What i'm saying is that what maps myself or other devs 'need' isn't for you to decide.
This is true, but it's also a statement that entirely misses the point. In a conversation where I ask you, "Do you really need so many maps or can you condense them? Use your space more efficiently? Combine several locations into a single map?" You're telling me, "I should be able to do it the way I want to do it, efficiency be darned!".
Look, you're welcome to do it however you want. Nobody is stopping you. However, any game design on any platform for any company has to deal with hard limits. Whether those are limits on the software or limits on the hardware, or even just limits on the dev's talents.
I'm essentially asking you this: "If you were to start using your maps creatively, your space efficiently, and learn some neat dev tricks that apply to more than just map design... Could you fit your entire game into the 999 limit? If so, then why do you need to raise the 999 limit, except as a means to be a lazy designer?"
If, however, you can answer "no, I still can't", then in my opinion, my friend, you've got a fantastic argument for prioritizing the increase of map limits. I'd readily stand behind you and trumpet your cause.
Otherwise, I'm sorry to say, I think the whole, "I must absolutely be able to do it entirely my way without learning anything about tricks you can do with the program" sounds a little childish and a little lazy.
Maybe that's not your intent. Maybe you don't mean it in that way. Entirely possible that I've read it wrong. After all, text has no tone of voice or inflection. So, if I'm wrong on that account, please feel free to correct me or to clarify. It seems like an interesting point to debate to me.
Thats fine that thats YOUR rule but it's not everyone else's. Also, 100%ing Chrono Trigger in 25 hours? All techs, maxed characters, all chests, all endings, all subquests? I doubt that. Maybe if you already know what to do but I doubt the first time most people played it they finishing it that quick. Most likely were pushing between 40 and 55 hours. Regardless, without 'padding' the game would be much more barebones and while that might appeal to you, others like a bit of padding in the games to space them out a bit. Technically it could be argued that sub-quests are padding too but its up to the dev what they want to make and up to the player what they want to play. You're entitled to your opinion but please do remember it is your opinion and as valid as it is, so is everyone else's. What you view as a flaw is again subjective. A lot of people don't want to speed run their games. A lot of people like the depth for the exploration factor and the depth it gives a game. Considering Chrono Trigger can be speed ran in 5-6 hours.. it probably could've used MORE padding. God knows it had plenty of story as it was.
Doesn't have to be everyone else's. As a friend of mine who loves science is frequent to quote, "Where there's one, there's usually more". Basically, shorthand to mean that maybe I'm not the only one who thinks that way. Or feels that way. Or even reasons that way. But, there are plenty of books on "the psychology of game players" (or something that sounds much fancier that I can't think of right now) that specifically talk about the mental states a person who plays games goes through. These books exist to detail the human psyche and to provide insight to the people who design games... in order to design BETTER games. Yeah, it's a thing. Lots of extensive studies. It's quite interesting when you peruse it. The stuff most commonly known is the "Skinner Box", but the study of player behavior doesn't really end there. I'd suggest watching some YouTube videos of "Extra Credits" to get the "layman's terms" of much of game design. It's wonderfully simplistic and easy to understand. It's also extremely useful.
Getting to Chrono Trigger... My first playthrough of the game (first time I ever touched it), I completed the game in about 16 hours and change. Missed most of the sidequests, missed most of the extra loot, didn't explore many of the extra areas (didn't even get the Masamune 2). Many of the enemies were extreme pushovers once you got several of your techs... or once you learned which Double Techs were the most powerful. Namely, I ploughed through the whole game with Chrono, Ayla, and Marle. Aura Whirl is so devastatingly overpowered as a healing move that you need nothing else... And "Falcon Strike" usually murders any enemy formation in a single hit (or does a crapload of damage to most bosses).
