SO...ARE YOU SERIOUS?

Posts

It's no fun when you delete your posts, Kuroi.
author=Clest link=topic=2301.msg45086#msg45086 date=1226969060
And Kuroi: As I think I made clear before, I have no interest in working as designer nor spriter for square or those other big companies, seriously, do you think that is all the market has to offer? Maybe in pretty (and useless) boxes on stores, but there are tons of small commercial dev companies making at least decent money with pixel based games.

No one says RM is standard pro tool either, neither that it can or was designed to compete with engines used by big companies and to make games sold at the same prices as Final Fantasy, but it can make games worth selling for a small price which can maintain a small company of ppl doing what they like to do. Might not give billions, but enough to keep working with that.

be realistic. no dev company with a team of 10+ people whom expect to be paid will gain profit off a pixel game, the games industry lives on money, indie dev teams make money from cellphone games, hand held or wii games at the most noone on this earth can have a full time job as a games designer working on a pixel game, part time in their mom basement with a dev team of 5-9 people maybe to make 3$ a download, not full time carier.

And i never said you wanted to become a spriter for square, thats was an example, i was highlighting that you couldnt get a job in a company that does get games on the shelves with only 'RMXP' expierence i said this due to the topic title, if your serious about this your not gonna get a job with only RMXP on your CV, like ive already said. And if your werent trying to state that RM could be used as a pro tool then don't give me examples of games that slipped through the net.
be realistic. no dev company with a team of 10+ people whom expect to be paid will gain profit off a pixel game, the games industry lives on money,

Yeah, and that's why I don't really play mainstream video games anymore.
author=Feldschlacht IV link=topic=2301.msg45103#msg45103 date=1226970800
Yeah, and that's why I don't really play mainstream video games anymore.

yeah it sux, i disagree too but its the truth and its how the industry survives.
Same as Feld above, and we are not alone, believe me.

Also the creator of Aveyond earned enough to live off from the game´s profit AND fund a far better sequel.
oh i do believe you dont worry, and i respect your veiews but loyalists who are against money grabbing games companies will eventually have to give into it becasue all the smaller companies are getting swallowed by the big ones either way. Games are getting more expensive to make and the basement dev teams are fading away to make DLC games, its sad i know, i hate it too becasue some good games game out of it all but y'know, gotta move with the times.

and yeah about the Aveyond developer; thats just one, name a 10th and ill agree with you, theres more chance that an indie dev will win the lottory to be totally honest.
oh i do believe you dont worry, and i respect your veiews but loyalists who are against money grabbing games companies will eventually have to give into it becasue all the smaller companies are getting swallowed by the big ones either way. Games are getting more expensive to make and the basement dev teams are fading away to make DLC games, its sad i know, i hate it too becasue some good games game out of it all but y'know, gotta move with the times.

This attitude is exactly why this is happening.

IT'S NO USE GUYS WE MIGHT AS WELL GIVE UP AND ASSIMILATE
Aveyond was not luck silly :) It wasn´t all game quality either, as Amanda herself admits, it was well placed and well directed marketing geared to the rightand EXISTENT public.

You are tied to what the big companies think, but the real money holders are the players (and parents for that matter) and those are far less demanding as you seem to think: The same way they buy big companies shitty concepts coated in awesome graphics, they can be hooked to games with not so awesome graphics but other appeals including low price =) I think you need to move on with times buddy.

Lastly: Tell us, you really had a dream of making a commercial RM game and being next Squaresoft but got frustrated and now you prefer to discourage others, right? You can be honest, we won´t be mean to you :3
lol im not that bad :P
im just realistic with the games industry, as much as id love for games to stay in the SNES era they cant, shit; if i could keep games coming in like FF6, chrono trigger and secret of mana id kill the current industry any day for, but its not gonna happen, lets face it :P

parents buy the Wii, players buy the easiet thing to them that is advertised to their faces, consoles. its really that simple.

lol square can burn for all i care, died years ago.
be realistic. no dev company with a team of 10+ people whom expect to be paid will gain profit off a pixel game, the games industry lives on money, indie dev teams make money from cellphone games, hand held or wii games at the most noone on this earth can have a full time job as a games designer working on a pixel game, part time in their mom basement with a dev team of 5-9 people maybe to make 3$ a download, not full time carier.

