HYPER MAGAZINE INTERVIEW QUESTIONS
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Hey Kenton (if that is indeed your real name),
My name's Liam Sharrad and I'm writing on behalf of the Australian multi-platform gaming magazine Hyper. We're putting together a little piece on RPG Maker and the community behind it, and your games are all over RMN. So, with our collective brainpower, we decided that speaking to you would be a very good idea, and were wondering whether you'd have any time available over the next few days to answer some questions via email, or for a quick phone interview. If this is a possibility then we'd love to hear back from you! If not, we'll fall to our knees and curse your screen name to the heavens (or something equally as dramatic).
Thanks in advance,
guy from Hyper magazine
So I got this email on Monday regarding an interview request for the Hyper gaming magazine based in Australia. They are looking to do a piece on RPG Maker and the community behind it. I was one of the handful of people they contacted for interview questions (did anyone else here get one?)
Anywho, I got the questions, answered them and sent them off. However, I did obtain permission to ask the same questions to the userbase here at RMN - so I am! I have tweaked them some (since the some of the questions for me were tailored around my specific games) to make them generalized.
Just a quick heads-up, the article itself will be mainly looking at why people spend hours and hours creating these games that they give away for free, and examining whether or not RPG Maker games are legitimate gaming experiences despite the fact that they're built with a game creator tool.
To this I responded: define "legitimate gaming experience"?
Anywho, one to the questions!
First things first, why did you start using RPG Maker? (And the associated questions, How long have you been using it? How did you find the program in the first place?)
Can you tell me a little about the first games you created, and how long it took you to build up the skills to create something (what I'm assuming is) your current project,
About Trials & Tribulations in particular, it seems to have this off-kilter sense of humour that a lot of RPG Maker titles have, why do you think that is?
Can you tell me how long it takes you to create something like
And just to get philosophical - why have you spent so long making these games?
Did you, or do you, ever plan to charge people for your RPG Maker games? Or is money not really an issue?
And if money isn't an issue, then why do you create these games?
What do you think of other people and even companies now that are selling games created in RPG Maker?
Why do you think so many people create these amazingly detailed games and make them available for free?
Now I know you're pretty active on RPGMaker.net, I'm just wondering why the community is important to you?
Can you tell me about the community? (Is it friendly or competitive or bursting at the seams with creative juices?)
And finally, do you think games created with RPG Maker are looked down upon just because they've been made with a game creator tool?
I look forward to reading your reply, and I can't thank you enough for helping out!
Anyone care to take a shot at answering these questions for yourself? I have my answers, but I figured I'd ping you guys first before (or if) I share mine.
well...I could share mine :x
First things first, why did you start using RPG Maker? (And the associated questions, How long have you been using it? How did you find the program in the first place?)
I started using rpgmaker since I was in highschool, 13 years old. I found the program after I deemed sphere to be extremely complicated for a little artist girl like me who just want to make crap.
Can you tell me a little about the first games you created, and how long it took you to build up the skills to create something (what I'm assuming is) your current project, Alice?
The first games I created...were final fantasy fangames, mostly to learn the engine, the only time I went serious was one game named Lost Seraph. It took me 5 years to learn everything logically possible and art wise to do what I want with it, but I failed miserably when I lost it in an HD crash. It was probably my only complete game. It took me another 4 years to learn more skills to achieve it art wise but still failing. But that's because in RPGMaker community, we try to do everything as solo work than team work.
Can you tell me how long it takes you to create something like *game here
I'm still working on mine and it's still not yet done >_<
But the only complete game, Valthirian Arc, took 5-6 months but that's a team project and in flash.
And just to get philosophical - why have you spent so long making these games?
Because I want to see them complete and show it off to my friends and for a reason stated below.
Did you, or do you, ever plan to charge people for your RPG Maker games? Or is money not really an issue?
Never because all I want to do is make free games.
And if money isn't an issue, then why do you create these games?
Because...I like making them and share a story...
What do you think of other people and even companies now that are selling games created in RPG Maker?
Well, some are actually good I didn't feel that they were RPGmaker games, but those were foreign ones and usually in Japanese. But the ones that were made in short periods of time that are released as it is, my viewpoint for them is really low. I think as long as they're not ripping us off it's fine.
Why do you think so many people create these amazingly detailed games and make them available for free?
I wish I can answer but I don't know why I'm working so hard to make my stuff so detailed as possible.
Now I know you're pretty active on RPGMaker.net, I'm just wondering why the community is important to you?
It's not what you know, it's who you know :D
Can you tell me about the community? (Is it friendly or competitive or bursting at the seams with creative juices?)
Some are actually competitive in a very bad way, like their games are the best thing ever. I rarely get creative juices from RM* Games but there are really few ones that are doing it. I do like the discussion about game design and development and you really meet different people.
And finally, do you think games created with RPG Maker are looked down upon just because they've been made with a game creator tool?
I have to see the game first. Some are actually horrible that's why they're looked down upon. But if it's a game like Nocturne by Cogwheel then I should say they should judge the game, not the tool.
Why did I answer this? It's not like I finished anything =_=
First things first, why did you start using RPG Maker? (And the associated questions, How long have you been using it? How did you find the program in the first place?)
I started using rpgmaker since I was in highschool, 13 years old. I found the program after I deemed sphere to be extremely complicated for a little artist girl like me who just want to make crap.
Can you tell me a little about the first games you created, and how long it took you to build up the skills to create something (what I'm assuming is) your current project, Alice?