But... I'm honestly not sure where you get this "100%" idea. Never did 100% of the game (at least by your standards). I didn't waste time maxing out characters' levels who were ridiculously broken by level 35 anyway. Saw no reason to. Especially when the Prism equipment and the individual "best weapons" in the games were pretty broken most of the time (except for the characters I never use... because they're boring... and underwhelming). I never got 100% of the items either, frankly because once you have Prism equipment and the best weapon for everyone (or best two weapons, if you prefer), there's no reason to pick up everything else in the game. The only reason to even do the Rainbow Shell quest twice is just to get enough equipment to equip everyone in your party. After that, no reason to do it again. In the DS remake of the game, though, if you're curious... I'm four items short of the 100% item completion. Two of those items are Ayla's fists... which she only gets via level up. The other two have to do with the "multiplayer" mode they tacked onto the game... so they're not even original items. That game is sitting somewhere near the 32 hour mark, I think. Never saw the point to maxing out the levels because even the endgame creatures give so little XP that you're looking at maybe another 20 hours or 30 hours of raw grind just against them. I'm not in favor of grind. Especially when it's not necessary.
I see endgame gauntlets of unskippable enemies as "padding", because... that's what it is. I found it "not fun" because by the time I got to it, I was steamrolling everything in sight and combat has lost its luster (meaning, it became "spam best move, move on to more story... which was frequently Luminaire"). By the end of my second run, I even had the stats of every character maxed out, because I figured out you could steal Tabs from some enemies. Anyway, maybe you found the pointless slogs of battles in endless corridors at the end of the game fun. You're allowed to. My thought on that first playthrough was, "When the heck does this dungeon end? How many more freakin' monsters do I have to kill!?" I found the maps pointless because I found the combat pointless. I don't have a "murder itch" to scratch in games and really never have... killing enemies is a means to an end, and is typically justified to me by their loot, their xp, or their gold. Or, maybe their challenge... when a game dev decides their combat system should have some challenge. In any case, I don't get any sort of satisfaction from winning combat in a video game, unless it was particularly difficult... or they dropped something I really wanted.
Anyway, enough about Chrono Trigger before we derail the topic (Sorry mods!).
Again, thats YOUR subjective opinion dude. While some people might agree with you, others wouldn't. What you view as useless, others might view as depth or more game for their time or more time for their money if you end up selling your project. Again, it's fine if you want to get the absolute most out of every map you make but for some, an extra map before a boss might build up atmosphere. Or it might express the size of a city. Maybe that want a lot of world map secret areas or maybe they don't want all their shops to look the same or even use the same tilesets that the interior of houses use. Regardless, that is for those devs to decide, not you.
You're talking about giving your maps purposes while arguing that maps don't need to have purposes. Frankly, that's confusing. If your map adds to the atmosphere, it's not useless and needs to exist. If your map helps a player feel like a city is significantly large, then it's necessary to exist. If your map literally does nothing but add steps to walking and maybe the hope of a single random encounter (or two if the player gets really unlucky!) then... Why does it even need to exist? Couldn't you just lengthen the distance of an already existing map to fulfill the same end goal or causing a player to fight more? That's what I've been talking about. It's usually the pointless stuff that gets axed in a game. "This is a long narrow hallway with stairs at the end... no obstacles to dodge, nothing neat to look at, it doesn't do anything except add steps to the game". I'd cut it from my own game immediately. If I didn't want to cut it, I'd find a way to make it absolutely necessary in some way. Then, I'd playtest it to make sure the players were getting out of the map what I wanted them to get out of it.
Anyway, way off topic again with this stuff.
It is subjective actually. In fact its the definition of subjective. Its YOUR opinion of what is efficiency. What I consider as a map accomplishing what it's meant to can differ to your opinion. Subjective.
Here are the definitions of efficiency:
1.
the state or quality of being
efficient, or able to accomplish something with the least waste of time and effort; competency in performance.
2.
accomplishment of or ability to accomplish a job with a minimum expenditure of time and effort:
The assembly line increased industry's efficiency.
3.
the ratio of the work done or energy developed by a machine, engine, etc., to the energy supplied to it, usually expressed as a percentage.
Efficiency cannot be subjective because it's very definition suggests you need to measure it objectively (to determine if time or effort is actually wasted. A person may not feel like their time is wasted if they enjoy something, or may not feel like their effort was wasted if they enjoyed doing it, but these things can be measured against outcomes and alternatives to accomplishing the same task with the same quality of completion).
Efficiency isn't an opinion. It isn't subjective. If what you're doing can be done objectively better, faster, or with higher quality, it is demonstrably more efficient.
