LET'S HAVE A SERIOUS DISCUSSION ABOUT HOMEBREW RPGMAKER GAMES.

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I've been a member of the community for something like 10 years and have noticed that its single biggest adversary is eneral disinterest on the part of its members in other's games. To make even a second-rate game can take hundreds of hours and months to years of one's free time, and it's crushingly disappointing to see that nobody is interested in the majority of our homebrew games. Newer and younger members tend to be less discerning in what they are willing to play and will play anything, but that represents a relatively small body of people at any given time and at any community. A creator of a game who has put long hours in a computer chair into a homebrew game is rightly unsatisfied by only a few dozen or few hundred downloads and a handful of reviews. A small number of RPGMaker games and game creators are extremely popular, but a small circle of iconic creators is not enough to sustain a healthy community.

Why are people not playing the games? It's popular to blame this phenomenon on individual arrogance, and that our community would thrive if its members would simply put more effort into it. There are hundreds of members even at small communities like this one, and thousands of members at sites like Gaming World and RMXP.org. This doesn't factor the enormous number of lurkers that scour community sites for good (or bad) games. If our members would get off of their pomp kick and download something, we'd be a lot better off, right? Maybe, we would, but I don't think that is the proper solution. It doesn't solve the underlying problem.

I suggest that the problem lies in the fundamental standards of the community and in the goals of the projects themselves. Very few of our games are ever finished. On the other side, absolutely every 40-hour RPGMaker epic makes fundamental sacrifices in key areas in order to achieve completion. In both cases the result is a disappointing game experience that either leaves us wanting more or us quitting before it's through.

Our community has an unhealthy obsession with long cutscenes telling stories that nobody cares about (let's be honest) and obtrusively-decorated game maps filled with so much superfluous decoration (AKA Three-Tile-Rule) that the creator forgets about level design. Many maps are pretty but are no more sophisticated than basic corridor crawls. Man authors tout brilliant game design and give us broken technical demos with lots of numbers and long acronyms in their battle systems.

I propose that we as a community focus development on creating games with:
1. Compelling gameplay
2. Reasonable scope and
3. Unique Presentation

Compelling gameplay is something that is largely misunderstood in our community. Crunching numbers is not inherently fun unless the numbers are finely balanced and the rewards substantial. Many creators feel the core mechanics of RPGMaker are lacking (they are) and remedy this by stealing gameplay systems from Tales Of games. They create convoluted gameplay systems with ridiculous multi-syllabic names (Custom Toilet Aim System). Many diehard fans of RPGs insist that Dragon Quest games have the finest RPG gameplay around, and there's a reason for that -- Dragon Quest is light on features, but heavy on design. For a better discussion on game design, refer to Kentona's excellent series of articles called FUNdamentals of Game Design.

I generally find that games with a reasonable scope are non-existent in our community. Many of the top games, including my own, are just the first portion of what would otherwise be a sweeping adventure. Only a few long RPGMaker games are worth playing all the way through, and most of the incomplete games are pretty bad anyway (I hear they are supposed to pick up after chapter 1 but we'll never know!). Many of our most talented creators have never finished a game or even released anything (WIP), primarily because their projects are too ambitious or dependent on teamwork that doesn't come through. We are all trying to make Final Fantasy games, and we shouldn't be.

The most successful and interesting indie games on the internet tend to be titles like Desktop Tower Defense, Cave Story, and Lost Labyrinth (my personal favorite). These titles all have in common ba very specific objective and a scope that is reasonable for the creator to accomplish in a realistic timeframe. Cave Story, for example, is a very simple platformer with basic graphics that are intentionally a throwback but also an obvious development shortcut. A competent programmer or a skilled middleware user (for a game of that type Game Maker comes to mind) could develop a similar engine and have a working prototype out over a weekend. Similarly an experienced RPGMaker user could make prototype for a game like Lost Labyrinth in a day. While our community is spending countless hours trying to perfect maps assembled from resources stolen from Super Nintendo games, clever creators are spending much less time making games that are a lot more fun.

These games are more fun because the creator has time to focus on what actually makes a video game fun. Cave Story is not a very ambitious game technically and that gave the creator license to focus on brilliant level design and a very charming overall atmosphere. Kentona has done a similar thing with his game Hero's Realm -- he decided to focus exclusively on building a team of characters from standard RPG archetypes and putting them through a dungeon. Regardless of what you feel about his game, Kentona and his fans can rest assured that the project is a smashing success. It defined a narrow objective and achieved it. How many of the members of this community can say they have actually been successful in meeting their project goal? Enterprising homebrew developers set goals that they can accomplish. By doing this, they can release game experiences that are not only complete, but fully-fleshed. More importantly, if we as hobbyists are able to meet our goals, our persuits are much more emotionally fulfilling.