And i never said you wanted to become a spriter for square, thats was an example, i was highlighting that you couldnt get a job in a company that does get games on the shelves with only 'RMXP' expierence i said this due to the topic title, if your serious about this your not gonna get a job with only RMXP on your CV, like ive already said. And if your werent trying to state that RM could be used as a pro tool then don't give me examples of games that slipped through the net.

I'm not sure what you're even talking about, man. If you're presuming that your average small-scale indie game (which, lets say, on average costs $5,000 to develop, produce and market) won't garner any sort of profit; let's look at the (made up) figures. At a mere 1000 copies sold (this is more than reasonable: there are games ON RMN with HUNDREDS OF DOWNLOADS) and priced reasonably at ten dollars, the developer is more than doubling his expenses in terms of revenue. At twenty dollars, he is quadrupling them. (Again, this is at one thousand copies.)

This is WITHOUT considering mainstream distribution. All three hardware companies are now pretty intently catering to indie developers, and that's pretty impossible to ignore. Let's look at a generic sales figure for X'Box Live's Arcade marketplace, as an approximation! (Or this one!) Please notice how most (if not nearly *all*) of the titles rank in the tens of thousands of dollars, and kindly reconsider your contrived bullshit argument.

Familiarity with RPGMaker in and of itself, I agree, is rarely indicative of potential employment; but you can't outright deny cases where this has actually taken place. It's simply a tool that many bottom-barrel developers start out with, and with the appropriate amount of effort, more than capable of delivering a content-able product. (I'd link you to the website of a friend of mine to prove this exact point, but I'll spare him the empty publicity. =/)
Both routes can exist buddy, and it will become even more diverse with next generations.
Most ppl from our generation feel the same way as we do, so there is a market. Now, the big companies focus mainly on the newer generation gamers which is another market.

Think of it like comics and cartoons, animation didn´t kill comics and comics didn´t need to kill cartoons to stay alive, they work in parallel.
again, i wasnt talking about the ones that slipped through the net, i was just saying that 'RMXP' on your CV alone wont get you anywhere if your applying for a job in industry. And i was comparing the RM market income to the DLC income, i wasnt saying it doesnt make any money at all, just nowhere near enough to create a solid market for indie RM games.
author=Kuroi link=topic=2301.msg45115#msg45115 date=1226972589
again, i wasnt talking about the ones that slipped through the net, i was just saying that 'RMXP' on your CV alone wont get you anywhere if your applying for a job in industry. And i was comparing the RM market income to the DLC income, i wasnt saying it doesnt make any money at all, just nowhere near enough to create a solid market for indie RM games.

Again, your wrong.

Lys (creator of A Blurred Line) got a job in the industry in exactly this way.

I don't know what you're trying to prove. Your arguments aren't based in SOLID GROUND here.
author=Clest link=topic=2301.msg45114#msg45114 date=1226972425
Both routes can exist buddy, and it will become even more diverse with next generations.
Most ppl from our generation feel the same way as we do, so there is a market. Now, the big companies focus mainly on the newer generation gamers which is another market.

Think of it like comics and cartoons, animation didn´t kill comics and comics didn´t need to kill cartoons to stay alive, they work in parallel.

lol more like Black and white tv with Colour TV.
im just saying it'll die down eventually when the next gens come around, maybe not completely but to the point that the pixel games will be abit dead.

Again, your wrong.

Lys (creator of A Blurred Line) got a job in the industry in exactly this way.