The first games I created...were final fantasy fangames, mostly to learn the engine, the only time I went serious was one game named Lost Seraph. It took me 5 years to learn everything logically possible and art wise to do what I want with it, but I failed miserably when I lost it in an HD crash. It was probably my only complete game. It took me another 4 years to learn more skills to achieve it art wise but still failing. But that's because in RPGMaker community, we try to do everything as solo work than team work.
Can you tell me how long it takes you to create something like *game here
I'm still working on mine and it's still not yet done >_<
But the only complete game, Valthirian Arc, took 5-6 months but that's a team project and in flash.
And just to get philosophical - why have you spent so long making these games?
Because I want to see them complete and show it off to my friends and for a reason stated below.
Did you, or do you, ever plan to charge people for your RPG Maker games? Or is money not really an issue?
Never because all I want to do is make free games.
And if money isn't an issue, then why do you create these games?
Because...I like making them and share a story...
What do you think of other people and even companies now that are selling games created in RPG Maker?
Well, some are actually good I didn't feel that they were RPGmaker games, but those were foreign ones and usually in Japanese. But the ones that were made in short periods of time that are released as it is, my viewpoint for them is really low. I think as long as they're not ripping us off it's fine.
Why do you think so many people create these amazingly detailed games and make them available for free?
I wish I can answer but I don't know why I'm working so hard to make my stuff so detailed as possible.
Now I know you're pretty active on RPGMaker.net, I'm just wondering why the community is important to you?
It's not what you know, it's who you know :D
Can you tell me about the community? (Is it friendly or competitive or bursting at the seams with creative juices?)
Some are actually competitive in a very bad way, like their games are the best thing ever. I rarely get creative juices from RM* Games but there are really few ones that are doing it. I do like the discussion about game design and development and you really meet different people.
And finally, do you think games created with RPG Maker are looked down upon just because they've been made with a game creator tool?
I have to see the game first. Some are actually horrible that's why they're looked down upon. But if it's a game like Nocturne by Cogwheel then I should say they should judge the game, not the tool.
Why did I answer this? It's not like I finished anything =_=
"What do you think of other people and even companies now that are selling games created in RPG Maker?"
i hope you attacked aveyond in that interview, kentona or i will be very-very displeased!
i hope you attacked aveyond in that interview, kentona or i will be very-very displeased!
Well, we have topics like Games and Why You Make Them, and What do people care about? that address some of that stuff, I don't know if you really want to redirect the content from this topic to this interview or you're just trying to create subject for another topic here in RMN, but maybe it would be more interesting to make a wrap up of those old topics and summarize people's thoughts to those australian guys. Just a thought.
Plus, this "whether or not RPG Maker games are legitimate gaming experiences" thing offends me greatly and deserves a much more agressive response. There's no definition of "legitimate gaming experience" that could leave out RPG Maker games.
Plus, this "whether or not RPG Maker games are legitimate gaming experiences" thing offends me greatly and deserves a much more agressive response. There's no definition of "legitimate gaming experience" that could leave out RPG Maker games.
I'll just say that I've enjoyed more RM games I've played than "legitimate" games. Then again, I've played many more RM games than 'legit' games. And what the fuck is a legit game, anyway? What, something I've paid to play? Because there are a lot of pretty fun free games out there.
That said, woo~ I'll have to keep an eye out and buy that magazine. ^.^
That said, woo~ I'll have to keep an eye out and buy that magazine. ^.^
First things first, why did you start using RPG Maker? (And the associated questions, How long have you been using it? How did you find the program in the first place?)
At the time it was a quick and fun way to make classic RPGs. This was a long time ago and I don't use it as much anymore. A friend actually gave it to me on a CD since back then my PC didn't have its own Internet connection.
Can you tell me a little about the first games you created, and how long it took you to build up the skills to create something (what I'm assuming is) your current project, Trials & Tribulations *insert your current project here*?
The first games I've ever created actually resemble the latest games I am working on now (both not using RPG Maker). It's been over 8 years since I first started learning how to write video games in general and I started way back in middle school.
About Trials & Tribulations in particular, it seems to have this off-kilter sense of humour that a lot of RPG Maker titles have, why do you think that is?
I'm not sure I understand the question, but I think you're talking about the general cynicism. It's always good to laugh when your program bugs out and something weird happen so you don't become even more insane.
Can you tell me how long it takes you to create something like Hero's Realm or Generica *your games*?
I've never finished anything beyond a demo, but it should take any of us years for at least a decent game since we all do this as a hobby and have school/work/whatever. Or some of us are just lazy.
And just to get philosophical - why have you spent so long making these games?
It's fun.
Did you, or do you, ever plan to charge people for your RPG Maker games? Or is money not really an issue?
Not directly. If enough people actually ever like my stuff I'll naturally consider something. Otherwise I would do the standard ad/donations I see everyone else doing. I didn't exactly use more than just my time and a PC to make this stuff with. Writing computer software is cheap as a hobby- but it is not easy.
And if money isn't an issue, then why do you create these games?
It's fun.
What do you think of other people and even companies now that are selling games created in RPG Maker?
Companies are doing this? Either way, I'd rather pay for an indie game that was made with much better tools. I've often voiced how poorly Enterbrain makes these things lately.
Why do you think so many people create these amazingly detailed games and make them available for free?
It's fun.
Now I know you're pretty active on RPGMaker.net, I'm just wondering why the community is important to you?
Hahahahaha-! Good one... Actually, this site works much better as just a place to make my development process transparent. I'm here because of the advanced game pages and how people can talk to me at all.
Can you tell me about the community? (Is it friendly or competitive or bursting at the seams with creative juices?)