Unique presention is a goal that is actually easier to meet than we all think it is. Not everybody has an artist or can make their own art and has to rely on pre-existing assets, but that does not exclude them from having novel presentation. Sprite edits are a popular choice, because it makes an individual game's heroes look unique and is really easy to do. This is a great first step and in my opinion is a prerequisite for any homebrew RPG. Absolutely nobody wants to play a game where they have control over characters they are already familiar with. Custom graphics are always encouraged, and even if you are a mediocre artist, your second-rate graphics will probably look better than something you ripped off of another game. However, even a game full of original art does not address the basic issue that many RPGMaker games feel like RPGMaker games. If a game feels like an RPGMaker game, then it does not feel unique and will probably be inherently boring. This is the problem of presentation.

We already know that artistic talent is the first, best way to make your very special game feel unique. In the absence of an art staff, one solution lies with code. A great example is the custom systems in Legend of the Philosopher's Stone. Legend of the Philosopher's Stone is not really that interesting of a game by RPGMaker standards, but because it has its own menus and its own battle system, it feels like its own game and is automatically more fun. Key to the game's success is that the custom systems work, they are polished, and they are fairly inventive and pretty fun to manipulate. Legend of the Philospher's Stone is a massively popular game. Incidentally, it's special systems are the only reason. The game design and writing are competent, but so are those of every other RPGMaker game. I'm sure nearly any member of our community can make a game with core elements as interesting as Legend of the Philosopher's Stone. The game is special because it plays differently. We have more fun when we play it, because when we push buttons, the results are a little different.

However, you can still make a game feel unique without original graphics or lines of code. Kentona's Hero's Realm, for example, uses RPG Maker 2003 RTP graphics and sprite edits from Final Fantasy IV. It's a novel thought, and it works. The par for the course for RPG maker 200x is that the sprites are two tiles tile. Kentona's sprites are ingeniusly only one tile tall. The basic proportion of map objects to sprite is changed by the tiny square sprites, and it feels a little different than a typical RPG Maker game. Without coding custom systems or drawing his own art, Kentona was able to make his game feel a little different from most other RPG Maker games. It didn't take much work -- just a touch of creativity. Similar little innovations can make a world of difference in making your game successful.

Our community needs to approach game creation differently if it hopes to thrive. Most of us are making boring games that nobody wants to play. If we focus on the three basic elements of compelling gameplay, reasonable scope, and unique presentation, we will be more successful in accomplishing project goals and making games that are more fun to play. Specific and manageable objectives flavored with a solid foundation of good game design and a touch of creativity result in better games. Better games increase community participation. What does community participation lead to?

Well, leads to more people bothering to play, and maybe even enjoy, the homebrew game that you have devoted a very valuable piece of your life to.
kentona
By the power of donations!
13164
I approve of this topic.

EDIT:
I have difficulty taking myself seriously. But in all earnestness, brandonabley nailed it on the head - we take on wayyyy to much when we design our little homebrew games. brandonabley frequently cites Hero's Realm as a good example, but, damn, has the scope creep on that game been killing me!

In my own experience, when I started work on Hero's Realm, I approached it with the singular goal of making a game that RM2k3 was designed to make. Screw custom systems and custom leveling and fancy CMSes - I tried that once (Runelords) and it killed me. I realised that if I ever wanted to get something done, I was going to have to scale back my expectations and ambitions drastically. Even so, I still missed the mark - HR would have been released by now if I hadn't.

I took an element from Dragon Warrior III that I love - building a party from scratch from pre-conceived classes - and built a game around it. I think iish feels it's Dragon Warrior III 2.

If someone (Him, I'm looking at you) were to write an article outlining how we can achieve the basic elements of compelling gameplay, reasonable scope, and unique presentation, it would be an elightening read.

Excellent essay, brandonabley.
harmonic
It's like toothpicks against a tank
3324
Read the whole thing.

Legacies of Dondoran is a great example of a game that was uniquely LONG and COMPLETE at the same time, but as mentioned by the OP, sacrificed a few elements (the beginning paled in comparison to the middle and end) for the sake of being long and complete.

That's why with LoD2 I'm making a point not to inject any "filler" gameplay. It'll be a shorter game for sure.