Its not like I don't see what you're coming from. A lot of what I am arguing for isn't even for myself. I think I might scratch the limit but the fact that I might even come close to the limit is a thing that shouldn't be. To assume though that it inherently means i'm ineffectively using my maps is kinda BS though. I agree maps should be used effectively. I also agree most devs will NEVER need that many maps ever. But some will and it matters to me because I might. Regardless, you don't tell me how to make my project. Our philosophies don't have to align.
Where do you keep getting this idea that I'm telling that you must make your project a certain way, and why does it seem to offend you? In my opinion, 600 maps for 6 hours of gameplay screams "don't play this game". Nothing more. Nothing less. I measure the likelihood I'll have fun with any game in ways like this. "Graphics didn't really get an upgrade between sequels, devs didn't put much work or stock into their art department... wonder where else they skimped... I don't want to waste my time or money to find out". Etcetera.
By all means, design it the way you like. I'm simply telling you that maybe there's a better way to do it. Maybe there are things you haven't yet considered that could actually improve the quality. Who knows? I don't. It's why I've been asking you if you're being efficient.
Frankly, you seem more upset that I would dare say that your game would be something I consider of "suspect quality" due to content size and resource usage than anything else.
Don't take it personally. It isn't personal. It's my personal opinion on games that have those two statistics. I'm not telling other people not to play your game. I'm not reviewing your game. I'm telling you that just based duration of game and amount of maps used, I wouldn't play it and I would consider it "not high quality". Can I be wrong? I certainly can. Could it be amazing? It certainly could. I'm telling you that I, personally, don't want to take the chance of spending my time or money on a game with an immediate "red flag" against it like that. I do not count the "I don't play games with default RTP" attitudes against my game. Those people are free to use whatever criteria they like to determine quality of my game. Some of it might even be valid (like being unwilling to pay for custom assets and being unable to make them myself). They're welcome to assume that I'm just using RTP 'cause I'm lazy. I'd be willing to try to prove them wrong, but it's okay if they don't want to be proven wrong.
My opinion on your project (what little I actually know of it) is from the perspective of a person who plays video games and has for over 26 years. I have to spend my money carefully and use my time wisely. So, I'm stricter on what games I will and won't play. Chalk it up to that if you must.
But, again. It isn't personal. It's also really not the place to discuss whether your own personal project has any merits, so I apologize if it seemed like I was attacking your project personally. I'm arguing against the concept of a 6 hour game with 600 maps, not your game itself.
Thats fine but we're not making games that pull assets within a radius. We're talking about RPG Maker MV which uses different maps so we don't have to make a 20km map of a city or mountain range. I mean it would be nice if we had that option but we don't so the point is moot.
This has nothing to do with anything, as my point about such a thing was in retort to your thinking that only top down JRPGs had "maps" in them. My point was that other games have maps as well, and they resort to programming trickery to make the few maps they have work (which is something useful to learn about RPG Maker for anyone who uses it, honestly). So, we'll leave this at that.
Tales of Symphonia has 3 worlds if you include Derris Karlan with a city that gets destroyed that you have to rebuild, several long forests, 8 long temples outside of the many dungeons and end game content included a 100 floor dungeon with multiple maps per floor in a few instances. The towns were also fairly large and you could enter many of the houses. If it didn't break the limit it would be right on it. Tales of Graces f was also rather large with a LOT of different maps too.
I've never played the Tales games. Were they for PlayStation and above? With disc space being larger than cart space (and many games on PlayStation covering multiple discs), this may explain the large map counts (if indeed they do exist). Might be interesting to have that one guy who chimed in earlier tell us how many maps are actually in the games. I'm legitimately curious.
Final Fantasy games that used a lot of maps. 5 and 6 were rather long. Maybe they didn't break the limit but they probably got close. The amount of secrets that included screen transitions making even a hidden room a separate map was pretty enormous was pretty staggering.
Two games I've actually played. Most of the maps were quite small, usually never more than a few dozen spaces. Story locations were much larger. I'd wager FFV came in at just over 300 maps and FFVI came in at roughly the same amount. These were also games I beat in about 20 or 30 hours. I actually completed substantially more of the content in both of them than I did in Chrono Trigger (because the games kept offering more challenging fights and kept upping my loot and Level).