What you get here is constructive and destructive criticism complete with nitpicking. And don't forget the holy wars over various topics of RPG game design. It gets pretty hostile here, but thats expected in any Internet forum.
And finally, do you think games created with RPG Maker are looked down upon just because they've been made with a game creator tool?
No, I think games created with RPG Maker are looked down upon just because they've been made with RPG Maker. There's many better tools out there, but RPG Maker is just popular. It's actually hard to make a game from scratch and you usually just assemble tools/libraries together to do what you want.
At the time it was a quick and fun way to make classic RPGs. This was a long time ago and I don't use it as much anymore. A friend actually gave it to me on a CD since back then my PC didn't have its own Internet connection.
Can you tell me a little about the first games you created, and how long it took you to build up the skills to create something (what I'm assuming is) your current project, Trials & Tribulations *insert your current project here*?
The first games I've ever created actually resemble the latest games I am working on now (both not using RPG Maker). It's been over 8 years since I first started learning how to write video games in general and I started way back in middle school.
About Trials & Tribulations in particular, it seems to have this off-kilter sense of humour that a lot of RPG Maker titles have, why do you think that is?
I'm not sure I understand the question, but I think you're talking about the general cynicism. It's always good to laugh when your program bugs out and something weird happen so you don't become even more insane.
Can you tell me how long it takes you to create something like Hero's Realm or Generica *your games*?
I've never finished anything beyond a demo, but it should take any of us years for at least a decent game since we all do this as a hobby and have school/work/whatever. Or some of us are just lazy.
And just to get philosophical - why have you spent so long making these games?
It's fun.
Did you, or do you, ever plan to charge people for your RPG Maker games? Or is money not really an issue?
Not directly. If enough people actually ever like my stuff I'll naturally consider something. Otherwise I would do the standard ad/donations I see everyone else doing. I didn't exactly use more than just my time and a PC to make this stuff with. Writing computer software is cheap as a hobby- but it is not easy.
And if money isn't an issue, then why do you create these games?
It's fun.
What do you think of other people and even companies now that are selling games created in RPG Maker?
Companies are doing this? Either way, I'd rather pay for an indie game that was made with much better tools. I've often voiced how poorly Enterbrain makes these things lately.
Why do you think so many people create these amazingly detailed games and make them available for free?
It's fun.
Now I know you're pretty active on RPGMaker.net, I'm just wondering why the community is important to you?
Hahahahaha-! Good one... Actually, this site works much better as just a place to make my development process transparent. I'm here because of the advanced game pages and how people can talk to me at all.
Can you tell me about the community? (Is it friendly or competitive or bursting at the seams with creative juices?)
What you get here is constructive and destructive criticism complete with nitpicking. And don't forget the holy wars over various topics of RPG game design. It gets pretty hostile here, but thats expected in any Internet forum.
And finally, do you think games created with RPG Maker are looked down upon just because they've been made with a game creator tool?
No, I think games created with RPG Maker are looked down upon just because they've been made with RPG Maker. There's many better tools out there, but RPG Maker is just popular. It's actually hard to make a game from scratch and you usually just assemble tools/libraries together to do what you want.
Why did I answer this? It's not like I finished anything =_=It's fun.
Plus, this "whether or not RPG Maker games are legitimate gaming experiences" thing offends me greatly and deserves a much more agressive response. There's no definition of "legitimate gaming experience" that could leave out RPG Maker games.I agree, Ultima 0 was written on those 80s microcomputers in BASIC (by the way I learned HOW to program on a Commodore 64), and people still enjoyed it. If you follow the art of game design properly, there should be some degree of fun in anything you make. It's not called Role-Playing Game Maker for nothing.
I'll give a shot at these questions. Even though I've never created any games, there are probably still some questions i can answer.
First things first, why did you start using RPG Maker? (And the associated questions, How long have you been using it? How did you find the program in the first place?)
I start using RPG Maker because I've always been fascinated by games made by the normal gaming community rather than the professionals. It allows more creativity and then sharing this creativity with other people is always fun. Even though I've never created any RPGs with RPG Maker, I did play a lot of those made in RPG Maker. My former teacher was the one who introduced me and my fellow classmates to this software. I never looked back since then.
Did you, or do you, ever plan to charge people for your RPG Maker games? Or is money not really an issue?
If i were to make an RPG Maker game myself, I personally wouldn't charge for it. The reason for the existence of RPG Maker games is to share your game with other people, not to make profit out of it. So I
find it stupid to charge money for an RPG Maker RPG if you really wanna share it with other people.
And if money isn't an issue, then why do you create these games?
As stated above, RPG Maker games are for sharing with the community. You want other people to enjoy your games and that is the most important part.
What do you think of other people and even companies now that are selling games created in RPG Maker?
I don't mind them selling games made in RPG Maker, but at least it has to be 99% custom-made in RPG Maker before it ought to be deserved to be sellable. A lot of these RPGs are made using the default RTP and they charge for their games. This isn't the way to go.
Why do you think so many people create these amazingly detailed games and make them available for free?
For one reason alone: share their creative ideas with other people, and have other people share the joy with the creators. Creating RPG Maker RPGs is just as a fun hobby for these people, and money isn't the issue. They just wanna share, and that's the joy of RPG Maker games creation.
Now I know you're pretty active on RPGMaker.net, I'm just wondering why the community is important to you?
I'm not exactly active here, but the community here is very important extremely tot he game creators because it's the community that gets to play the games. Without the community, RPG Maker would have died altogether. People wouldn't be able to share their ideas with people even if they want to.
