What are some general pet peeves you have for Rpg Maker Games you've played?

Conflictx3

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Read a great thread here yesterday about things that make rpg maker games boring and it got me thinking about some of my pet peeves in games I've played and curious about yours to! Could be anything from "them dang square rooms" to constantly misspelled dialogue, anything goes!.

For me

1. Random Try-hard Japanese name for the hero and nobody else : If I had a dime for everytime I played a game where the protagonist was named something like "Honosuke" but his party was named "Diane, Hixford, & Eddie" I could afford to go to the upcoming Olympics.

2. Using the instrumental of top 40 billboard songs and classic hits: this happened more commonly during the early 00's but I played a FEW games that had this one SLAMMING instrumental in their game and then I ended up hearing the real actual song a few days/weeks later, it just instantly devalues the game for me, getting brownie points for using a beat thats already passed the test of being a "memorable" tune.

3. Opening Scene - Waking up out of the bed of mom's house: everytime I see this trope Its beautifully done, but it's always followed by BS. Look I get it, its suppose to give a sense of relatability, MC is just a normal kid, except somehow after they get of bed on that faithful day they never go back in that bed ever again, they never get lazy or tired or have a sense of "i miss mom" they're just on that endless quest that all started with gathering firewood for the village elder from some aggressive RTP rats right outside of town for the big festival tonight that mom had to wake you out of bed for in the first place. And where is dad?? Why doesn't dad ever wake us out of bed? To busy being the plot twist villain?

4. Mini Games/Play Areas!! I'm sorry mini games and Play Areas (Casinos, "Gold Saucer", etc.) In RPG Maker Games are the epitome of unnecessary and including it for the sake of features. Now dont get me wrong have a 1 time specific mini game during a event is great like maybe a lock picking minigame while stuck in jail, great. But no I do not want to play a hand of black jack in your medieval sci-fi adventure, mini games in industry games are used to break up some of the monotony of that 40-60 hour plot, it a a small escape from their troubles just like the game itself is a small escape from the players troubles. But succesfully completed RMMV games are 5-6 hours tops, you hardly need a "break from the action" with that.

5. Missing Files - I've played great games, GREAT games where a file went missing on the 2nd or 3rd boss and I has to drop the game what a shame, play test, play test!!
That's all I have for now
 
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bgillisp

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1. No balance. I've played many a game where the game is either too easy or too hard, and never the two shall meet. The worst is when you can easy KO anything in the random enemies, but you keep losing to the boss as it requires that one strategy that you never got trained on or learned so until you find it or get physic, you are stuck.

2. Super long and/or cheap final bosses. No one likes a boss fight that lasts 3 hours. If your boss battle takes longer to beat than it takes to watch a full length movie, you did it wrong.
 

Arcmagik

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Default Encounter Rate - which is broken with it's formula and no good at all. Battling every handful of steps is terrible and boring.

Terrible Spelling and Grammar - Now this isn't my strongest point I take a lot of effort to make sure that my spelling is correct. I'll run things through a spell check or Google a word to spell it accurately. I can deal with slightly bad grammar but terrible spelling is an instant turn off for me.

Horrible Mapping - There are plenty of mapping tutorials and resources. I took a long time to learn mapping and consistently listened to feedback to improve. There is no excuse for this. If I see maps in screenshots that are bad I won't bother with the game anymore. I will not even look at games by certain people anymore when I have seen screenshots in threads where they ignore or dismiss the feedback that is offered to them.
 

TheoAllen

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1. As an animation enthusiast, it bothers me when people tried hard to make / shows up custom action sequence but the animation they are using are the one from default database. Like, why can't you twist it a little? Even I appreciate a slight different slashing attack, just not default.

2. A lot of skill that scroll past the window, so I have to scroll to use different skill.

3. Moghunter default graphics.

4. People putting loading screen (in VXA games) in save/load while we know there is no load time. Like, why is it even there? I don't need your picture you put there.

5. Default font.

6. Use default Decision3 as confirm SE. It hurts my ears while not literally.

I may have more, but these atm are one I could come up with.
 

Arcmagik

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2. Super long and/or cheap final bosses.

Not just RM games too. This is the problem I am having with Octopath Traveler right now! It is completely unnecessary and not exciting at all.
 

Milennin

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When I go into my first battle and all I have is Attack and an empty skill list, or a skill list with default skills. <-- the single worst sin you can commit in RPG Making, in my opinion.

When characters don't respond like normal human beings to events that should leave an impact, like people getting murdered before their eyes.

When house interiors represent ballrooms more than the inside of a normal house, and it takes ages to go from one end to the other. And when there's no dash toggle (one of my main gripes in most VXA games).
 

Idiot

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Default fonts and sound effects...it's such a simple change that it's unforgivable to keep the default.
 

MMMm

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Poorly configured ATB battle systems where the turns take so long that you could deliver a baby and still have to wait a few seconds before you can act.

Overuse of Yanfly's enemy level plugin. In every game that relies on this as it's sole method of balancing combat, you NEVER want to gain levels at all. By necessity, to use the plugin you have to make the enemy stats weak so they don't get boosted and 1 shot everyone.

So that means by avoiding every single fight and taking gear from treasure chests, you can kill bosses in 2 or 3 rounds. The bosses will still have low stats because you haven't been training and the game designer typically gives you powerful skills from the mandatory leveling you do and strong equipment in dungeons and from the story.

So while the enemy level plugin is good, when you poorly balance it, the player never has an incentive to fight any enemies or gain levels as that actually just makes you weaker. If every enemy is raised to be the same level as the player, sewer rats can pose a threat to you even at high levels. It's the exact opposite of how things should be.

