- Joined
- Aug 1, 2020
- Messages
- 23
- Reaction score
- 36
- First Language
- English
- Primarily Uses
- RMXP
Hi Tamina,
I agree with your argument. If we take a developer as a main target group into account then the RPG Maker engine could be more accessible and provide more classes/helpers/frameworks to increase the efficiency in development and flexibility. As I said, I really hope the RPG Maker developers keep enhancing the engine. And compared to RPG Maker 2k/2k3 we already made an enhancement due to plugins.
But that's not the only expectation the RPG Maker engine has to meet because its main target audience aren't developers who want to make everything from scratch for the sake of freedom and flexibility. This type of group should really research what type of game they want to develop and which engine is better suited for their goals.
The RPG Maker's main target audience are non-developers (fact since the beginning of RPG Maker) and nowadays developers who wish to have the basics already implemented to start right away with a 2D (rpg) game (since RPG Maker XP with coding possibilities). To please those groups, you have to come up with ready-to-use functionalities/events per mouse-click. This is the unique selling point of RPG Maker and unfortunately this "may" limit your flexibility/versatility in implementing your game ideas because everything seems so specialized and final. But again, if you have good experience with this engine, there is a lot of room for creativity to do it your way by pure events (see my previous post with the Beat'em Up battle system video). It just takes longer for non-developers (but thanks god there a developers who support this community).
So, back to the main point: Yes, the RPG Maker engine is still capable of creating a successful commercial game within the framework's capabilities. But in general, this engine alone (the same goes for Unity, Unreal and the others) is not a guarantee, because it needs other factors to be successful: in short: story, graphics, interesting game mechanics and music.
I agree with your argument. If we take a developer as a main target group into account then the RPG Maker engine could be more accessible and provide more classes/helpers/frameworks to increase the efficiency in development and flexibility. As I said, I really hope the RPG Maker developers keep enhancing the engine. And compared to RPG Maker 2k/2k3 we already made an enhancement due to plugins.
But that's not the only expectation the RPG Maker engine has to meet because its main target audience aren't developers who want to make everything from scratch for the sake of freedom and flexibility. This type of group should really research what type of game they want to develop and which engine is better suited for their goals.
The RPG Maker's main target audience are non-developers (fact since the beginning of RPG Maker) and nowadays developers who wish to have the basics already implemented to start right away with a 2D (rpg) game (since RPG Maker XP with coding possibilities). To please those groups, you have to come up with ready-to-use functionalities/events per mouse-click. This is the unique selling point of RPG Maker and unfortunately this "may" limit your flexibility/versatility in implementing your game ideas because everything seems so specialized and final. But again, if you have good experience with this engine, there is a lot of room for creativity to do it your way by pure events (see my previous post with the Beat'em Up battle system video). It just takes longer for non-developers (but thanks god there a developers who support this community).
So, back to the main point: Yes, the RPG Maker engine is still capable of creating a successful commercial game within the framework's capabilities. But in general, this engine alone (the same goes for Unity, Unreal and the others) is not a guarantee, because it needs other factors to be successful: in short: story, graphics, interesting game mechanics and music.