@Whitesprhere you are right in many parts. Your thoughts are nice.
I am not sure I would give $200 when Unity supports many platforms and gives me the opportunity to pay only if I will
first sell a volume of $100.000 and above yearly.
I am talking about new studios here, considering that if you go commercial you are usually new.
Unity idea is great vs their competitors. That is the problem here.
For instance if 9.999 people would buy a $10 game that returns to the developer let's say $8 that would be $99.990 <100.000 so Unity stays free.
$8000 are earnings. Ok?
Now wouldn't the dev buy Unity Pro and some assets using that money he FIRST earned?
Let's say that $2000 were well spent on assets and Unity Pro!
It was like earning $500 for a month, got a great tool and new assets.
Gee!!! What an awesome marketing plan they had there!
Sure it's not $1500 what you propose RPG Maker devs would charge, but $200
paid front will not work very well.
Don't forget, the world is differend than when XP, VX and VX Ace came out.
Today just by learning C# and buying good assets for these $200 you can have an EPIC Enigne doing your job.
So this does not sound appealing either if you are Enterbrain, Degica or a customer.
Meanwhile RPG Maker VX Ace shows its age.
It is old and not so flexible compared to Unity.
There are three things though, that keep VX Ace alive and well!!!
Number 1: It is one of the greatest software you can use to make a game. Easier compared to others. Sure you won't do the best game ever using the event system and the default assets, but YOU CAN MAKE A GAME OUT OF THE BOX EASILY!
Number 2: The community. People making free for all scripts and assets. That's unbeatable. If someone search for how many free assets he/she can gather for VX Ace, then the FULL price on the shop or on Steam would suddenly sound cheapest price ever. If we add the free for non commercial games (hobbyist) then the price is even lower. Do you need any help? There is the same community gathered in this forum. The community is in my opinion 80% of the value of Ace. Take for instance Luna Engine. A new breath of life for VX Ace. Who made Luna? Answer me. Community members that's right! It's the only reason I work with it. I enjoy the challenge playing around with it and be part of this community.
Number 3: Great Indie developers, especially from the old eras. Laxius, Aveyond, Millenium series developers can blush at this point. These people gave popularity to the software we all love. Not to mention new shiny entries like people behind To the Moon and Skyborn.
It's not only about what you can do with a tool.
It's also what revolves around it that makes the difference.
After all RPG Maker targets in making old style RPG games mainly.
It's like comparing me RenPy with Unity. Sure Unity is better, but sorry I prefer RenPy to make a visual novel.
If I wanna make a 3D or a 2D with great graphics game, then Unity is the greatest tool ever ok.
But for old school RPGS I will stick with VX Ace.
So @Whitesphere, If they plan to release a new RPG Maker, I believe that they will make something new, priced around 80 Euros, that will be just like Ace without the bad things like low resolution, jitter on some systems, no deltas on animation (delta frame rate to make them smoother as Unity does), side view and front view Battle systems, an Event system with features that we could do only using scripts, script collection implemented, export for multiple platform builds, RTP for every platform... you know... major optimizations but same concept.
That way, they can tell everyone: "Hey you spent 75 Euro on our VX Ace. Guess what! We got our new RPG Maker 10! We ask you again to trust us and give us your money, because it is awesome. If I would see THESE changes I wouldn't give just 80 Euro. I would even give $100!
But not $200.
So back to the point:
"Do you take into consideration the possibility that someone might be using a gamepad, or a joystick, or a touch-screen? "
In general yes. You must optimize the experience for multi devices in my opinion, if you can, so the devices can optimize the gaming experience.
As long as I use VX Ace, if someone uses an interface to play a game I made, on his/her phone or tablet, I really don't care. It's his/her problem and the guy's who made that interface. If it was me who made that interface, then yes, I might consider optimizing it. I don't know.... I am not sure if it is even legal to make such a thing.
Anyway.
I am thinking of best controls on solo keyboard, best controls on keyboard and mouse scenario, also mouse solo if possible and finally something very little of people might think of.
I would support a controller especially if my game was based on an Acrion Battle System, or if it was showing button sequences on screen to be pressed....
If the game demands fast and much input, then ergonomic design is essential.
GAME INTERFACE is part of the gameplay experience. Optimizing it might make a game shine, while making a game full of sub menus, might make a user angry.
It's not about controls really, in my opinion.
It's all about fun. Hurting yourself, like your wrists or something is never fun.