And finally, do you think games created with RPG Maker are looked down upon just because they've been made with a game creator tool?
Why should RPG Maker games be looked down upon? Commercial games are also made with tools and engines, and RPG Maker is no exception. However, for RPG Maker games to really be successful, it all depends on the creators themselves. I guess RPG Maker RPGs can be looked down upon because majority of the people who create games using RPG Maker RPGs did not put in enough effort, use the default RTP and just come up with some stories etc. But deep within these generic RPGs are the gems, and so RPG Maker games can be popular with some of these awesome gems, showing that there is a lot more creativity that can be done with RPG Maker than some generic stuff.
First things first, why did you start using RPG Maker? (And the associated questions, How long have you been using it? How did you find the program in the first place?)
I start using RPG Maker because I've always been fascinated by games made by the normal gaming community rather than the professionals. It allows more creativity and then sharing this creativity with other people is always fun. Even though I've never created any RPGs with RPG Maker, I did play a lot of those made in RPG Maker. My former teacher was the one who introduced me and my fellow classmates to this software. I never looked back since then.
Did you, or do you, ever plan to charge people for your RPG Maker games? Or is money not really an issue?
If i were to make an RPG Maker game myself, I personally wouldn't charge for it. The reason for the existence of RPG Maker games is to share your game with other people, not to make profit out of it. So I
find it stupid to charge money for an RPG Maker RPG if you really wanna share it with other people.
And if money isn't an issue, then why do you create these games?
As stated above, RPG Maker games are for sharing with the community. You want other people to enjoy your games and that is the most important part.
What do you think of other people and even companies now that are selling games created in RPG Maker?
I don't mind them selling games made in RPG Maker, but at least it has to be 99% custom-made in RPG Maker before it ought to be deserved to be sellable. A lot of these RPGs are made using the default RTP and they charge for their games. This isn't the way to go.
Why do you think so many people create these amazingly detailed games and make them available for free?
For one reason alone: share their creative ideas with other people, and have other people share the joy with the creators. Creating RPG Maker RPGs is just as a fun hobby for these people, and money isn't the issue. They just wanna share, and that's the joy of RPG Maker games creation.
Now I know you're pretty active on RPGMaker.net, I'm just wondering why the community is important to you?
I'm not exactly active here, but the community here is very important extremely tot he game creators because it's the community that gets to play the games. Without the community, RPG Maker would have died altogether. People wouldn't be able to share their ideas with people even if they want to.
And finally, do you think games created with RPG Maker are looked down upon just because they've been made with a game creator tool?
Why should RPG Maker games be looked down upon? Commercial games are also made with tools and engines, and RPG Maker is no exception. However, for RPG Maker games to really be successful, it all depends on the creators themselves. I guess RPG Maker RPGs can be looked down upon because majority of the people who create games using RPG Maker RPGs did not put in enough effort, use the default RTP and just come up with some stories etc. But deep within these generic RPGs are the gems, and so RPG Maker games can be popular with some of these awesome gems, showing that there is a lot more creativity that can be done with RPG Maker than some generic stuff.
I am TOTALLY buying that issue of Hyper :3 I don't really read a lot of magazines because I'd rather spend my money on other crappy things, but if they're doing interviews about this website it's mine, I tell you!
Guess I'll give answering these a shot >_<
First things first, why did you start using RPG Maker? (And the associated questions, How long have you been using it? How did you find the program in the first place?)
I started using RPG Maker about 3 or 4 years ago when I was browsing a Spanish site that hadn't been blocked by school. It was really interesting, and I'd always wanted to make games, so I got myself a legit copy of the engine and dived into game making.
Can you tell me a little about the first games you created, and how long it took you to build up the skills to create something (what I'm assuming is) your current project, Cosplay Crisis?
The first games I made to get my head around the engine was a FullMetal Alchemist fangame and then an original game titled 'Gryft Memoirs: The Black Butterfly'. Failing that I started working on a FF8 fangame which I never got anywhere with and it sucked the entire time. I learnt from my mistakes and with my newly acquired skills I decided to start working on Cosplay Crisis which gave me more leway with the fangame genre.
Can you tell me how long it takes you to create something like Cosplay Crisis or Darkseed: Revival?
Uh, I'm not done yet, but I've been working on it for over a year now >.<, Darkseed was finished in two weeks for a contest.
And just to get philosophical - why have you spent so long making these games?
I just enjoy telling stories visually within an interactive medium.
Did you, or do you, ever plan to charge people for your RPG Maker games? Or is money not really an issue?
Hmm, I've considered it, but I don't think I'll ever get to the stage where I consider my games worthy enough to be sold. Money isn't -really- an issue.
And if money isn't an issue, then why do you create these games?
Same answer as why I've spent so long on them.
What do you think of other people and even companies now that are selling games created in RPG Maker?
Hmm, maybe it's because it's a relatively flexible engine when it comes to JRPGs. And sometimes you'll see decent ABS's, but in my opinion I think it'd be better for companies just to code it themselves. I don't know, I'm not really a good person to be asking that :/
Why do you think so many people create these amazingly detailed games and make them available for free?
Because a price tag deters people from playing it. Making it free means they can share their hardwork with everyone rather than people who aren't lazy or cheap.
Now I know you're pretty active on RPGMaker.net, I'm just wondering why the community is important to you?
I've been active on a few RM communities in my time and I've found RPGMaker.net to be the most serious towards game making. It's been a really refreshing change, and though there's forums like moronic, I think that the focus on games is really heavy.
Can you tell me about the community? (Is it friendly or competitive or bursting at the seams with creative juices?)
