Is it possible to make any money using Rpgmaker MV

jkweath

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@BlueMage Actual development time was ~3 months which is consistent with my other games. Some of that 10-ish months was spent making prototypes that didn't pan out, which made me burnout for a few more months before I crunched on the game I have releasing in a few more weeks.

Buuut, to tie all that back into the topic, @starbrother , there is a legit financial strategy in releasing lots of smaller games if you do choose to go down that path. Still, there'll be a long period of time spent just learning the engine and fiddling around with things. Your first game will probably take a long time to make even if it's a small game, but the next ones will take much less time as you optimize development.
 

Indinera

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3 months is a good dev time to make a short-ish good game and try generate some residual income in 2-3 years time.
 

Dirtnap

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I'm interested to hear what people's opinion on going with a publisher, rather than self publishing, or selling through a portal like Steam or Desura is.
 

Kes

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@Dirtnap Although an interesting question, discussing it here is probably going to take the thread off-topic. Maybe a separate thread?
 

JosephSeraph

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I definitely say to shoo out the idea of RPG Maker MV as a "tool to make money", the only "tool to make money" that works the way you're describing is if you get your money and invest into actual financial products -- which, with the price of the engine + assets running in the low thousands for a lot of the commercial devs, would actually probably generate more return on average than what most commercial rm devs do especially given the looong long timespans to have some sort of return (and compound interest working in your favor for investment products you've bought in the same timespan)*

However, if your primary goal with RPG Maker is to create good quality content and achieve your vision, and you happen to want to make a living while at it, then it's absolutely worth it, and you're way more likely to create at least decent content to sell


*please excuse my lack of vocabulary when talking about finances in English
 

flexomob

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Thank you for sharing, I am very interested in this topic.
 

Tamina

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(If you can write simplified chinese and draw porn, ignore everything I mentioned above)
Like selling any other products, selling games is all about knowing your target audiences, make games that they want and market your product to them.

Knowing simplified chinese or draw porn doesn't automatically guarantee success. You gonna know the community very well, that includes where to find them to read about their specific preferences.

It's more than just writing dialogues in Simplified Chinese. Due to the cultural difference, some of the humor or art style that works in the western market flat out won't sell in East Asia. East Asians tend to like more sleek designs, so western art style was often critized in East Asia. Unless your game has top 1% production value and marketing budget like WoW that is.

It isn't just games too, but industrial design as well. For example when Xbox was released in Asia many years ago it's design was critized for being too big and heavy, as a result Xbox series was never that successful in Asian market despite they had many Japanese developers years ago. So it's not really as simple as writing in simplified Chinese. The entire product, including the look and feel, is just as important, if not more important than the language.

I think the first step for any developers who wants to sell their game is to find your target audience and join their community, then read about their preferences. If your goal is to sell a game to Chinese RPG players, then the 1st step should be joining a Chinese RPG forum, read their game reviews and player opinions on other released games, learn about successful genres that sells in China. Then use the information to plan your next game.

I don't claim to be expert in this field, but I believe anime and wuxia are 2 popular genres in China, and both genre has many subgenres. It's a good idea to target one specific subgenre. For example, here's a list of anime sub genre:


If you want to do an anime RPG, it has to be very, very specific when it comes to target audiences. Don't try to create a story for both Yuri and yaoi fans, be specific.

Ultimately, you are more likely to be successful if you are the target audience yourself. Because you know better than anyone else about the games that you like.

tl;dr: make games that you really want to play. Don't try to create games for a genre that you are unfamiliar with just because you heard it makes good money. It doesn't work that way.
 

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