This is an argument that I see a lot and it makes me SO annoyed because it just doesn't make any sense.
Listen; we are using RPG Maker.
Role Playing Game Maker.
The majority of the people who use this engine are creating Role Playing Games. The player assumes a role, which means that the player expects to be given choices about their role.
A player can be a different class, a player can equip different weapons, a player can choose who is in their party, etc etc.
@lemons
I feel this part needs to be disputed as it is overly narrow of what an RPG is.
Choices like you describe are only integral to Western RPGs, games like
Dragon Age and
Mass Effect, and
Elder Scrolls. These games are all about having "blank slate" protagonists so the player can create a character for them (Commander Shepard in
Mass Effect has closer to a predefined set of personalities to choose from though). This is because a central focus in these games is freedom of expression - and this is because the protagonist is intended to BE the player him/herself.
This is completely untrue in most Eastern RPGs such as JRPGs, which the RPG Maker engine was specifically created to make (being a Japanese product that uses either
Dragon Quest or
Final Fantasy for the default engine depending on edition).
Character and emotion is central to an Eastern RPG with tight narratives that have characters arcs for the major characters, games like F
inal Fantasy, the
Tales Series, and
Chrono Trigger. The protagonist has a character of their own that is distinct and separate from the player. The player is NOT meant to be the protagonist, they are meant to step into the shoes of someone else to feel and experience what they do - much like reading a book.
Squall in
Final Fantasy VIII has his own character, the player is not there to decide "who he is" for him. The central plot is the love story between him and Rinoa (more or less) so it doesn't really make sense to allow him to have other love interests. Squall doesn't have a class to change, he only ever wields Gunblades in battle, he doesn't get to decide who gets to be a party member, etc. The player can't decide to have him romance Quistis or Selphie or Zell because it wouldn't make sense for the character or plot.
But the game is still an archetypal RPG and no one disputes this.
Some people play RPGs to project themselves into the action - to wield the weapons THEY want to wield, to romance the characters THEY like, etc. Other people play RPGs to immerse themselves in someone else's story - to watch their character evolve as they go through trials and hardships, to see where this character's story will take them, etc.
If you want to make an open RPG that lets the player decide who their love interest will be, that's fine. Games like
Fable let you literally marry any NPC you want. But don't claim that all RPGs need to let the player choose their own love interest or that they must provide options for all possible tastes by some definition of the genre. You may choose to make games that let the player make all of the choices at the expense of a tightly scripted plot and character arcs, but don't tell me I can't restrict the love interests in my game to fit the main character's personality and character arc.