I like the visuals.

* Mid-battle dialogues that read like something out of an anime. The most real, raw fights tend to have little-to-no actual words spoken because... well, you're trying to kill each other!

* No resource burn threat. If the game's meant to be easy, this is passable. But it's another thing if you want the player's endurance to be tested as they go along by putting them in a spot where they can't just walk back into town and heal up.

Limited item stack per item plays into this wonderfully, provided it doesn't come with some other lame system like weight management.

TLDR;

The best way to design good RPG combat is to have things be as quick as possible. Random enemies should always go down quickly because they're not that important.

Especially if the player is TRYING to plow through them with the best skill / equipment set-ups and eliminating the most important enemies in the group.

Bosses need to be a test of everything the player has learned in their area, as enemies along the way should teach the player about the boss's gimmick. (eg. dinosaurs being weak to electricity in Chrono serving as the indicator you should use lightning on their boss)

Skills and items need checks to make sure the player isn't just using the most optimal thing. Different gimmicks that force them to play with tools they wouldn't have used otherwise.

Status effects.

There needs to be a least some check forcing the player to play intelligently, otherwise what's the cost of losing? Is it money, time, progression?

I'm going to zonk out immediately after I write this, haha.
 
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Kain Nobel

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All RPG Maker games have dialog. Dialog itself isn't bad, but I feel developers need to take a "seek out more story" approach instead of the "forced info dump" approach.

What do I mean by that?

Simply, the "forced" dialog you can't skip should be brief and make a point. What is going on right now, and what needs to happen next? Was there a recent event (experienced or not experienced) that feeds into the "right now"?

"Xali was kidnapped by an archdemon while you were out gathering herbs. They entered through a portal in that painting over there."

Now...

The world that your character exists in survived a global war of the magi some 1000 years ago. Does this really matter in the present? Maybe, but I doubt it. It may matter in explaining how those magi-mechs were engineered. The world you explore, the artifacts you collect and the NPCs you talk to should tell you way more details about the "magi war of 1000 years ago" than your main storyline dialog should.

Commander Claude may make a quick remark in a story dialog event, "Today's events are reminisent of the Magi Wars, I worry our kingdom has been taken over by a sorcerer." However, if you want a brief history lesson, you'll have to go talk to him on your own after the "cutscene" is finished, he can tell you all he knows about it (if you actually care to know.) You can go talk to all of the NPCs and get ALL of the information, talk to SOME of the NPCs and get SOME information, or talk to NONE of the NPCs and get no new information.

Let the player seek more info. Don't force feed it to them.
 

kirbwarrior

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To quote myself;

Oh, right, there is one big RPG maker problem I see a lot that I don't really see in any commercial rpgs; Having a party of 1 unit for far too long, especially when the battles aren't changed or made in mind of it both being early in the game and having exactly one action (at most due to accuracy or evasion!) per turn. This one actually sticks out to me in particular because I don't know why it's done, the smallest amount of test playing makes it obviously a bad idea.

That's it, that's the one biggest gripe with RPG Maker games. If you're going to have a game built around having a party, then give the player a party. And I was wrong about one thing; Even some AAA games do this. Looking at you, DQ11.

somewhat open-world
While "open world" is my biggest gripe of big name RPGs. That 'somewhat' does help since rpgs having some openness is good.

4) understand limitation of the engine. Technically yes, the engine can do anything, but depending on what you want to accomplish it may require serious rewriting of the engine or otherwise just feel jank. Can you do dark souls atb combat? Sure, but I doubt it's going to feel satisfying. I-frame's will be off, hit boxes weird, movement is inconsistent. Will it be impressive to other RM devs? Absolutely. But as a game, it will feel jank unless you spend a lot of time massaging the engine to work that way. Work within the limitations of the engine.
Heavily this. And to counter their first point, USE RTP. I know that might sound weird, but part of understanding the engine is also understanding the resources it came with. The RTP is not the best. It has flaws. You'll figure out what it can and can't do when making a game. And most importantly, taking the effort to understand the RTP will help you use it, the engine, and different resources you get, including knowing what resources you'd want to get made for you.


But the most important thing; Know what game you want to make. "Vision Design" goes by many names, but please know your game idea and want your game idea ahead of time. Work your thoughts out. You mentioned a team, bounce ideas off each other. There are tons of games with plenty of flaws that go basically unnoticed because the developers poured their hearts into them, no matter how big or small the game is.
 

ZombieKidzRule

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Just gonna preface this with saying that sometimes it seems like the opinions of Devs and players can be strikingly different. The more experienced you are, I think the more your player opinion is influenced. Not saying that is good or bad, just something to be aware of.

I will also say that this is 1000% subjective and based on personal preference. While many people tend to make generalized, sweeping statements, most of the time, they are not speaking from the majority consensus opinion. Good luck finding such a thing on any topic.

Now, I fully admit that my opinions are probably outliers because my perspective is grounded in the oldest, ancient school CRPGs. So my opinions may not be shared by many.