I really do think playing of games should increase as well. Of course, I feel hypocritical saying that since I, just like Badluck, simply don't play others' games very much. I'm usually preoccupied with something else, so it's hard to find the time! But I'm a self supporting adult, if I was still in college, it'd be way way easier. I really do think it would be easier for me to stomach RPGmaker games if they didn't have super long intros, slow walk speed, totally boring battle and progression systems, glaring cliches, etc. I enjoyed Hero's Realm... while I like character creation and progression to be even deeper than that, I actually played it and liked it. The DW3 style system was great.

But yeah there just has to be that "it" factor. My IRL buddy played LoD throughout, and after he was no longer able to accumulate skill points from leveling up (level 50 up) he said he lost interest in it!
I agree with you Brandon. It took me a while to get into the mindset of it, but during my RM career I have looked at what I was doing in a bunch of different ways, and have seen how key presentation and finding shortcuts in development are. This is a reason why I have always been in favour of episodic content for RM games - the simple fact that we don't need to play a 30 hour epic adventure. To be honest, I don't think I would want to. I would probably play more RM games too if people apprached RM games more as "TV shows" rather than "Movies". It would mean they were smaller to download, easier to make, easier to finish an episode, and easy to build up a following of loyal "viewers" if you've got good content.
brandonabley, out of the list of games you mentioned, I've only played less than half (your game- Wilfred the Hero, Three the Hard Way, A Blurred Line), mainly because they're not just the Final Fantasy epic again. I'll have to give Last Scenario a try.

I've played Final Fantasy ad nauseam. I don't really want Final Fantasy VI again, the best that the community can do with this technology.

Sometimes, I just want something I can pick up and finish within a couple hours. Wilfred the Hero did great on that respect.

I even have an idea for episodic content when it comes to levels. Suppose that you don't want to play the first several hours of a game again to reach a certain point.

Well, a code can be given at the end of an episode that will work on the next. That way, instead of starting at a default level with default equipment, you'll keep the stats you had before. I'm not sure if transferring a save from the old episode would work on the new one, because it could be done that way.

Episodic content also means that a game could have modules, such as an optional super-boss in, say, Episode Ten, where your party would need level 70+ stats to survive. Or, you could skip that one entirely, and finish with Episode Nine.

If support for a series starts to look weak, then it could have an early end (as I've seen some TV shows do), or a gimmick to draw in more people.

Ocean
Foodmonster
5921
Reasonable scope. I've seen a few projects that boasted 9999 maps, 999 enemies, 300 characters, 100+ hours of gameplay, stuff like that. I'm an impatient person, so I tend not to want to make my game any more than 10 hours. For me, long doesn't equal fun. I'd rather have a 20 minute game that's really fun than a 320 hour game that bores me.
The great thing about episodic content is
-it won't feel like a 320 hour game. Some of the great shows of all time had 100s of episodes. If you could play any one at any time, without having to go through all the ones before it, it'd be great.
-you can add special episodes at any time. This includes side quests at the end of the game. Or the end of the entire project in this case.

Say you liked The Simpsons episode 75. Notice that you didn't have to watch episodes 1-74 to get to that point, whereas you would in an epic RPG. 20 minutes an episode (remember, commercials) times 74 episodes is 1480 minutes, or about 25 hours.

If I had to watch the equivalent of 74 episodes of The Simpsons before I got to the part I wanted to see, I'd give up. By the way: a 320 hour game comes out to 960 20 min. episodes- more than The Simpsons has produced. This is also why most RPGs have minimal replay value.

There have been 400 episodes, which at 20 min. each is about 133 hours (about as long as Dragon Quest VII). For a 40 hour RPG, that is the equivalent of 120 episodes (six seasons, or roughly the "good" part of The Simpsons- to me, it went downhill after about 1996). Even a 20 hour RPG is "only" 60 episodes (about three seasons' worth!)
author=Ocean link=topic=636.msg8372#msg8372 date=1201857620
Reasonable scope. I've seen a few projects that boasted 9999 maps, 999 enemies, 300 characters, 100+ hours of gameplay, stuff like that. I'm an impatient person, so I tend not to want to make my game any more than 10 hours. For me, long doesn't equal fun. I'd rather have a 20 minute game that's really fun than a 320 hour game that bores me.

Yep. I agree with what Ocean said. Long games don't necessarily mean it's going to be fun.
author=VideoWizard link=topic=636.msg8373#msg8373 date=1201860088
The great thing about episodic content is
-it won't feel like a 320 hour game. Some of the great shows of all time had 100s of episodes. If you could play any one at any time, without having to go through all the ones before it, it'd be great.
-you can add special episodes at any time. This includes side quests at the end of the game. Or the end of the entire project in this case.

