THOUGHTS ON USING RTP.

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I'm fond of both the VX Ace and the XP RTP sets, as they are perfect 'upgrades' to the the Dragon Quest aesthetic from the early days of RPGs. Since that is the primary sort of game that RPG Maker is designed for, they work quite well for that purpose. There is also a lot of variety to the RTP, and since recolouring things is easy, you can give your game a fairly unique look just by colouring and mixing the sprites differently from others.

Personally speaking, as an artist I enjoy creating new content from scratch, and I don't mind that creating all of the graphics for my game has taken over a year. However, I don't think original graphics are required for an RPG Maker game to be fun, engaging and unique, as long as the graphics fit the style of the game.
I am not an artist, so I could only use RTP tilesets. However, I don't use exclusively default tiles, I try to find other interesting sets to make the game looks different. :D

By the way, when people say RTP, does it just mean the default tilesets ?
@SnowOwl
Well that's understandable. For me it's the gameplay that bores me when I play a game with the RTP because most of them are the same. I've been using RPG Maker since June 2012 so the RTP graphics are still fresh to me (except VX and 2K3).

Brady
Was Built From Pixels Up
3134
@Mr Detective:
Aye, RTP is "Run Time Package" which are the default graphics that come with the software.

On-Topic:
It's hard to look at an RTP game and not be more cautious, purely because there's nothing visually different about it.

Problem is, that it doesn't necessitate a lack of effort on part of the developer.
Some of the games I make are very small and based around one quick feature or concept, so the notion of making new graphics for it all is more work than the game itself, irrespective of how interesting the concept may or may not be.

Also, the fact that a lot of people making them are alone or in small groups, or simply have no artistic ability, and all that has nothing to do with the quality of the game. I'm sure there is a correlation between bad games and RTP games, but that doesn't mean that RTP games should automatically be glanced past.

To put it in a different perspective:
Gaming as a whole requires intense levels of coding knowledge and large teams. People using RPGM because it mitigates a requirement that stops otherwise creative folks from developing.
People who make RTP games because they aren't artistic are no different than people who use RPGM because they can't code.
With the amount of resources available these days, it's easy to grab hold of new content and not stick with just the RTP. However, unless most of the resources coming out now:

1. Clash with the RTP.
2. Not a complete set.
3. Made primarily for Ace.
4. Being sold (not free).

If you are using Ace, and have money to spare, you're all set. Everybody else either has to learn to create their own, stick with the RTP, or grab resources that will clash.

But even so, using the RTP doesn't have to hinder your creativity. There's all sort of creative ways you can use the RTP and make it stand out, and most of it just requires a bit of effort versus any professional skill or talent. Parallaxing, mastering the shift-click, and using events as an added layer go a long ways. There are easy to follow guides on recoloring, editing, and clumping to create the illusion of newer/edited resources. And of course, making sure your maps are proportioned just right (not too large to appear empty nor too small to appear cluttered). And don't forget, even if you tile map, you can always use background images as well.
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