BURSTING with creativity! There's always some discussion going on about game ideas, concepts, the way professional companies handle it and how we can make our games better.
I think the community is sort of like the 'mature elder brother' of RM communities, because it, occasionally, is a little unwelcoming to those totally unfamiliar with the engine(s), but people do try to help the newbies out. The whole place isn't completely bursting with newbs, though, which means that a lot of the games you see here are a very well made (am I going off on a tangent? I think I am, next question!)
And finally, do you think games created with RPG Maker are looked down upon just because they've been made with a game creator tool?
It really depends on how much effort the creator put in. Lots of games are created with tools and engines (Flash is still a tool) and though some are harder to use RPG Maker still presents its challenges.
Guess I'll give answering these a shot >_<
First things first, why did you start using RPG Maker? (And the associated questions, How long have you been using it? How did you find the program in the first place?)
I started using RPG Maker about 3 or 4 years ago when I was browsing a Spanish site that hadn't been blocked by school. It was really interesting, and I'd always wanted to make games, so I got myself a legit copy of the engine and dived into game making.
Can you tell me a little about the first games you created, and how long it took you to build up the skills to create something (what I'm assuming is) your current project, Cosplay Crisis?
The first games I made to get my head around the engine was a FullMetal Alchemist fangame and then an original game titled 'Gryft Memoirs: The Black Butterfly'. Failing that I started working on a FF8 fangame which I never got anywhere with and it sucked the entire time. I learnt from my mistakes and with my newly acquired skills I decided to start working on Cosplay Crisis which gave me more leway with the fangame genre.
Can you tell me how long it takes you to create something like Cosplay Crisis or Darkseed: Revival?
Uh, I'm not done yet, but I've been working on it for over a year now >.<, Darkseed was finished in two weeks for a contest.
And just to get philosophical - why have you spent so long making these games?
I just enjoy telling stories visually within an interactive medium.
Did you, or do you, ever plan to charge people for your RPG Maker games? Or is money not really an issue?
Hmm, I've considered it, but I don't think I'll ever get to the stage where I consider my games worthy enough to be sold. Money isn't -really- an issue.
And if money isn't an issue, then why do you create these games?
Same answer as why I've spent so long on them.
What do you think of other people and even companies now that are selling games created in RPG Maker?
Hmm, maybe it's because it's a relatively flexible engine when it comes to JRPGs. And sometimes you'll see decent ABS's, but in my opinion I think it'd be better for companies just to code it themselves. I don't know, I'm not really a good person to be asking that :/
Why do you think so many people create these amazingly detailed games and make them available for free?
Because a price tag deters people from playing it. Making it free means they can share their hardwork with everyone rather than people who aren't lazy or cheap.
Now I know you're pretty active on RPGMaker.net, I'm just wondering why the community is important to you?
I've been active on a few RM communities in my time and I've found RPGMaker.net to be the most serious towards game making. It's been a really refreshing change, and though there's forums like moronic, I think that the focus on games is really heavy.
Can you tell me about the community? (Is it friendly or competitive or bursting at the seams with creative juices?)
BURSTING with creativity! There's always some discussion going on about game ideas, concepts, the way professional companies handle it and how we can make our games better.
I think the community is sort of like the 'mature elder brother' of RM communities, because it, occasionally, is a little unwelcoming to those totally unfamiliar with the engine(s), but people do try to help the newbies out. The whole place isn't completely bursting with newbs, though, which means that a lot of the games you see here are a very well made (am I going off on a tangent? I think I am, next question!)
And finally, do you think games created with RPG Maker are looked down upon just because they've been made with a game creator tool?
It really depends on how much effort the creator put in. Lots of games are created with tools and engines (Flash is still a tool) and though some are harder to use RPG Maker still presents its challenges.
post=146885I will have to find out! He promise me a copy of the article before it is published. Now, I don't know if I will be quoted directly for my answers because the impression I got was that Hyper has interviewed a few people hoping to write about RPG Maker and the community behind it and why they put so much effort into making games that are essentially given away for free. So they may just use my answers as a guide.
Tell me what issue it's gonna be and I'll definitely pick it up.
Anywho, I am curious about the final product.
If I am referenced or quote in the article, I will try to buy my own copy! I'm sure the Chapters store here could import a copy (if they don't already).
Here are my answers to the questions verbatim. I hope I don't sound like too much of a tool (like, more than usual):
It's probably best to just shoot through a series of questions via email so you can answer them whenever you like - hopefully you're not scared stiff by the sheer number of them. I'll just copy and paste them below and if you could answer any of them at all then that would be amazing! Just a quick heads-up, the article itself will be mainly looking at why people spend hours and hours creating these games that they give away for free, and examining whether or not RPG Maker games are legitimate gaming experiences despite the fact that they're built with a game creator tool. Anyway, onto the questions!
How do you define "legitimate gaming experience"?
Also, I was rather verbose and personal in my responses. I hope that was okay. If not, I can go through them again and try to give more objective answers and analysis. Or feel free to pare down the responses.
First things first, why did you start using RPG Maker? (And the associated questions, How long have you been using it? How did you find the program in the first place?)
I started using RPG Maker because it offered everything I was looking for in an RPG engine combined with a very easy-to-use and intuitive interface. I started using it back in 2001 or 2002 with a translated version of RPG Maker 2000. I moved onto RPG Maker 2003 a couple of years later after it was translated (since it had a few more bells and whistles) and spent the majority of my RPG making time using that version. I have only recently moved on to the (officially) translated RPG Maker VX (skipping over RPG Maker XP completely).
