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Why are games like this commercial?

Posts

Pages: 1
The first problem is that you forget that the game ain't finished anytime soon and that it is constantly changing which is why we regularly adjust the DEMO. We're working on custom sounds and styles but that's a lot of work and it will take much time till it's completed. Saying this game is crap and that you shouldn't buy it at this stage is like saying a baby will become a poor and homeless man before it is even born.

The second problem is that the tutorial is meant for people who normally don't play RPG Maker games and for children so it has to be easy to understand. If you aren't one of them then don't go play the tutorial. It's not like we force you to play it. On the contrary we gave you the option to skip it. You won't get any extra items or skills if you play it.

The last problem is blaming us for bugs. We ain't perfect. Every game has bugs in early stages and instead of making a bad review about (again) an unfinished game, you can just notify us about the bugs so we can fix it. Even the best developers sometimes have bugs but if nobody says anything about it then how are we going to make it all work?

That said, what you CAN blame us for is posting the demo too early. We could have waited a bit longer so we would have a better demo to show you from the start but we wanted to give a little insight in what we're making. Even so, this is completely different from what you're doing right here. Best we can say is: If you don't like it, don't go play it but don't go saying it is a bad game just because you didn't like it.
If you want people to put money towards a game, you have to show that the game will be worth it in some way. If a demo is bad, then the person playing it has every right to say so, and to encourage others to stay away.

Instead of releasing a bad demo and then blaming the possible consumer, take your time to release a demo to make them want to play the game. Acting as though people don't have a right to say x or y just because the game isn't finished, is stupid.

They played what you offered - they have every right to point out the issues currently existing in the game.

If you want to blame someone for people pointing out that it is, in their opinion, crap, then blame yourself for not properly presenting your game to them.

Things the player can blame you for:
- Bugs. When you release a product you can absolutely be blamed for bugs. You're human, sure, but you still made the mistakes and you still have to own up to them instead of whining and saying "oh, but everyone makes mistakes".
- Optional content that is boring to get. People like free stuff, they will spend hours grinding to get a 1% drop if you design that, so don't fucking design shit like that! Don't give them optional stuff for learning how to play your game or make your tutorials non-boring so that experienced players can go through it without feeling talked down to so they can get the goodies too. Cutting part of your players out of a prize is bad game design.
- A shit demo. Don't release a demo that is shit if it doesn't accurately represent the end product of a commercial game. Wait until it does and then release it. Don't cry about how changes are going to be made - people play demos to get a feel for how a game will be. They don't play it so that you can say "oh, of course everything in it is going to change".

There is no use to play a demo where everything changes because it is not a representation of what you're selling.


People are allowed to play whatever the fuck they want.

They can also have a say on it if they want. Every place you put that demo there will be people trying it and giving their opinions. If it's a crap demo they'll say so - you can't tell them not to, else why even release a demo? The idea is to get feedback, to generate hype, to show what you're making. If your demo is
- not for feedback;
- doesn't accurately show what the game is like to generate the correct kind of hype and;
- doesn't show what you're making;
then why does it exist? Are people supposed to just say "Oh, nice RTP you have there with default battle system." No. No, they aren't. They're supposed to say "This is good, this is bad, I want/don't want to play this when it's complete, this is/isn't worth a purchase." and things of the like.

Maybe, if you can't deal with the idea of criticism, and legit criticism at that, you shouldn't be selling a game that is currently shown to be quite subpar. Wait until you actually have something closer to the sale product to show so people get the right idea about the game and what it is supposed to be like, rather than shitting on peoples' genuine opinions of the current demo you've put forth as a representation of your game.

If they don't get the right idea about what your game will be like when it's for sale, that's your fault, not theirs, and it's on you to bear the blame.
pianotm
The TM is for Totally Magical.
32347
"Just west of here, silly." Right. Because you totally know the cardinal directions when you're inside a craft in flight.

"Why do I live?" Because, you selfish jackass, you cut the ropes and let everyone else die to save your own ass. Are there no consequences for this?

author=SevenDiamonds
The first problem is that you forget that the game ain't finished anytime soon and that it is constantly changing which is why we regularly adjust the DEMO. We're working on custom sounds and styles but that's a lot of work and it will take much time till it's completed. Saying this game is crap and that you shouldn't buy it at this stage is like saying a baby will become a poor and homeless man before it is even born.


Dude, the purpose of the demo is to sell the game. It may not have to be perfect, but it should show that you at least put some effort in. There's no real story. After watching Kory's LP, we don't know the main character, nor do we care about him, and in fact, at this point, I think he's a whiny brat that I'd punch in the nose if I ever met him. He managed that in 15 minutes. Quite an accomplishment. Your NPCs, typical of common JRPGs, say the most idiotic things. If you're on an airplane and someone asks you where the bathroom is, are you going to tell him using cardinal directions? The fact that there's very little dialogue only means that we don't have to read an incessant string of that silliness.