Say you liked The Simpsons episode 75. Notice that you didn't have to watch episodes 1-74 to get to that point, whereas you would in an epic RPG. 20 minutes an episode (remember, commercials) times 74 episodes is 1480 minutes, or about 25 hours.

If I had to watch the equivalent of 74 episodes of The Simpsons before I got to the part I wanted to see, I'd give up. By the way: a 320 hour game comes out to 960 20 min. episodes- more than The Simpsons has produced. This is also why most RPGs have minimal replay value.

There have been 400 episodes, which at 20 min. each is about 133 hours (about as long as Dragon Quest VII). For a 40 hour RPG, that is the equivalent of 120 episodes (six seasons, or roughly the "good" part of The Simpsons- to me, it went downhill after about 1996). Even a 20 hour RPG is "only" 60 episodes (about three seasons' worth!)

It's interesting when you bring it down to that denominator. To actually line up it against a TV show, it kinda humbles the whole "40 Hour Epic" RPG.

No, long games don't have to be fun. But when making a short game you absolutely must include re-playability. I think Hero's Realm does that, with the custom party thing. But any linear RPG almost automatically fails at it. Only games like Disgaea, and Final Fantasy 12, and MMORPGs have ever busted 50 hours for me. Even if the RPG takes longer than that, I am more willing to drop it than finish it.
author=VideoWizard link=topic=636.msg8371#msg8371 date=1201856182
brandonabley, out of the list of games you mentioned, I've only played less than half (your game- Wilfred the Hero, Three the Hard Way, A Blurred Line), mainly because they're not just the Final Fantasy epic again. I'll have to give Last Scenario a try.


You NEED to play The Way. It isn't like Final Fantasy at all--more like an adventure game with a few RPG elements.

Last Scenario, on the other hand, is very Final-Fantasy-ish. But it's good, and one of the best things to come out of XP, so you might as well try it.
kentona
By the power of donations!
13164
I've been meaning to read a book called "A Theory of Fun for Game Design" by Raph Koster. I think it could be enlightening.

To make my game fun, I try to maximize the enjoyment of the core gameplay. I do this by paying careful attention to balancing, trying to give interesting skills to the party members and monsters, and having a wide (but balanced) assortment of equipment to equip.

Secondly, I minimize dialogue and simplify the plot. It's fairly digestable and easy to get into.

Thirdly, I reward players frequently. Exploration is encouraged, quests are varied and frequent, and are often rewarded with items or information. I play little graphics when you find an item. I play a little ditty every time you complete an important part of the quest. Things like that make the player feel good about playing the game.

I vary the difficulty. Some areas are more difficult than others to go through. I try to mix it up because otherwise the gameplay becomes tedious. Challenge is always a draw to a game.

The role of the Player is direct and obvious. You are a HERO. Go kill badguys. This is closely linked with a clear objective.

I am trying very hard to add replayability (hence the large numbers of classes you can choose from) BUT I am not satisfied with my work so far in this area.

I try to remain consistent with my game world. ie- All Ghosts are immune to physical attacks. You often find treasure in cabinets. You can find scrolls on bookshelves.

Anywho, from the book Swords & Circuitry, some ingredients of the Classic RPG are:

0. Avatar Development
1. Immersive Exploration
2. Epic Story
3. Combat
4. Interim Quests
5. Grabbing Treasure
6. Resource Management
7. Problem Solving

You might also want to look into something called operant conditioning. Basically, if you reward a person for a behaviour, he will continue to engage in that behaviour until you stop rewarding them. On the flip side, if you punish certain behaviour, the person will stop engaging in that behaviour.

As an example, if you want the player to enter shops in new towns to purchase weapons, reward that behaviour by making the weapons noticably more effective than anything they could buy in an earlier town.

Some ideas for rewards:

Glory
- recognize victories (ie- messages, animations, little ditties when completing a major quest)

Sustenance
- things like healing potions and whatnot that help keep the player alive long enough to get the other rewards.

Access
- open up new areas. (ie- keys)

Facility
- skills/equipment that make the player's character stronger/better


Also, I use Excel to keep track of it all. ;)


Humans are hardwired to enjoy learning, and games are really all about learning - rules, strategies, knowledge, story...
author=VideoWizard link=topic=636.msg8371#msg8371 date=1201856182
Sometimes, I just want something I can pick up and finish within a couple hours. Wilfred the Hero did great on that respect.

I even have an idea for episodic content when it comes to levels. Suppose that you don't want to play the first several hours of a game again to reach a certain point.

