Unity games and the rescent zero effort trend with stock assets

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Just to clarify. I don't personally mind that much that this shovelware thing is going on but it just caught my attention a huge way especially after Jim Sterling started to spam videos about them.


Also now that you can refund your purchase in Steam more than once, it's up to a customer to back off when they find that a game is crap.
 
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AceOfAces_Mod

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My thoughts about this boils down to this video:




I don't mind developers using Pre Made Assets, as long as they do their own twist. Simply having an asset the meat of the game is quite the deal breaker (or you give me  the impression that you stole something if ask me to pay to play it).
 
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Zanthia

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Good games can be made with either engine. But recently we've seen alot more casual hobbyists deciding they are professional game makers and posting what they have on steam greenlight, for example. 

I think that at the moment Unity might a bit more of a problem because to make a good RM game you need a decent story, because that's what the engine lends itself to (it's not graphically impressive, it takes a lot of effort something really engaging within the gameplay alone, it's more about writing(imagine To the Moon with a rushed story, suddenly A to D as a game imo)and observing things. But writing that takes time, and the hobbyists trying to push something onto the market in a month or less cannot be bothered. There are plenty of pretty terrible games on RM but I think that quite a lot of them had more thought put into them than the terrible Unity games we see. (example, there was a sample clicker game on unity, it was a copy of cookie click pretty much, and someone tried to sell it on steam, the only difference make was the graphic of the cookie. I have no doubt that it was a scam, but oh dear I hope noone has even done that with a RPG Maker game sample. I don't want to take sides hugly here but the terrible RPG Maker games I've seen have had more effort put into them than the really terrible unity games. Maybe I'm just looking in the wrong places. 
 

sabao

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Most if not all faults pointed out about shovelware made with Unity pretty much applies in RM too. I think the only real difference is Unity gets a lot more press about it because, well, it's Unity. While both RM and Unity are both very much capable of high-quality games, I think the former holds a much more niche audience. Unity's market size and its more 'professional' rap just mean there's probably going to be more prominent examples of it and greater scrutiny from the market. I work with both myself, and find it's pretty much the same story on both sides. As the Unity CEO has pointed out, it's not the engine's fault. We get as much crappy RM games as Unity does.
 
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dungeon diver

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I think the big difference with Unity is the way that assets are packed. They are released as practically standalone games, meant to be "filled in" and expanded upon with assets of the buyer's creation. Of course since the licenses for these asset packs allow the buyer to sell any and all parts of the asset pack, this means that many scam "developers" such as the now infamous Digital Homicide will simply flip the asset pack itself onto the market.

Since they bought data and the right to distribute it, they rapidly overcome the cost of buying the asset pack and make a profit for minimal work.
 

Engr. Adiktuzmiko

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This happened before in RM, mainly because you know RM is so accessible. Right now, Unity seems to be more accessible too than before which is probably why we are seeing that same event happening in Unity.
 

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