You're in an airship/zeppelin/hot air balloon, and you come under attack. Obviously, the solution to the problem is to EXIT THE AIRSHIP FROM LORD AND LADY ONLY KNOWS HOW HIGH IN THE AIR, WHEN YOU WERE SAFER INSIDE, CLIMB TO THE TOP AND CUT LOOSE THE ROPES HOLDING THE PASSENGER COMPARTMENT IN PLACE INCREASING THE LIKELIHOOD THAT EVERYONE INSIDE IS GOING TO DIE IN THE PROCESS, WHEN THE FAR MORE SENSIBLE SOLUTION WAS TO STAY INSIDE, GET UNDER SOMETHING HEAVY AND BRACE YOURSELF!!! So, you start out the game as a selfish murderer; something I want from all of my heroes. I suppose it was payback for that idiotic comment about the captain being to the west. "Nah, brah. That woman just told me how to find the captain using cardinal directions. She has to die."

By the end of the demo, we've managed to establish something resembling linear flow, but it's tenuous at best. You're introduced to the game with a dream sequence about two people who you don't know, and probably won't know until several hours into the game. You wake up on an airship totally disoriented; never mind the fact that you must have had enough braincells to reason out buying the ticket and getting on the airship in the first place, or was the main character just dragged onboard for reasons you didn't bother to explain? Next up, is the whole cowardly act of murder followed by the crash, followed by waking up in grannies house with amnesia, her turning into a monster, followed by waking up...without amnesia. You can make excuses all you want, but I've discovered that when people have continuity errors this bad in their games, they rarely, if ever, fix them.

Then, we have the only sin that is actually forgivable in the demo; you using no original materials. I'll explain the theory. The idea is that all of the materials you're using in the demo are merely place holders until you can substitute them with better materials, probably originally made or purchased (both are acceptable); not that there's anything wrong with using RTP graphics in a commercial game. You are clearly good at mapping and generally assembling your graphics. The problem here is that you aren't showcasing anything. There is no custom design work. Menu's are standard. Battles are standard, using VX Ace's battle and random encounter system. Battle graphics use Fomar's battle script. Want some advice? Step up to Battle Symphony and Holders Battlers.

So, in conclusion: writing is sparse and poorly thought out, story is poorly presented, no original design or mechanics is evident, and all existing mechanics are basic. Essentially, you've made a demo with no original material showcasing nothing...and you're complaining because you're being told about it?

Bugs. He told you about it, pointed out why it was problem and how you could fix it. He didn't say anything else about it or carry on throughout the LP. He sounded a little annoyed when it happened. I would be too. It was gamebreaking. You couldn't complete the tutorial because of it. So what? He brought it to your attention. That's what you asked for. What's your problem?

I put up a demo not too long ago too. I used a lot of RTP, and only incorporated a little original design, but I had clear, thoroughly written story that I was trying to show case, AND I was asking for reviews that pointed out my problems. I didn't care what was right with it. That shit can wait til I have a finished game. I want to know what's wrong. It seems that you don't.

If you want to make commercial game, that's fine. You can make it as shitty as you want. That's your call. But you're going to have to learn to suck it up. Just because you threw something together in hurry and made it look enigmatic doesn't mean we're all obligated to faun over it, and if you have any intention of turning a profit, then it would behoove you to listen to what other people have to say about it. That's your money, talking.
Okay, I see what you mean. I'm sorry for the overreacting comment. We do appreciate all the feedback and criticism you give us though we didn't expect it in the way it was presented now. We will take the game offline for a (hopefully) short period and see to it that we will meet your expectations. I admit that I underestimated the difficulty of making a game. To you and all who were disappointed our apologies.
SunflowerGames
The most beautiful user on RMN!
13323

I was probably a bit more critical in my tone because this was a commercial game, but I would have pointed out the same things to a non-commercial game.

I have played other commercial game demos and this comes way short of what I would expect from a commercial game.

Edit:

Here's a video I did on a commercial game that is damn good!

http://rpgmaker.net/games/7050/media/2432/


The custom resources will take a long time before they will be used in the game. Till then we'll try to make the game better with the edited versions of the standard tile sets.
author=SevenDiamonds
The first problem is that you forget that the game ain't finished anytime soon and that it is constantly changing which is why we regularly adjust the DEMO. We're working on custom sounds and styles but that's a lot of work and it will take much time till it's completed. Saying this game is crap and that you shouldn't buy it at this stage is like saying a baby will become a poor and homeless man before it is even born.

Why have children? They're just going to mooch off of welfare.

But seriously. You should not charge for your game "demo" until it actually has something besides borrowed graphics and RTP.

Also, because it later turns out the author is saying this about his game "wait until it's done, it'll be awesum I swear." No. Make it awesome now, start working towards improvement today. If we see no sign of it, make it free.

I played exactly one commercial RpgMaker game in my life. It was too short. There were serious flaws. It wasn't worth me playing another.
I like to produce games to tell an interesting story, and because it's fun to work on something and have it all work. I can't abide people who just slap stuff together hoping to make a profit.
Well of course there won't be any charges for the demo itself and the full game will have approximately 35+ gameplay hours.

We do edit the graphics but mostly the changes are too small to notice if you don't have the original tile next to it. Even so it gives a nice touch to the whole game.

And for children, this game was originally meant as a game for kids.

Working toward perfection is what we constantly do. That's one of the reasons the demo is constantly changing. The changes maybe ain't big but we do what we can in the little time we have.
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