Backtracking a bit, I started designing RPGs in earnest after my 3rd or 4th playthrough of Final Fantasy VI on my SNES back in...oh...1996. I had reems of looseleaf paper filled out with weapon and equipment tables, story and plot ideas, storyboards, experience tables and maps and whatever-else. So designing RPGs has been a longtime passion and hobby of mine. Surprisingly, though, I did not get into D&D or the like (this probably had more to do with growing up in a small city in the middle of Saskatchewan, Canada - us kids would spend all of our time playing street hockey).
I've been involved with RPGs for a long time, starting with Dragon Warrior for the NES (which came free with my subscription to Nintendo Power). I was probably about 8 at the time. This started my love affair with RPGs in general. Of course I didn't spend all of my time in front of the TV playing videogames - that was for evenings and rainy days. I spent a heck of a lot of time romping around outdoors with my reems of wooden swords, garbage can lid shields, broomstick spears and hockey stick scythes. My first RPG was a pen & paper RPG a lot like the Choose Your Own Adventure books, but with stats and items. Long story short, designing RPGs has been a passion of mine for as long as I can remember and I suspect that it will stick with me for a long time in the future.
Can you tell me a little about the first games you created, and how long it took you to build up the skills to create something (what I'm assuming is) your current project, Trials & Tribulations?
The first games I made in RPG Maker suffered heavily from first-game-itis - overly ambitious, conflicting ideas, scattered plot, weak characters and many many rebuilds. I did not finish it. My first finished game was Hero's Realm and it was started in 2006 and finished in 2009. I learned a lot about game design and player expectations from that experience. Part of the process is helping other people make their games - helping them fine-tune their story, beta testing, writing game design articles and tutorials - it is a very co-operative environment. I have also read a lot of books on the subject, such as the the aforementioned "A Theory of Game Design", "Swords & Circuitry" by Neal Hallford and Jana Hallford and "Chris Crawford on Interactive Storytelling" by Chris Crawford.
Incidentally, I have two current projects on the go - Trials & Tribulations and Generica: The Next Generation.
About Trials & Tribulations in particular, it seems to have this off-kilter sense of humour that a lot of RPG Maker titles have, why do you think that is?
While making RPGs is a hobby and, like any hobby, you do it primarily for your own enjoyment, part of the appeal is having others play and enjoy your work. In that regard, game creators using RPG Maker face stiff competition against commercial RPGs - why would someone play an amateur 2D RPG when rafts of professional RPGs beckon? One answer to this would be to make your game quirky or off-kilter.
On the topic of the appeal of amateur RPGs, the first draw is naturally nostalgia - older players want to replay the types of games they enjoyed in times past. And, being amateur and non-commercial, creators are free to experiment with new game mechanics, original stories or even explore taboo subjects.
Someone once described Dragon Quest games as "videogame comfort food". In a way, that is what we are making - rehashes of old RPG mechanics and tropes presented in a slightly new or different way. As Ralph Koster pointed out in his book "A Theory of Fun for Game Design", games are fun because we are hardwired to find learning fun and applying what we learned in a consequence-free environment. This implies - to me anyway - that people find the familiar mechanics of the RPG Maker engine comforting and fun.
Can you tell me how long it takes you to create something like Hero's Realm or Generica?
Hero's Realm took 3 years of off-and-on work starting in April of 2006 and releasing the first version in March of 2009, with the final stable release (v1.5) in June of 2009. Generica, in contrast, took 10 days start to finish. I spent so much effort and time to Hero's Realm that I pushed a lot of ideas I had during its development to the backburner that when I finally finished, Generica just kind of blurted out. Hellion, another game of mine, took about 2 years to make in my spare time, and was completed in October of 2009.
And just to get philosophical - why have you spent so long making these games?
It is my passion. Some people spend their time painting, or rebuilding cars, or cooking, or travelling - I design and make RPGs.
Did you, or do you, ever plan to charge people for your RPG Maker games? Or is money not really an issue?
I have not ever charged people for my RPG Maker games, but I have entertained the idea for future work - though I doubt that will ever be realized. Besides the logistical issues (How much do I charge? How do I collect the money? How do I distribute it? What about support? Legal issues? Copyrights?), a commercial game comes with higher expectations that I am not sure if I am up to meet. However, I did receive about a dozen messages from people saying that they would have paid money for Hero's Realm. Opportunity lost, I suppose! Who knew?
And if money isn't an issue, then why do you create these games?
I find it an enjoyable and rewarding challenge. To have someone enjoy your work thoroughly enough for them to comment on it or even write a review is very satisfying. To be interviewed by a gaming magazine such as Hyper is just icing on the cake!
What do you think of other people and even companies now that are selling games created in RPG Maker?
More power to them. While the engine is simplistic compared to, say, the latest Unreal engine, buying an engine and crafting a game from it is a pretty common practice in the industry. Furthermore, now that RPG Maker supports Ruby scripting, the engine is much more powerful and capable and generalized, allowing for greater freedom in the mechanics and games that you can implement. Besides, the world needs more old school RPGs.
Why do you think so many people create these amazingly detailed games and make them available for free?
Probably the same reason why people create amazingly funny webcomics or amazingly catchy songs or amazingly beautiful artwork and post them all for free - it is a love of the craft that is rewarding, not monetary recompense.
That isn't to say that these same people wouldn't take the chance to go commercial and sell their works, be it games or music or art, but very few plan to make a living on doing this. I know I would love to make that leap to publishing commercial games, but I accept that I do not neccessarily have the time, resources or wherewithal to make it happen, realistically speaking.