I think that I need to put up a thread for WtH here because it doesn't seem like many of the members of RMN have played it. It's generally a bad example of what I call good homebrew game design though, because it's filled with really long cutscenes (the opening is like 20 minutes long). I really wanted to finish it but sometimes that's the consequence of working with a team.

About episodic RPGs: The Way, one of the most staggeringly popular RPG Maker games ever made, used the episodic format. There are six episodes, and each is a few hours long. You can copy your old save into the new episode or you can start fresh with what the creator thought would be average stats at that point in the game. It was a pretty cool game and I think that the episodic format was key for Lun's motivation as well as overall community interest.
Not to toot my own horn here but Master of the Wind has been an episodic RPG since the beginning. It definitely has helped us with our motivation and we have learned a lot on the way. We knew the scope of the game would have been too large for just one single RPG so by breaking it into seven different arcs we hoped it would motivate us more to finish. I guess if there is a downside to it you can say the earlier arcs don't stand up to the later arcs since we didn't know the shit back then we do now. But it is also cool to see how far the project has come from the beginning. The fans also seem to like it and we try to leave each arc with an exciting revelation to keep people speculating until the next one. We handle the transfer to each new arc like The Way does. That way people who have played the previous games can keep their stats and rare loot they have amassed and newbies can jump right into the game.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11338
I'm a big fan of shorter games. The fact you compared them to TV Shows instead of movies is absolutely brilliant.

For the past while, my game designs have all been for shorter and shorter games. I think it suits the nature of the community more than big, drawn out epics.

Also ArtBane, update your freaking MotW page here.
author=WIP link=topic=636.msg8393#msg8393 date=1201885736
I'm a big fan of shorter games. The fact you compared them to TV Shows instead of movies is absolutely brilliant.

For the past while, my game designs have all been for shorter and shorter games. I think it suits the nature of the community more than big, drawn out epics.

Also ArtBane, update your freaking MotW page here.

Did that. I forgot to mention Quintessence as another example of a successful episodic game. Even though the project is relatively new Reives has six episodes out already. Each one only lasts a hour or so but Reives is able to put them out at a fast enough pace to keep the fans interested. Quintessence's recent success in the Misaos is not only a testament to the quality of the project but the effectiveness of this approach to development.
I wouldn't mind making a shorter game myself. It's just that most of my ideas trend toward being longer games. In my opinion, game length is almost completely irrelevant. Take as much time as you need to get the point of your game across. If it takes 1 hour or 100 hours.

Re The Way: Now that the whole thing is done, I'd be in favor of Lun piling all 6 episodes into one project. Save the trouble of transferring saves between episodes. ;D
author=iishenron link=topic=636.msg8425#msg8425 date=1201917454
Re The Way: Now that the whole thing is done, I'd be in favor of Lun piling all 6 episodes into one project. Save the trouble of transferring saves between episodes. ;D

I believe that he released a version several years ago that not only does that but offers to power up your characters and thus make battling irrelevant (if you want to go through the story).
It's actually still in episodic format (I checked). But yeah, there's a Story Mode now which allows you to win all battles, solve all puzzles and win all plunges, if you're just in it for the characters or want to get ahead in the plot. There's also some new face-sets and stuff.

I really need to contribute something to this conversation, but I can't think of anything that hasn't already been said...
Craze
RMN's supervillain, and enjoying it
7439
I'd like to agree completely with kentona. The only really bad thing about HR is that the world map walkspeed is so slow it actually discourages exploration unless you hack it. :<

For Versus Xerza, I tried to emulate part of HR's success: minimizing dialogue and producing a simple yet engaging plot. I know it worked, because I got plenty of postive comments in regard to those elements.

That said, HR and VX take it a bit far. Demon Legacy does the exact same thing, but disguises it with an epic story. There are lots of very short cutscenes throughout the game, which an incredible way to build the characters. I feel like I really know Faust and Iris... they've had, what, ten text boxes each after two or three dungeons (where I currently am, anyway)? Demon Legacy also has only a handful of encounters in each dungeon, but they're tough and rewarding (in this case, high EXP drops). It's not quite as superbly balanced as Kinetic Cipher (Again), but it's still effective.

What I'm trying to say: I agree with this topic's OP and kentona.
Ciel
an aristocrat of rpgmaker culture
242
Yeah, for the "TV Show" thing, I've been thinking about my game like that since I started designing it. It's not one of those epic-in-scope games at all but it's probably too long for a single release, so I wanted to make it with sort of a serialized television approach.
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