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BROKENH'S PROFILE

Due to situations beyond his control, Ben has more idle time than he should have! "Hands" are the devil's playground and as such Ben is often drawing or diddling around in RPG-maker VX Ace to give his life a semblance of actual meaning.

A social introvert, Ben is NOT a social butterfly! However, he still desires to create forms of expression which incite genuine emotions, raucous laughter, and occasional deep thoughts. (Though often enough he misses that mark and ends up offending everyone instead!)

Gutter-Delve: The Closet...
Dark fantasy horror rpg with just a dash of cheesy camp and sexual innuendo!

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Gaming Advice With Professor Know-It-All: How To Deal With Negative Criticism / Feedback

author=mawk
well, throwing in new scripts isn't exactly what I meant. adding in features just for their own sake isn't progress -- it's kind of the opposite, actually, since clarity and efficiency are very important to gameplay. execution is far more important than scale -- and making something too large-scale can make it almost impossible to put in the fine details and care that go along with proper execution. but I'm getting sidetracked. I think we're basically on the same page, anyway.


I think we're on the same page too. Still,it was fun going into depth discussing this topic so I consider it time well spent!

Gaming Advice With Professor Know-It-All: How To Deal With Negative Criticism / Feedback

author=mawk
Aka, I think reviewers should be able to discern the difference between a more mainstream game with more man-power and one that had less support,less marketing, and less of a budget to work with. (Even in the indie scene)
be careful not to let this become a crutch. the rm community as it stands is horrible about this -- quality is judged only relative to other rpg maker games, and very few of the examples people use are anywhere close to the limits of what one person can do with the engine. this is largely why the engine is sort of viewed as the punchline of the entire independent game development scene.

do what you can. do everything you can. don't make excuses unless you're bleeding.


I don't mind bleeding out a little for something I love doing. Bleed to death for it though? Not so much! (Especially not for free. Just saying!) I do have a life beyond rpgmaker. Not much of one mind you, but one all the same!

Yeah, I could go ballistic by throwing in a bunch of new scripts and what not but I rather stick to the "tried and true" route. There have been some pretty awesome rpgmaker games that did not exactly break the mold from a conventionality perspective. I find a good story and lovable characters coupled with "reasonable battles" is a winning formula for me personally. I'll even tolerate a few cryptic frustraing puzzles for a good enough yarn. (Though I'd prefer easier and more straight forward puzzles. I'm kind of a wimp that way. lol.)

Gaming Advice With Professor Know-It-All: How To Deal With Negative Criticism / Feedback

author=mawk
it's not a matter of giving up/not giving up, so much as being able to look past your initial reaction to negativity and see whether the criticism has anything useful in it. odds are, unless you're dealing with some weird caricature of a human being, that even the most abrasive nonsense has some veins of useful knowledge.

the problem I see with a lot of people new to content creation, whether it's with rpg maker or something else entirely, is that they see critique as some kind of battle between the creator and the consumer -- they think a harsh review is just the reviewer being a big evil dude and trying to get them to 'give up' or something like that. this is a self-indulgent view that doesn't help anything.


I do not think someone who dislikes my game is out to crush my dreams. Maybe they didn't like the tile-set I used. Maybe they didn't like the story, the pacing,battle system, or the characters. All those things are rather subjective.

The only thing I'll say in defense of "the creators" is not everyone has a team of 5-6 people and if you're just one girl or guy making a whole game then that ups the probability of mistakes and misspellings considerably.

Aka, I think reviewers should be able to discern the difference between a more mainstream game with more man-power and one that had less support,less marketing, and less of a budget to work with. (Even in the indie scene)

However,I'm preaching to the choir. I'm rather confident people that review games on rmn don't automatically compare rpgmaker projects next to the greats like Skyrim,Mass Effect,Xeno-blade,Persona 4,Kotor,Witcher 2,and Dragon's Dogma. That would be unfair and ridiculous to the extreme.

Lastly, I'm not saying reviewers should have no standards at all. If a game is broken and frustrating that's what it is. At that point the creator can either try to rectify the errors brought to his or her attention or move onto his or her next project and try to make it better than the previous attempt.

Gaming Advice With Professor Know-It-All: How To Deal With Negative Criticism / Feedback

I have been lucky so far. I've gotten criticism but it's all been constructive (aka,helpful) so far!

I imagine even if someone told me my game was terrible I still wouldn't give up. This is something I enjoy doing so I'll keep doing it regardless of any protest!

Overcoming Creative Blocks In Game Making

Drawing gets my creative juices flowing again quickly. Or playing my latest obsession, Dragon's Dogma: Dark Arisen. lol.

Also I agree, surrounding yourself with optimistic & creative people is a huge help. Seems to create good energy.
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