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yeah, as they say there will always be haters
This is something I've said before, as the problem is with people. Regardless of the money poured into a project or how well polished it is (alongside how much custom content is used), a game will still get hated on.Even games like Enelysion, Star Stealing Prince, and Altered Legend get hated on from time to time. I'm playing Sweet Lily Dreams now, and there's still plenty of spite against that game simply for being made in RPG Maker, and that game is professionally well done.
So we can stand here and talk about what causes the hate and what can be done about it. The problem is, with or without the amateur games, there's always going to be somebody who hates the engine and will voice that hate as loud as they can for nothing more than because it was made in RPG Maker. Sure, amateur games don't help, but they're not the sole reason. Heck, I've come across a few games on Steam that weren't made in RPG Maker, but that hasn't stopped people from accusing the game of being such. People who will hate will do so, and there's nothing you can do to get them to see beyond their own prejudiced bias.
The only thing you can do is to continue to have fun with the maker while you design the game as best you know how and ignore the worthless rants that are spatted from illogical people.
Love it. I worked in Unity for some time and no matter what almost everyone I know will stereotype it as "The Indie Engine" or some sort and can never produce AAA quality work, but there has been some great games made with it though! Same goes for RPG Maker, stereotyped and hated, yet some have been able to produce great games from it. In the end there will be someone who just hates!So we can stand here and talk about what causes the hate and what can be done about it. The problem is, with or without the amateur games, there's always going to be somebody who hates the engine and will voice that hate as loud as they can for nothing more than because it was made in RPG Maker.
The only thing you can do is to continue to have fun with the maker while you design the game as best you know how and ignore the worthless rants that are spatted from illogical people.
There is no game engine that provides everything you need and then some.
Some just provide better ways to allow you to customize the UI to suit your project's needs.
Unity's approach of extracting public variables associated with individual objects and adding it directly into the UI, for example, is an effective feature.
Not played the DS remake (though I did play both the original and PSX versions) of ChronoTrigger, but honestly, With a little work and a few additional tilesets it could easily be replicated in RPGM (discounting the soundtrack) People look back at games with rose-colored glasses and dont realize just how simple most of them were when you boil them down (thinking back the only thing I dont know how to do (and this is coming from a relative n00b) is the "battle on-map-screen" instead of launching a "battle screen" (and there's probably a script for that)If these critics look at the credits of any modern AAA game or even re-treads of professional, old-school 2D RPGs like Chrono Trigger for the DS, there is an awfully long list for a reason. Big AAA name companies have the millions of dollars it takes to hire professional artists, musicians, programmers, writers, voice-over actors, testers and managers who ALL must work together to create a compelling game. I think it's safe to say almost no RPG Maker developers have that kind of cash lying around.
Really, I think comparing RPG Maker made games with AAA games is just absurd --- they are completely different categories. To me, the most important thing for an RPG is the game is fun to play, has an interesting storyline, and is well balanced --- challenging combat without being overpowering, logical puzzles, etc.
Could we re-create Chrono Trigger using RPG Maker? Of course we could! The engine is designed to create that style of game.Not played the DS remake (though I did play both the original and PSX versions) of ChronoTrigger, but honestly, With a little work and a few additional tilesets it could easily be replicated in RPGM (discounting the soundtrack) People look back at games with rose-colored glasses and dont realize just how simple most of them were when you boil them down (thinking back the only thing I dont know how to do (and this is coming from a relative n00b) is the "battle on-map-screen" instead of launching a "battle screen" (and there's probably a script for that)
Could we re-create Chrono Trigger using RPG Maker? Of course we could! The engine is designed to create that style of game.
Would it be extremely simple to do? Absolutely not. Let's see (since I recently re-played Chrono Trigger), we have probably dozens of dungeons from the first Cathedral dungeon, onward. And, let's not forget creating, effectively, 5 completely different world maps. Yes, there is definite overlap and re-use, between 600 and 1000 AD in particular. But 60 million BC and 2300 AD have completely different map styles, worlds and enemies.
Then, don't forget the significant changes to the map in 12,000 BC...
There are probably at least a dozen separate boss battles, as well as quite a few cutscenes.
So you're probably looking at creating no less than 250 separate enemies, with their independent stats, plus at least 60 different weapons, armors and items. And creating a host of skills, including dual and triple Techniques. Then, you're creating probably, at least 100 "maps" (a map can be a single room, or a dungeon floor). And you're writing a LOT of NPC dialogue and making sure the slew of Switches are set right so NPCs appear when needed, say what is relevant and disappear when not present. Chrono Trigger probably has at least 50 pages of NPC dialogue.
Now, once those are completed, comes the VERY painful task of balancing everything, so that at EVERY POINT, the game is challenging but fair. This means testing a large variety of permutations, especially when you have all 7 potential PCs. But, if anything major is overlooked, the game becomes unplayable. A LOT of amateur RPG maker games skip this step...
