Actually no, shaz, that's a ridiculous argument. Wasd is wasd world over. And even if you find some strange personalized Arabian keyboard that had a different set of symbols on the keys, it would still be the keys in the corresponding place as the wasd keys on a standard keyboard.
I have never ever heard of wasd being broken due to foreign keyboards. When you consider that the vast majority of action oriented pc games come with wasd by default, it should be pretty obvious what the state of the market is.
And, ksjp17, you might be using your mouse with the left hand, but the vast majority are not. Hasn't everyone been talking about trends, target audiences, and commercial games? Why is it suddenly the other way around when you're the exception?
(The same question goes to shaz btw in relation to keyboards.)
Anyways, I agree that the best thing is to have open control customization options in games. People should be able to decide themselves.
That being said, I think people are conflating some issues here.
People talk about how many gamers prefer mouse etc, but seriously, what's the evidence for this?
Consider that the vast majority of modern pc games etc, wouldn't be playable without mouse.
Naturally, in light of that, people are going to say they prefer mouse, because when they imagine the opposite, they're thinking about how contrived it would be to play these kinds of games without mouse, and about ****ty console ports like MGS2 that didn't support mouse, and had horrible controls.
This isn't applicable to RPGmaker games though. If anything they're likely to be lumped together with SNES emulator gaming experiences and games like cave story etc, non of which, as far as I know, have(or need for that matter) mouse support.
I don't think the majority of people who'd be willing to play a 2d retro RPG to begin with, would care much about mouse support.
The people who would care about it to the extent that they wouldn't play a game without mouse-support, are probably not in the rpgmaker game target audience in either case.
The only reason I can see to add mouse-support, is to please daft publishing website demands, or if you're making a game so drastically different from the standard RPGmaker image, that you manage to shake off the RPGmaker feel altogether - like a point and click adventure game with custom graphics etc.
As is however, adding mouse-support to an RPGmaker game, seems about as useful as adding mouse-support to super Mario, or FF6 on a SNES emulator.