Likes:

Choices…lots of choices. Options…lots of options. Variety…lots of variety. Freedom…I like freedom as a player. Lots of things to do and places to explore. Turn-based…yup, I went there. Love me my tactical, turn-based RPGs. I also love RNG. Go ahead…haters gonna hate. Story, art, and sound are actually less important to me.

Turn offs:

The opposite of everything above. And the biggest for me…which I know is mostly just me…I don’t like games with huge numbers. 1,000s of HP and attacks that do 100s or even 1,000s of damage. Even worse, games where the HP and damage aren’t the same. Meaning the enemy has 100 HP and the attack does 500 damage. For me…just no. And poor balancing. And long cut scenes that I can’t skip. Especially on a restart of the game. Don’t force me to watch all those cut scenes again. And not being able to save frequently. If I have to exit the game and I am going to lose 15 minutes of progress because I can’t save when I want, I won’t enjoy that.

TL:DR Choices, options, variety, freedom is good. Big numbers no bueno. Just my opinion.
 

TheoAllen

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As someone who's familiar with RPG Makers, I'm gonna say something that it seems it's been overlooked in this thread despite the lengthy replies. But please use custom animations :p
 

mMarix

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Not with Rpg maker games specifically but::

Rpg structure is basically a frame where a story is told, like in a book, but it has visual addition support. It has a reality emulating feature, since there is nothing stronger a story than reality the amount of things one can do in this structure is very large and massive. Most Rpgs "don't optimize" their story structures which leads to unbearable long parts of grinding, or one section taking waaay too long until player is bored out of their minds. The way i see it, its a branch that is split from diablo versus baldur's gate approach, where one focuses on an awesome feeling and structure and does it with discipline, the other optimizes the story and emulates the reality. The first one has been picked up, by legions of players, while second has been abandoned mostly to dark.
 
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Thanks for all the replies so far! They have been extremely helpful as I have been able to brainstorm a lot of new ideas me and my team hadn’t thought of before
 

Avery

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So to summarize the above post: don't use the RTP :D(unless you change a lot of things, know where to find a lot of custom resources, can effortlessly edit tiles, add lighting effects, have way above average mapping skills and a great visual eye)
That was not really what I wanted to say in a nutshell xD
Basically what I wanna say: any default tileset is kinda optimized and limited. That matters to the RTP as well as to any other tileset out there... FSM, OSM, Time Fantasy... some are better or worse off the bat, but as long as the tileset itself has a decent quality, the looks of your game come down to how you use it.

There is just that "Don't use the RTP"-phrase (with the: it is overused and used in a lot of not so good games in mind) that gets thrown a lot, but then people use the other large styles avaiable (FSM and Time Fantasy or for modern POP!), because for costum you need either tons of money or time and skill, and while they are really good, they also get used very much. That means you would basically swap from a style that is used a lot to... another one that is also used a lot.

What I want to say is: use the style that works for your budget and your game and then try to become a good mapper.
It is always a good choice to invest in mapping, and with that I don't mean hire people:
look at maps that are good, read tutorials by multiple people (I have plenty for example, but if I was starting out I would not only read the stuff by one person to broaden the views) on mapping and easy edits you can do, collect resources, make meaningful tilesets for your maps (you don't need the snow tiles on every outside map, that is a lot of space for additional clutter that can up your maps).
You can already do a lot with the RTP if you use it well, here is a (German) RTP only tutorial by Maru that shows how to map villages vs towns: https://rpgmaker-mv.de/forum/thread/29-mapping-tipps-zum-mappen-von-dörfern-und-städten/
All RTP. That is what good mapping can do. And if you add that extra layer of not even so complicated tileset alterations by moving and clumping stuff and maybe adding other people's already existing work to it, you can do amazing things!
In this post I have summarised a lot of my mapping tutorials:

But Maru has great stuff too, I would recommend using a translating tool (or just look at the images):
 
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Garryg

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I'm not one to give advice on an RPG Maker game, but I see a lot of people complaining about the battle system. So making your own battle system as part of the main game may be an option. It should be quite easy to add health meters etc on to the main game to give a customised 'real time' battle element.

I think the tile-set you use (or make) depends on your game. E.g. my latest game i done in a way where no existing set could be used or modified, so I had to (badly!?) make one myself... but this does give you a lot more freedom in the style of you game.
 
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Tai_MT

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My most frequent complaints with RPG Maker made games:

Writing - Shallow/Bad writing. Not everyone is a skilled writer. This is fine. You don't have to be. Chrono Trigger is written quite well, and Secret of Mana is written like an 8 year old took hold of the project. Both stories are very good and engaging.

You just need to understand how the 3 act structure works and giving your characters a likeable personality.

You can write Pokemon Red/Blue. Just so long as you avoid writing Pokemon Sun/Moon.

I have very low tolerance for things where reading it physically hurts me and my brain. So, shallow/bad writing is usually my #1 turn-off of any RPG Maker game.

