- Joined
- Feb 26, 2022
- Messages
- 654
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- 994
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- English
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- RMMV
@woootbm first, I would be careful about accepting games provided to you through comments. The guy in your comments doesn't sound like a bot, but still just be careful with that stuff - make sure they are providing a link that goes to a site with at least some protections and public comments on it (such as Steam or Itch). If they send you a personal cloud drive link, I would not download it - for your own safety.
Also, I think you should stick with your theme of original games and commercial games. Even if Lisa is more niche then say... fan games based around popular musicians and DC comic heroes...I think it will still run into the trappings of most fan games (though, maybe that's an interesting topic to discuss on your video
)
edit:
also, p.s.
there's something about the thumbnail that just makes me lose it. I can hear the inflection in my head, "What if the Witcher was a loooooooser"
Now, it seems the discussion around remakes has lost it's nuance here. Since this was somewhat stirred up by me, I feel like I should at least refocus this a little bit:
As with most things, there is always an exception to the rule.
As woootbm mentioned near the end of his video, I think there are 2 core reasons that might merit remaking an old game:
However, it doesn't really do a lot of good to - say - buy RM2k in 2019 (as your first forray into gamedev and/or the RM engines), finish your game in 2022, then buy MV/MZ in 2023 and start making a remake of the first game your built in the engine. Building new games instead of just remaking the single game does a lot of things for you: It grows your knowledge more quickly, it also casts a wider net. So if you are someone (for example the dev in this video) who is trying to capitalize on your games, then finding success is important. You don't want to keep casting the same small net to capture the audience because eventually your going to fish that niche dry. I think this video captures that point well: The first game had pretty good sales, but then the remake no one gave a damn about. (There's also the whole discussion around the removal of Green Light and the move towards Direct, but) I feel like if all those posts on his store page were about a new game from him instead of a remake from him, at least some of his older audience might have cared more - especially when the remake looks like the same game but now with widescreen support.
Concerning @RCXGaming , I think you actually don't really fall under this umbrella. When I say "remakes" I am really referring to games that have already been released and considered "finished". I know technically your game has had a public release as it was originally a game jam game, but the version you are working on is a full game which has only had a beta release and therefore I don't really consider it a "finished game".
Although rare, it's not unheard of for even AAA studios to abandon an engine mid-development because it's not meeting their needs, and so I sort of see you changing engines being similar to this situation. The engine you used was too limiting and not meeting your needs, so you ported your work to a new engine so that when the game is finished it better meets the expectations of your customers.
Also, I think you should stick with your theme of original games and commercial games. Even if Lisa is more niche then say... fan games based around popular musicians and DC comic heroes...I think it will still run into the trappings of most fan games (though, maybe that's an interesting topic to discuss on your video

edit:
also, p.s.
there's something about the thumbnail that just makes me lose it. I can hear the inflection in my head, "What if the Witcher was a loooooooser"
Now, it seems the discussion around remakes has lost it's nuance here. Since this was somewhat stirred up by me, I feel like I should at least refocus this a little bit:
As with most things, there is always an exception to the rule.
As woootbm mentioned near the end of his video, I think there are 2 core reasons that might merit remaking an old game:
- A noticeably technical improvement over the original
- A noticeable growth in skill, knowledge, and execution
However, it doesn't really do a lot of good to - say - buy RM2k in 2019 (as your first forray into gamedev and/or the RM engines), finish your game in 2022, then buy MV/MZ in 2023 and start making a remake of the first game your built in the engine. Building new games instead of just remaking the single game does a lot of things for you: It grows your knowledge more quickly, it also casts a wider net. So if you are someone (for example the dev in this video) who is trying to capitalize on your games, then finding success is important. You don't want to keep casting the same small net to capture the audience because eventually your going to fish that niche dry. I think this video captures that point well: The first game had pretty good sales, but then the remake no one gave a damn about. (There's also the whole discussion around the removal of Green Light and the move towards Direct, but) I feel like if all those posts on his store page were about a new game from him instead of a remake from him, at least some of his older audience might have cared more - especially when the remake looks like the same game but now with widescreen support.
Concerning @RCXGaming , I think you actually don't really fall under this umbrella. When I say "remakes" I am really referring to games that have already been released and considered "finished". I know technically your game has had a public release as it was originally a game jam game, but the version you are working on is a full game which has only had a beta release and therefore I don't really consider it a "finished game".
Although rare, it's not unheard of for even AAA studios to abandon an engine mid-development because it's not meeting their needs, and so I sort of see you changing engines being similar to this situation. The engine you used was too limiting and not meeting your needs, so you ported your work to a new engine so that when the game is finished it better meets the expectations of your customers.