This is another assumption. I did read your comment.
The fact that you missed me saying, in three separate posts (including the first!) that I would welcome more than 999 maps tells me you never read my posts, but simply skimmed them for things to reply to. You're welcome to do so, but please don't lie to me about doing it.
To refresh you. I currently do not see the point in increasing the map limit above 999 as most people aren't going to hit that limit unless they are extremely inefficient in their map design or game design. Some may need it, but I'd prefer a number of people somewhere around 15% of users before I'm willing to say "YES! WE NEED MORE MAPS!". Would it hurt me to have more maps now? No. Hurt anyone else? No. Is it important right now? Not really. We have other issues with the maker at current and I'd love to see new features make it into the thing before lifts on map limits. I see it as "not important" due to how few devs actually need the increase (as in, nothing they can do to make their game complete without it, including trimming fat, more efficient use of maps, or even using a script). We get enough of those people, I would support increasing map size. As of right now, I just don't see it as necessary in any way, shape, or form, because I don't consider there to be enough people requiring it for it to be a useful addition/alteration to the program. That may change in the future. I hope it does. I don't like hard limits on anything. But, I can work with them in place. That's part of learning for any game dev: How to work within the limitations of your programs.
Its fine if thats a red flag for you but to gamers like me and other devs like me i'd rather have an immersive experience and have a long game to finish and enjoy rather then something I can smash out in one sitting.
I'm not sure what the point of this sentence is other than to insinuate that I don't play longer games, I guess? Not sure how that's relevant at all. But, if you must know, I prefer narrative experiences in video games. Played Mass Effect 1 a grand total of 7 times (working on two more playthroughs, I picked it up on PC earlier this year, finally, and restarted my file on Xbox One). Each of those playthroughs runs roughly 50-60 hours for me, if I do every single sidequest. Played Mass Effect 2 a grand total of 3 times (just to complete the achievements) and I'm working on a second playthrough of Mass Effect 3. I'm working on a second and third playthrough of Dragon Age Origins as well. I played all of StarCraft, Brood War Expansion, and all three episodes of StarCraft 2. I play Guild Wars 2 as well.
Are those enough credentials for you?
Also, it's not valuable marketing information. Its advice, one dev to another. If you had a high selling project it'd be valuable marketing information if my project was similar to yours but I doubt thats the case. I'm open to criticism and opposing opinions but I don't have to just accept anything thats crammed down my throat dude. This is an example of you thinking your opinion is MORE valid then mine. By all means give advice but it's up to me whether I listen or not and it's not the one true truth because what works for you might not work for someone else. If everything were the same, everything would be boring.
Much of this is just you venting at me because you think I've slighted you... as well as missing the point. Any feedback from any potential customer is valuable marketing information. The only real exception is people trying to troll you, just to get a rise out of you. Since I'm not trying to troll you, my personal opinion (as well as everyone else's, mine isn't above theirs, theirs isn't above mine) is a valuable piece of marketing information. What you do with that information is up to you (as well as how much importance you place on it... maybe mine is less important because I'm not your target demographic. So, maybe disregarding my opinion is better overall to your project).
Also, it's kind of egocentric to say someone's opinion of a game (or potential game) isn't valuable simply because that person doesn't have a "high selling project". That feels very "elitist" to me. Maybe you didn't intend it that way. That's how it sounds though.
Finally, just because I'm an amateur hobbyist game dev using a third party program to create stories that he knows will probably never see the light of day... Doesn't mean I'm not also a person who plays video games and judges those video games from the standpoint of a player as well as dev. People can be both things, you know. Even yourself. There's no reason to assume my opinion as a person who plays video games is less useful or less valid just because I also happen to play around in an RPG creating program.
You're right, I absolutely can do what I want and I will. But again, you've made the assumption that my game will have lots of map with little content.
Unfortunately for you, this is how the world works. People making decisions about a game without having played it, and sometimes without knowing very much at all about it. Why? Because we have a limited amount of time and money to go around, so we need to maximize the chances of us finding something we might enjoy playing. It's a method of "wading through the ocean of content to get to the drop we want to drink".