And, add in the importance of pacing. It's crucial to make sure the player doesn't feel bogged down --- are random encounters fairly brief? But it's equally important the player doesn't feel rushed. That's another balancing act which adds in to my previous paragraph. This is another thing a lot of amateur RPG maker game developers forget.
Also, add in a decent variety of side quests, with their own set of event flags.
Now, if you are creating your own Chrono Trigger like RPG, please add in creating your own entire world, and a compelling story in the world. Those will drive everything I just listed above.
This is why it takes so much effort to create a really good RPG, even using the RPG Maker toolkit. And why it's so easy to either get discouraged, or to say "It's good enough" and release a game long before it's really ready.
For example: my little tiny RPG for the contest has 15 minutes or so of playable content, yet took me 50 HOURS to get to that state. And I've heard several posts from people who have indeed made full, say, 20 hour RPGs --- it literally took them YEARS to get just right.
It's rewarding to do, but it definitely takes a long time to make a really good RPG. It's easy to make a crappy one, but Chrono Trigger is a good one, which is why people still play it.
I'm going to be a bit blunt: have you made a complete game yet? Because while I don't want to be mean, what you are saying is very wrong. You're ignoring balance of all items and spells and everything else; the active time combat system with animations, dynamic player positions, and all of that; character battle animations--even if you did something illegal and ripped the sprites directly, you still have to implement it; free movement that plays well; a very different sort of tiling system (and no grid). The list goes on and on. It is certainly not impossible to make it in Ace, but borderline extremely easy? No. Don't devalue game development like that, because it's plain wrong.Actually Chrono Trigger would be borderline extremely easy to make, and would take a lot less time to make then most RPGs.
The only thing that would be hard, is the tech system, and the weird targeting system in battles, because you'll need scripts for them.
Once you get that handled, It's a cake walk, very few dungeon maps exist in that game in general, no world map to speak of, no town maps, the maps the game does have, aren't complex at all, features that aren't fully implimented, very few side quests, simple puzzles, exc.
I have to agree, here. I'm still trucking along with a long-standing project (which I'll be honest, it's 10x easier to process now that I have this strange thing called free time, as well as a recently-earned background in programming), and currently, I'm just trying to recreate the overworld map style done in Final Fantasy Mystic Quest. Gosh, that's a headache all by itself. Granted, I know squat about Ruby, and haven't the opportunity to learn now, as I'm trying to learn Angular and Bootstrap for work... But I start thinking about everything in Chrono Trigger, and even if you WERE to just use the existing graphics and such, the amount of work it would require is simply staggering.I'm going to be a bit blunt: have you made a complete game yet? Because while I don't want to be mean, what you are saying is very wrong. You're ignoring balance of all items and spells and everything else; the active time combat system with animations, dynamic player positions, and all of that; character battle animations--even if you did something illegal and ripped the sprites directly, you still have to implement it; free movement that plays well; a very different sort of tiling system (and no grid). The list goes on and on. It is certainly not impossible to make it in Ace, but borderline extremely easy? No. Don't devalue game development like that, because it's plain wrong.
The trickiest part of chrono trigger would be all the divergent timelines.I have to agree, here. I'm still trucking along with a long-standing project (which I'll be honest, it's 10x easier to process now that I have this strange thing called free time, as well as a recently-earned background in programming), and currently, I'm just trying to recreate the overworld map style done in Final Fantasy Mystic Quest. Gosh, that's a headache all by itself. Granted, I know squat about Ruby, and haven't the opportunity to learn now, as I'm trying to learn Angular and Bootstrap for work... But I start thinking about everything in Chrono Trigger, and even if you WERE to just use the existing graphics and such, the amount of work it would require is simply staggering.
Yes, not as of late though, but that's because I wouldn't release a unfinished/half fast game like Chrono Trigger to beginwith. (Chrono Trigger, and Mario RPG are the most overrated RPGs of all time).I'm going to be a bit blunt: have you made a complete game yet? Because while I don't want to be mean, what you are saying is very wrong. You're ignoring balance of all items and spells and everything else; the active time combat system with animations, dynamic player positions, and all of that; character battle animations--even if you did something illegal and ripped the sprites directly, you still have to implement it; free movement that plays well; a very different sort of tiling system (and no grid). The list goes on and on. It is certainly not impossible to make it in Ace, but borderline extremely easy? No. Don't devalue game development like that, because it's plain wrong.
That's why you start balancing things near the start(in RPG Maker user's case, deleting the default enemy stats/char stat gains at lv up, instead of trying to utilize them, is a good rule of thumb). After you get the first region made, and when you place your first boss, you should do the balancing before progressing any further.Balancing a game, especially if ur gonna do it halfway thru or after you finish making the base version of the game, is extremely hard...
Ahem...Look around--there's still no game with the scale of Chrono Trigger being made by anyone