Uniqueness - No originality. Your story is done before. Your characters are the same well-worn tropes every other RPG on the planet for the last 30 years has had. Your combat system is the same one nearly every RPG on the market has (AAA or otherwise). You rehash the same systems that have been around forever (crafting... minigames... break systems... limit breaks... on map encounters... etcetera) and do nothing to make those "yours".

I, personally, want to experience things that are "new" or "interesting", not play the same game I played 20 years ago, except it was made by experts compared to the amateur attempting to mimic it.

Look, being original is as simple as making your main character a princess who needs to track down a dragon that stole her shiny crown and the priceless doll that she considers her best friend. I'd read a description of that and go, "wait, what? How does this work?" and hop on board just to see what the heck you did with the concept.

If you can't be original, just pay someone for an original idea instead. Originality is easy to come by when everyone just engages in "doing the same thing as everyone else, all the time". Just look what everyone else is doing, and do 100% the opposite... and now your concept is original. You just need to figure out how to make it work.

Anyone who says (or foolishly believes!) that "all ideas have already been done before", is just a person admitting they have no imagination. I'm not a fan of playing games by people who have little imagination. You can imagine what playing THEIR GAMES are like.

Overdesigned - I tire of this. I really do. What do I mean? Map clutter everywhere. Gotta have a new doodad or map piece every 3 squares. You're never more than a few squares away from visual noise that just overwhelms the senses. Look guys, there is value in having "negative space". I'm not going to magically get bored if you have 5 or 10 squares in a row of grass without some flowers in it. I'm really not. Things feel "more natural", when they're not heavily overdesigned like that. That's not the only "over designed" thing that annoys me either.

"I need to use lighting effects on every single map as well as weather effects like fog and everything to create atmosphere!". Look, such things need to "be used sparingly". Fog and dim lights at night work to evoke specific emotions for specific scenes... but I don't need every single freakin' town at night to feel depressing and lonely and/or "scary". Some people need to understand that their "aesthetic" actually has an affect on emotions, and as such, their aesthetic should be TAILORED to evoke the CORRECT EMOTION.

Any game that has screenshots that scream "I spent a lot of time on visuals and didn't understand that 'less is more', sometimes" are ones I typically "pass on". Mostly because if that's where the vast majority of the "effort" went into the game... then I don't have hopes of it being "fun". It might be "pretty", but I ain't here for "pretty". I'm here for "fun". Pretty isn't fun. It can only contribute to fun.

That's the "overdesigning" on the art and aesthetics. Now, let's move to "overdesigning" features.

If you have like 20 classes that I can swap between... I just go "why so many?". If you have hundreds of skills for the players to learn, I just go, "don't you know that Menu Fatigue is a thing?". If you have multiple systems in place in order to "limit my power", then I just wonder why you were incapable of balancing your game properly and why just gaining stats so easily breaks your difficulty.

Your systems should be intuitive. Your features should be simple. I shouldn't need to fiddle with a dozen systems to do something simple. I shouldn't need to navigate a dozen nested menus or scroll passed a dozen options to get to the thing I need/want in your menu.

Sometimes, less is more. I'm honestly more impressed when someone focuses on like 4 things for their game and those things turn out well... rather than focusing on like 2 dozen different things and none of them even reach "par" status, despite being heavily designed.

Playtesting - Well, rather, lack of playtesting. I tire of games that obviously weren't playtested. That is... you get 5 minutes into the game and there's a distinct lack of "engagement", because nobody playtested for "fun" or "engagement" and only playtested for "does it work?". A game that "functions" is the bare minimum requirement to make a game. If your game functions, congratulations, it's now a 1 out of 10. You are now a single step above Big Rigs Over The Road Racing... or Action 52 or whatever. A 1 is "your game functions, but I wish it didn't".

By comparison, a "5" is "I got bored halfway through your game and never finished it because I was bored. It was fine."

Put simply, if you're doing playtests, then you or your players should be going, "I want to keep playing beyond this point". You're looking for the magical "Just One More Turn" behavior from your players. If you can pull that off about 50% of the time, then you've made a good game. If you can do that for the whole game... congrats... you're in 9/10 or 10/10 territory in terms of game rating.

I am legitimately annoyed by lack of playtesting. Lack of QA Testing as well. When you test your game, it's your job to break it. Not just to see if "it works". When you test your game, it is your job to ensure everyone is having a good time and doesn't get lost or confused. I'm tired of dealing with devs who think: Functioning=Automatically Fun.
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That's my "short list" of gripes. My biggest turn-offs from playing very far in an RPG Maker game or even picking one up at all.

Hope it helps!
 

Garryg

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You wouldn't like my game then, that's pretty much the whole gameplay there... E.g. Explore and figure out the puzzles to find the required objects in order to continue with the rest of the game... :D

I do agree with a lot of what you say though, and lighting has a lot to do with emotion.
 

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