Now I know you're pretty active on RPGMaker.net, I'm just wondering why the community is important to you?
RMN is my social networking site. It is fun to hang out in a place with people who share your interests and passions. Plus, the site has a mature userbase who are good at what they do, co-operative and generally positive and encouraging.
Can you tell me about the community? (Is it friendly or competitive or bursting at the seams with creative juices?)
RMN is friendly (maybe a little odd-ball) with a suite of great services geared towards amateur game development and presentation. August (a.k.a. WIP), the site's current administrator, has done a great job at providing us users with great tools to present and develop our games, such as customizable gameprofiles (with custom CSS), hosting services, blogging tools, forums and notifications, to name a few. It is quite easy to set yourself up with a few slick looking gameprofiles with blogs and downloads, subscribe to some cool looing games, and hang out in the forum or IRC. There are some incredible game creators and artists and muscisians there, too, and many are willing to lend a helping hand. We also have a great global cross section, with people from places like Canada, USA, UK, Germany, Finland, Brazil, Australia, Grand Cayman Islands, and Japan.
And finally, do you think games created with RPG Maker are looked down upon just because they've been made with a game creator tool?
To a certain extent, yes. There is a perception that the engine is a "kiddie" engine - but the engine a game is made in doesn't determine whether or not the game is good. However, because the engine is so easy to use it tends to attract a younger or more inexperienced crowd full of ambition for making their Final Kingdom Mushroom Hearts game where Mario and Sonic team up with Naruto to defeat Sephiroth and Ganon, but then they abandon it a week later when they realize that making an RPG is tedious work. As such, there is a higher ratio of chaff and unfinished work when it comes to the RPG Maker community and I think that contributes to its negative image more than anything else. But there are some real gems in there, too.
So, that about wraps it up! Thanks in advance for taking the time out to answer all of these, you've been an absolutely integral part of this article! Just for editorial purposes, what would you like to be called in the article? (Kenton Anderson or Kentona or, well, anything you like really). And if I have to mention it, where would you like me to say you live, and what do you do when you're not messing around with RPG Maker (work, hobbies, anything like that)? Anyway, I look forward to reading your reply, and I can't thank you enough for helping out!
Kenton Anderson is fine, though you can also say that my handle or screenname is kentona.
I live in Regina, SK, Canada. I happen to be a professional systems integrator healthcare IT. I enjoy hockey (I am Canadian after all), volleyball, Canadian football, video games, reading, writing, watching movies (my favorite movie is Princess Bride) and playing board games such as Settlers of Catan and cards games such as Bridge. I am 29 years old (today, July 7th), married to a beautiful woman named Kristin, own a house, and have a 9 month old son named Cayden.
I am quite flattered and surprised that you contacted me for the interview and was more than happy to answer the questions. If you need anything else don't hesitate to ask. Incidentally, I was interviewed by a fellow member back in December 2009, and I derived a few of my answers for this questionnaire from my answers in that interview. If you visit rpgmaker.net and go to the Podcasts section, there is a podcast called Shinan Interview Series #1. Also, these questions are quite good - would it be okay if I posed them to the community at RMN. I would like to hear their responses to these questions.
Thanks,
Kenton Anderson
For some reason, even though it's a little on the late side, I still feel inclined to answer some of the questions posed.
First things first, why did you start using RPG Maker? (And the associated questions, How long have you been using it? How did you find the program in the first place?)
As far as my history of making games in general, that story goes way back. The first game I ever made was on my Commodore 64 using the Shoot 'Em Up Construction Kit. I must have been between the ages of seven and nine, so we're talking somewhere in the mid 80's. I'm not really sure when it was, but at some point, me, or my brother, found this program called RPG Maker 95. I played with that a bit, but nothing substantial was ever made. At some point, I got my hands on RPG Maker 2000. I didn't produce anything substantial with that engine either, but my brother managed to churn out a quaint game called Legacy, which I had a small hand in developing.
Can you tell me a little about the first games you created, and how long it took you to build up the skills to create something (what I'm assuming is) your current project, Matsumori Days?
Destruction Derby, the game I made with Shoot 'Em Up Construction Kit, was very basic. I made all the graphics from scratch. Considering that I was barely ten years old at the time, saying that the game looked like crap would be an overstatement. However, it was a complete game, regardless of how bad it was. The next complete game I attempted was with RMG Maker 2000. It was a little something based of a book idea that was floating around in my head, but the end result was pretty weak. Mostly because what ideas I did have needed more fleshing out. As I mentioned before, I worked on Legacy in it's original form, but that's more my brother's game than mine.
As for the origin of my skills, I could blame it all on Heroes of Might and Magic 2 - The Succession Wars and Jack Hartman's Universal Game Editor, which go back as far as 1995, or thereabouts. After a few tests and trials with UGE, I started to get a feel for how data is stored. I became so good at using UGE, that once I find a traditionally large number, such as experience or gold for RPG's, I'd be able to find just about any other variable one would want to alter in a game. Indeed, I've been known to use the word "uge" instead of "hack" on various occasions.
Can you tell me how long it takes you to create something like Matsumori Days?
Matsumori Days has a particularly interesting story of project development. I originally made it in RMG Maker XP in response to my first play through of Shin Megami Tensei - Persona 4. I worked on it from the end of February 2009 to the beginning of April 2009. I ported it in RPG Maker VX sometime in June of 2009. I did a few revisions and additions, and ended up with a version that I was happy with by around February of 2010. At some point, I decided to look for communities that supported RPG Maker games. In May of 2010, I came across RMN. I was totally blown away with the kinds of things I saw there. I saw games like Avarice, and Hero's Realm, and started thinking that I could probably get away with tossing Legacy Reborn in RMN's direction, but I figured the then-current format for Matsumori Days would not be very well received. I needed to rework the game from practically the ground up. I've been working on Matsumori Days since.
