- Joined
- Dec 28, 2012
- Messages
- 55
- Reaction score
- 12
- First Language
- English
- Primarily Uses
If that's the case, then how is MV an improvement over VX? Stories aren't engine driven. My issue with this is that the engine is defining what you can't do rather than what you can. Add to this one of the ways MV was described was as allowing you to design over multiple platforms. That would imply that you can choose which platforms are right for you. Not everyone likes console gaming or computer games. There are even those who do not like casual gaming. What this comes down to is being given the tools that let you do what you envision is right for your idea. This doesn't seem to be the case with the smaller maps in conjunction with the tutorials for how to convert from VX to MV. The implication here is that the latter is a superior and more flexible engine than the former and that's what was hyped with all the options available to tailor the look of your game to fit your themes. Maybe this is all a useless opinion or conjecture to some, but as an English major, I'm a huge fan of the 60+ hour games that immerse you in a world. I like to feel like I'm living in the world, not just visiting. There's something that reveals a deeper emotional context in the longer format for me. That's the sort of games I like to play and make, not to mention the type of fiction I write.
This isn't about a complaint on arbitrary limitations. It's about the inability to choose the platform that will support my stories and be true to my designs and art by being forced to develop on someone else's scale. That's an artificial feel that makes for bad experiences and terrible art.
This isn't about a complaint on arbitrary limitations. It's about the inability to choose the platform that will support my stories and be true to my designs and art by being forced to develop on someone else's scale. That's an artificial feel that makes for bad experiences and terrible art.



