I enjoyed playing mine, but only after a long while. That is, after you demo it over and over again, the novelty and magic and surprise can be dulled. But that's with anything in life, never mind games.
Then, after a few months, I went back to play it and loved it.
Just a month ago, I went back to play my RPG Maker 2003 game that I made years ago and was like, oh man, this is so much fun! And at the same time also thought to myself--I could do better
Knowing that I'm going to play my game 100 times more than everyone else in the world combined, I tend to develop my games specifically for me to play. So yeah, I enjoy them a lot! I make sure that I throw enough randomizing in there so that I don't know exactly what's coming my way.
Might be a different story if I ever make something to sell or have reason to believe that lots of others will play it. I'm sure I'll still enjoy it but it might not be something that I just pick up and play on a whim like I do with my IGMC game.
I like playing my own games a lot! I am working on a tutorial dungeon right now and I am pretty excited to play it when it is done and see all the small cutscenes I made for it in context. The largest problem tends to be that I play my own game so often during developement that I find it easy and so make the game way to hard for the playtesters.
I have to be honest, a big thing for me in games is the protagonist characters. The protagonist and story can oftentimes make or break a game for me. And now it is, too many games Star generic humans who usually only care about other humans, in a game where all other life is inherently evil except for those that look just like humans. If I see this in a game, I won't play it, period. Last year was basically when my interest in modern gaming died. So many games tried to bring back likable protagonists and they all failed, and people wonder why I hate hat in time so much, it's because hat girl is the very thing I hate seen as protagonists in video games, she's up painfully generic human who basically only allies with her own race. You could argue cooking cat was an ally of hers, but I still consider cooking cat a villain since she worked for the mafia. Hat in time is basically an example of my frustration with media nowadays. I never get to see a hero I can connect with or a story I can connect with in a piece of work recognized as great, only stuff that pisses me off now adays.
that is one of the reasons I I often make stuff myself. This is why I write books and draw comics and make games, because I want to see another story, a story that isn't about generic humans. True, I have niche intrusts as made evident by my earthquake Warriors game, but sometimes niche interests are the most fun to make. I'll admit, earthquake Warriors is by no means the greatest RPG ever made, but I honestly had more fun making and playing it then I did playing most modern video games. Not saying it's a better game, just saying I had more fun.
As a rule I'm making games I'd like to play.
Enjoying playing it once you've already spent thousands of hours building and testing it, and basically know everything there is to know about it, is probably another matter though. I can't say for sure yet, except I'll probably be too busy working on the next one to play games I've made anyway.
I think there's also a difference between single and multi player games. I did enjoy multi-player games I've made in the past because interactions with others always make it something more than what I designed.
I agree - I try to make the types of games I enjoy playing, otherwise there's not much point for me. Adding randomised elements helps a lot too. If not random, then at least branching/choice-based to keep things fresh and engaging.
I have certainly and I think a developer should be able to enjoy their own work, specifically for the majority of us in this community this is fundamentally a hobby; it should be something we find enjoyment in. Personally though, I've wondered if I've made my games too appealing to me and not thinking about the considerations of others. There's certainly an advantage I think in having play-testers or potentially working in a group to give you some sort of alternative perspective.
My first game was pretty rough, especially since it had a lot of dialogue and was essentially an hour-long Choice and Consequences simulator. I really did get goosebumps my first time playing through it, but troubleshooting it and fixing bugs for the 400th time can get tedious.
The great thing about being hobbyist or independent developers is that we're not beholden to anyone. Not to huge mainstream fanbases, not to publishers, not to senior designers with their own ideas about the game. We get to make exactly the games we want to because of those reasons, and I'd say it's pretty universal amongst RM devs that we started doing this to make our own takes on the games and genres that shaped who we are. Most RPG Maker games are not going to be big, we probably won't be the next Cave Story or Minecraft, so when I make a game, I make it for myself first and foremost and if it happens to be what other people are looking for, that's a bonus to me.
I'm so annoyed with myself...I can't get this code to work so it looks like I'm going the plugin route for a problem I should be able to do myself Great. Now I get to murder save file compatibility. Again.
Can't believe my code from four years ago is still working! Did some expansions, and...
In related news, I may have an update for my old Extra status window plugin ready. That is, once I manage to sit down and update the documentation... and the demo project...