Did you, or do you, ever plan to charge people for your RPG Maker games? Or is money not really an issue?
Money is not a a consideration at this point. Perhaps, at some point, after I become more confident in my skills, I will branch out and work on a more professional basis. I'm not sure if I would use RPG Maker as my engine of choice, though. Something tells me that I would want my own custom engine, or at the very least something of my own creation in Sphere. And since just thinking about making a custom engine gives me a headache...
What do you think of other people and even companies now that are selling games created in RPG Maker?
I was not aware of such entities. It does make me wonder what manner of game that could be offered so that people would want to pay for a game made with RPG Maker!
Why do you think so many people create these amazingly detailed games and make them available for free?
I'm sure there's a host of reasons why people do what they do. Perhaps some just want to share a bit of entertainment goodness. Some might be working towards the skills necessary for a position in the larger gaming industry. Others just want to make that "perfect" fan game that hits all the right references for the core base, but is still accessible to non-fans. Whatever the reason, I'm sure the gaming world will not be harmed by imaginative creations.
And finally, do you think games created with RPG Maker are looked down upon just because they've been made with a game creator tool?
There does seem to be a certain stigma attached to using resources that is not one's own. But I think it's important to know what one can't do. Personally, there's a lot of stuff I know I can't do. Music composition, graphics, animation, basically the things that make games flashy. Thus, the pre-made resources of RPG Maker are a true godsend for me.
As far as my history of making games in general, that story goes way back. The first game I ever made was on my Commodore 64 using the Shoot 'Em Up Construction Kit. I must have been between the ages of seven and nine, so we're talking somewhere in the mid 80's. I'm not really sure when it was, but at some point, me, or my brother, found this program called RPG Maker 95. I played with that a bit, but nothing substantial was ever made. At some point, I got my hands on RPG Maker 2000. I didn't produce anything substantial with that engine either, but my brother managed to churn out a quaint game called Legacy, which I had a small hand in developing.
Can you tell me a little about the first games you created, and how long it took you to build up the skills to create something (what I'm assuming is) your current project, Matsumori Days?
Destruction Derby, the game I made with Shoot 'Em Up Construction Kit, was very basic. I made all the graphics from scratch. Considering that I was barely ten years old at the time, saying that the game looked like crap would be an overstatement. However, it was a complete game, regardless of how bad it was. The next complete game I attempted was with RMG Maker 2000. It was a little something based of a book idea that was floating around in my head, but the end result was pretty weak. Mostly because what ideas I did have needed more fleshing out. As I mentioned before, I worked on Legacy in it's original form, but that's more my brother's game than mine.
As for the origin of my skills, I could blame it all on Heroes of Might and Magic 2 - The Succession Wars and Jack Hartman's Universal Game Editor, which go back as far as 1995, or thereabouts. After a few tests and trials with UGE, I started to get a feel for how data is stored. I became so good at using UGE, that once I find a traditionally large number, such as experience or gold for RPG's, I'd be able to find just about any other variable one would want to alter in a game. Indeed, I've been known to use the word "uge" instead of "hack" on various occasions.
Can you tell me how long it takes you to create something like Matsumori Days?
Matsumori Days has a particularly interesting story of project development. I originally made it in RMG Maker XP in response to my first play through of Shin Megami Tensei - Persona 4. I worked on it from the end of February 2009 to the beginning of April 2009. I ported it in RPG Maker VX sometime in June of 2009. I did a few revisions and additions, and ended up with a version that I was happy with by around February of 2010. At some point, I decided to look for communities that supported RPG Maker games. In May of 2010, I came across RMN. I was totally blown away with the kinds of things I saw there. I saw games like Avarice, and Hero's Realm, and started thinking that I could probably get away with tossing Legacy Reborn in RMN's direction, but I figured the then-current format for Matsumori Days would not be very well received. I needed to rework the game from practically the ground up. I've been working on Matsumori Days since.
Did you, or do you, ever plan to charge people for your RPG Maker games? Or is money not really an issue?
Money is not a a consideration at this point. Perhaps, at some point, after I become more confident in my skills, I will branch out and work on a more professional basis. I'm not sure if I would use RPG Maker as my engine of choice, though. Something tells me that I would want my own custom engine, or at the very least something of my own creation in Sphere. And since just thinking about making a custom engine gives me a headache...
What do you think of other people and even companies now that are selling games created in RPG Maker?
I was not aware of such entities. It does make me wonder what manner of game that could be offered so that people would want to pay for a game made with RPG Maker!
Why do you think so many people create these amazingly detailed games and make them available for free?
I'm sure there's a host of reasons why people do what they do. Perhaps some just want to share a bit of entertainment goodness. Some might be working towards the skills necessary for a position in the larger gaming industry. Others just want to make that "perfect" fan game that hits all the right references for the core base, but is still accessible to non-fans. Whatever the reason, I'm sure the gaming world will not be harmed by imaginative creations.
And finally, do you think games created with RPG Maker are looked down upon just because they've been made with a game creator tool?
There does seem to be a certain stigma attached to using resources that is not one's own. But I think it's important to know what one can't do. Personally, there's a lot of stuff I know I can't do. Music composition, graphics, animation, basically the things that make games flashy. Thus, the pre-made resources of RPG Maker are a true godsend for me.
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