I don't know what you're trying to prove. Your arguments aren't based in SOLID GROUND here.

lol still thats 2 devs, compared to the other 3 million developers all over the world thats really nothing solid. again; tallent aside thats down to luck also, thats like a 2/10'000 change you'll get a job based on RM, thats high hopes. too high.
Point taken about not getting a job on industry, not my interest really. But there is a huge and solid market for indie games which relates to the players ignored by the big industry. It is not a market that will generate huge companies, it is a market for a lot of small companies/groups to live from with a short but decent income. The key is to aim at the right target public and not to be too greedy.
author=Clest link=topic=2301.msg45119#msg45119 date=1226972996
Point taken about not getting a job on industry, not my interest really. But there is a huge and solid market for indie games which relates to the players ignored by the big industry. It is not a market that will generate huge companies, it is a market for a lot of small companies/groups to live from with a short but decent income. The key is to aim at the right target public and not to be too greedy.

oh the indie market is huge, just not for RMxP engine dev teams; which was my original point.

indie teams make alot of money but if they get too good they get sucked up by a bigger company, which is lame but the companys dont refuse million dollar contracts, no one is that loyal to indie games lol.
Why not for RMxP games? Does RMxP gives cancer or something? I am scared now o.o

Seriously, Snes style RPGs still have a large enough fanbase and it isn´t that big investment to try to sell games like that. As Feld said, it is more effective than keep complaining that the market sucks and life is not fair.
author=Kuroi link=topic=2301.msg45124#msg45124 date=1226973394
oh the indie market is huge, just not for RMxP engine dev teams; which was my original point.
You're missing the point, though. Companies (very wisely) don't particularly care about the engine or software used to create a profitable game; their interests lie in the merits of the finished products and how it benefits them financially. Your insistence on pinpointing RM as a supposed abomination is silly.
author=BlindSight link=topic=2301.msg45130#msg45130 date=1226974096
You're missing the point, though. Companies (very wisely) don't particularly care about the engine or software used to create a profitable game; their interests lie in the merits of the finished products and how it benefits them financially. Your insistence on pinpointing RM as a supposed abomination is silly.

errr no, you go to a company and your trained in a program or engine then your chances of getting the job is higher than the guy not trained, industry companies only care if you can fit in fast and work to the speed that the rest of the team is, the more training you require the more time they lose, the more time they need the more money it costs. the only time that tallent overcomes skills off the bat is when your a designer on the drawing board which noone is starting out. I'm studying it in university; people in industry have told me in person countless times, tallent is required further down the line, to climb the ladder you do lame ass work which a monkey could do.

im not saying that RM is a supposed abomination, but to a company who make mainstream games who your aiming to be employed by will think its an abomination if you like it or not. its like them asking if you can use photoshop and youve replied with 'I can use MS paint'



author=Clest link=topic=2301.msg45128#msg45128 date=1226973864
Why not for RMxP games? Does RMxP gives cancer or something? I am scared now o.o

Seriously, Snes style RPGs still have a large enough fanbase and it isn´t that big investment to try to sell games like that. As Feld said, it is more effective than keep complaining that the market sucks and life is not fair.

lol yeah the fan base is awesome, i love the old style snes games, RMXP style game just doesnt sell even for indie dev companies. if one company grabed its balls and took the dive it doesnt mean that all the other pixel loving indie companies are going to follow, they are likely to stand there and watch that first company land in a spike pit and say "...oh well, nice thought. lets go back to work on that cell phone game"
Funny enough I can use photoshop, but most of my spriting is done in paint for how fast it is (I only Photoshop for things like color editing and messing with layers).

And as you said, companies go for what works, as in any carrer you can "skip" the ladder with a lot of tallent forany areas, sure that for a programmer, RM won´t cut it, but for a game designer it sure does, in fact even pen and paper RPG designers have chances as long as their work is well spread and accepted by a general fan base.

And yeah, you keep tied to the company or being employed idea. With a shareware concept you can just promote your own game with minimum investment and Aveyond again did that, not by luck, but by talent (more on business than on game design I must saybut talent nonetheless :)

Also again: with low investment, takes nothing to try, and a lot to gain, if you don´t believe, your loss really =^.^=