A lack of play testing. Before you release your game to the world, you should at least see if everything works. If something is obviously broken, you should catch that yourself. Not everyone has tolerance for game breaking bugs and it loses you players.
 

Conflictx3

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4. Mini Games/Play Areas!! I'm sorry mini games and Play Areas (Casinos, "Gold Saucer", etc.) In RPG Maker Games are the epitome of unnecessary and including it for the sake of features. Now dont get me wrong have a 1 time specific mini game during a event is great like maybe a lock picking minigame while stuck in jail, great. But no I do not want to play a hand of black jack in your medieval sci-fi adventure, mini games in industry games are used to break up some of the monotony of that 40-60 hour plot, it a a small escape from their troubles just like the game itself is a small escape from the players troubles. But succesfully completed RM games are 5-6 hours tops, you hardly need a "break from the action" with that.
 

Frogboy

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Default Encounter Rate - which is broken with it's formula and no good at all. Battling every handful of steps is terrible and boring.

I believe the default encounter rate assumes that Auto-dash is off and maps are relatively small. It's not broken, it's just often times not set by the dev to what it should be based on map size and movement speed. Many devs decided that maps need to be 100+ by 100+ and traversable in under 20 seconds. That requires altering the default value and if the dev doesn't, yeah, it's going to suck.
 

TheoAllen

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Ah now that you mentioned mini games, let me add one into my menu.

7. Puzzle obstacles. I can't get enough to say how I hate this. I don't want to play a game that is battle / grinding heavy then I suddenly the dev decided to introduce puzzle as obstacle. Even worse if the puzzle required me to take a note to actually solve the puzzle, and it is necessary to advance the game. There is a certain game here that I don't want to name it, which put me off just because the dev put puzzles. It was a shame that I liked the battle, but I dropped it because of the puzzle mixed together with the game. If I don't play a battle / grinding heavy game, then it's fine. But dear god, don't mix them.
 

trouble time

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I'm taking a small break from a bit of work to post this, so right now I'm not going to post everything, but I'll go with my biggest pet peeve.
1.Boring characters, this isn't really unique to RPG Maker , but it happens a ton in RPG Maker games. RPG Maker default character designs are a bit generic--but many of the custom character designs are even worse. The characters personalities are often even worse. I get the feeling from a lot of RPG Maker characters that what's supposed to be interesting about them is what they are not. A small example "My healer isn't a shy girl" and that's all they are. They're not a shy girl but they didn't really put any thing of substance to replace that.
 

MMMm

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7. Puzzle obstacles.

One of the few things that'll make me drop a game outright. At the very least the puzzle could have a hint you can buy, or you could have a combat encounter that replaces the need to solve the puzzle. If all I do in this game is fight to the death, why are you including challenges that can't be solved with violence? And especially ones that I can't progress if I can't solve them. It's terrible.
 

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1. Boss fights which takes way to long.

2. 20-steps monster pop up games.

3. Character which wont progress or learn from there mistakes

These are my main 3 :D
 

Dankovsky

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I can agree with almost everything mentioned, so I'll add one that hasn't been mentioned yet: unclear goals and useless "exploration"

When at any point of the game you don't know what you're supposed to do next. When you have to actively find your objective in a huge open area, or take a guess at what the developer intended for you to do.

The worst is when somebody starts a game in a huge ass Starter Town and your first quest is to find someone somewhere in it. Usually those are not the most entertaining 30 minutes of my life. Also when you're dropped into world map without clear goal or directions.

If I had to pick a second one, it would be cringe fanfiction-quality writing, dumb-ass plots, ridiculous or nonexistent character motivations and stock characters/archtypes.
 
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When a game starts with a monologue before introducing characters that talk like they are from babys first fantasy manga im out. It happens a lot. A lot.
 

Dankovsky

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I've got extra: not even trying to make your battle system into anything fun and original & enemies that don't do anything except attacking
 

bgillisp

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@Dankovsky I'm of the opposite opinion here. You got to let the players learn the system before it gets too advanced. So for me a pet peeve is throwing everything at you at start. If I need a crib sheet and or an faq to do battle 1 forget it

Now if you mean all game is that way I'd agree to a degree. Sometimes it's different to have a monster who focuses on overwhelming you by attack only.

@TheoAllen for ace I actually find the default confirm se the best of the choices the others are even worse. Mv though that one hurts I'd agree

Also remember not many fonts can be used legally as you have to distribute the font too and many refuse to let you do that. So alk i ever ask a game to do us make it readable. The default does a nice job if that which is why many use it. Its like how 99% of books use the same font. No one conplains about that as we care that it can be read. So if rather play 100 games on the default vs 1 with a fancy unique font I can't read
 
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Dankovsky

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@Dankovsky I guess you don't like final fantasy or persona then as about every rpg the first dungeons 99% of monsters only attack. You got to let the players learn the system before it gets too advanced.

Now if you mean all game is that way I'd agree to a degree. Sometimes it's different to have a monster who focuses on overwhelming you by attack only.
I love final fantasy but I have to admit that combat is the weakest element for most of the games in the series, especially outside of boss fights.

You can make your enemies interesting and fun to play against without overwhelming the player, even in the first dungeon - you don't have to make them into killing machines to make them original and fun to fight. And yeah, there are RPG Maker games that never bother to make their enemies special apart from maybe giving them one random damage skill and calling it a day.

For some good enemy design examples there's a great "Bestiary" thread on this very forum.

And it's even very simple to make each enemy have some personality without making it OP or too complex for newbies - like the bear that gets enraged after 5 turns (even if it's just fancy animation and +10% damage), or the goblin that sometimes runs away on low HP, or the guardsman that sometimes defends with his shield, or even the bandit who simply curses when taking a critical hit.

(sorry for going a little off topic)
 

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