You don't know anything about my project other then I am making a large project yet here you go again making all these negative judgement calls and you wonder why I resist your advice.. Cut that **** out dude. For the record people might not want to play your game if they find out its another short RPG maker game you can smash out in a few hours and doesn't differentiate itself from the rest. Was that nice to read? Me averaging off your project while knowing very little about it?
Advice is just advice. I don't care if you take it or not. I care that you understand my point of view. That's all. Take it or leave it. My advice is frequently not the best that can be given (other people know far more than me), but I freely give it anyway, because if you think it's good advice, you'll take it. If you think it's bad, you'll ignore it. As for whether or not people would want to play my game? Eh. I operate under no illusions that my game will be good. I operate under the assumption that whatever I produce will likely be panned and be crap, but I'm trying very hard anyway. Criticism I get will be noted, recorded, and considered. I am not such a dainty little flower that I cannot handle people tearing my project a new one. Even if they know little about it. In fact, I've made several topics here asking about specific things I wanted to put into my game and got overwhelming cries of "no" on some of them. I put them in anyway. Because I liked them. My only plan and goal at this point is just to at some point create a game that more people like than dislike. My project is finished at that point. Feel free to "average off" my project if you wish. Much of it is quite cliché. I don't even think my idea of 5 hours of content in a demo is going to be equal to other players finding 5 hours of content in the same demo. It is what it is, it can be improved. Some people are more sensitive to criticism than others. Since I started trying to be a writer, I learned how not to be. That most criticism isn't personal in the slightest.
For the record, it hurts much more to be
ignored by people than it does to have them tell you what you created is crap. Being ignored means you don't even rate so much as a "This game sucks" comment. It means nobody even bothered to play your game, or thought it was so unremarkable that it wasn't even worth leaving feedback.
I'll take 20,000 posts of "your game is trash and you suck for making it!" over 3 total posts of "yeah, it was fun". At least with the first example, I know 20,000 people cared enough to tell me I suck. With the second example, only 3 people cared enough to let me know they even enjoyed it.
I think i've made it pretty clear that I personally would use it and others have also. That.. would be why it matters to me and others. WHy does it matter to you to argue against it outside of trying to tell others how to make their projects?
If you don't know by now, you never will. I suggest wiping the anger from your eyes and reading through my posts in here again. You might read something you missed the first time.
Considering only 28% of voters have voted alongside you, i'm inclined to disagree using that stat as pretty solid justification. Its easy to implement and most are in favor of it. So it seems in this instance, many could get what they wanted. If you really would love it but don't think its necessary, you've have voted "Yes, but not necessary" Instead you're here grilling people on their personal creative process. Your vote is up to you. Thats your opinion but people don't have to agree with you and if they don't it doesn't make them wrong dude. You need to get that through your head.
By this point, I'm not even sure what you're talking about. What I've been doing (aside from quoting your post the first time) is bouncing my differing opinion off of what others have already said. I don't hold their opinion against them or even criticize them for having it. Again, go back and reread my posts. You may read something you missed the first time.
If you see me attacking someone for having a different opinion, than please, point out where. I'd be interested in knowing what you constitute as "an attack" on someone.
Anyways.. Its clear you and I aren't going to agree on much here and if you'd like to continue this conversation, shoot me a PM so we don't clutter this thread any further. I doubt people voting in this thread need any more walls of text
I agree. Since my entire response is like 900% off topic due to the contents of the last couple posts, I'd be more than willing to talk to you in a Private Conversation should you wish to follow up on anything I've said here.
I also don't see why it's important if we agree or not. I care more that you understand my opinion than whether or not you agree with me. At least if you don't agree, there can be the possibility of a civil discussion and maybe a side that can win. Or, even if not, maybe the possibility that I can learn something or you can learn something.
For me, your opinion on the subject has come down to, "I might need it, therefore, we should have it as quickly as possible". Others have come down and said, "Yes, it's a great idea, but it's not really important right now". And I've said, "I wouldn't mind the update, but I don't think it's truly necessary at all, and I'd rather the programmers work on other things and prioritize other things until a point when roughly 15% of the userbase needs the more maps, in order to implement it".
Does that help clear things up a little?