MAX MCGEE'S PROFILE
I CAN'T NOT MAKE GAMES.
I have enough lockerspace to hold an episode of Friends.
"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!
Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."
- TW/IFS, "All The World Is A Stage Dive"
I have enough lockerspace to hold an episode of Friends.
"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!
Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."
- TW/IFS, "All The World Is A Stage Dive"
Iron Gaia
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"
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Screenshot Survival 20XX
Gamergate Target Zoe Quinn Launches Anti-Harassment Support Network
I think it's hilarious (in a sickening kind of way) that she has gone from professional victim to now actively profiting off of people's misery. Zoe Quinn is an absolutely loathsome person, and keeps finding new lows I didn't even know human beings were capable of. The "combating online hate" slogan is hilarious in a sickening kind of way, as though the SJW side of things had not also been a font of awful, wretched, hateful speech and behavior.
It is actually really ironic how all of the attempts to shame and harass and threaten her online have basically provided the bitch with a lucrative new business. Unbelievable.
If there is any indication it is not-for-profit please post a source and I will redact or edit part of this comment due to factual error. But all of the language I can see on their website and elsewhere seems to indicate at a glance that they intend to draw a profit from this.
It is actually really ironic how all of the attempts to shame and harass and threaten her online have basically provided the bitch with a lucrative new business. Unbelievable.
If there is any indication it is not-for-profit please post a source and I will redact or edit part of this comment due to factual error. But all of the language I can see on their website and elsewhere seems to indicate at a glance that they intend to draw a profit from this.
McBacon Jam #1
*yawn*
oh the jam has start
*turns over, rolls back to sleep*
It would be a good idea to announce this in the main body of the event and not just on the bottom of page 5 : )
oh the jam has start
*turns over, rolls back to sleep*
author=Zeigfried_McBacon
And the theme is...
Deprivation and/or abundance!
You may pick one of the two, or work with both! Good luck everyone!
It would be a good idea to announce this in the main body of the event and not just on the bottom of page 5 : )
[RMVX ACE] [Battle Symphony] Problem with Enemy Character Add-on
I'm pretty sure that index refers to an icon, not a database entry.
I don't fucking know though, I have not read the config.
I don't fucking know though, I have not read the config.
What are you thinking about right now?
Yellow Magic wants to LP your games
I'm just posting so the next time you posting it isn't four persona casuals in disguise in a row. I'm midway through video...6, I think, btw. I am slowly catching up.
What does persona casual in disguise even mean?
What does persona casual in disguise even mean?
Looking for tips to make a horror game that doesn't suck
i want to emphasize that graphics can be a huge pain but rtp is not the style that will help you out in a horror game. It's very cutesy and bright and colorful and that's tough to work with. the dreamer in me wants to say that it's possible, but idk man I'd figure something else out for graphics. You could try for something more abstract, try to dig up available free-for-use resources, sink all your lunch money into commissions, take a a text-based approach... there's options that don't involve cute chibis covered in red pixels.
the longing ribbon is widely considered the best horror game made in RM and uses mostly RTP graphics.
Iron Gaia Review
HOLY SHIT. I'm aware of the Iron Gaia TV Tropes page, have been for years, and ironically I was about to link you to it. So it's very interesting that you've solved that longstanding mystery of who made the TV Tropes page. I've been quite curious about that for a while. Other fans of the game have made edits to it if I'm not mistaken.
I'm not sure what was going on with the link to my reviews it just kind of appeared at the head of your post without context.
Rambling:
I'm going to omit a rant here on bla bla bla IGV is better than IG. Save that for your review of it I guess. Generally speaking I think it has a lot of objectively observable improvements and innovations, i.e. better graphics, writing, and certainly mapping, better music and sounds, better directed cutscenes, on-touch encounters instead of random encounters, a fairly in-depth character customization system, a better save system, a better battle system, on-map gameplay, etcetera. All of these things are things I've iterated on in subsequent projects, so their implementation definitely wasn't perfect in IGV, but it's a big step up overall beyond IG1. Believe it or not that was the short version.
Anyway I'm looking through the Magnum Opus Dissonance TV Tropes page. Generally speaking--there are many glaringly obvious exceptions, too many to list--I consider creators to be smarter than consumers, particularly where their work is concerned. The exceptions are in cases where the creators themselves are idiots, i.e. the George Lucases and Dennis Dyacks of the world. Other exceptions are works from a long way in the past when consumers were less dumb. In the film category, for instance, the "dissonance" given is often that a project creators thought was their greatest didn't do well at the box office. I think we all know that how much money a movie makes means literally nothing besides how much money that movie makes. Even in the literature category, a work being "well known" is often what creates the "dissonance" with its creator's expectations.
Anyway, true fact: I don't consider any of my complete RPG Maker games to be my magnum opus. Or for that matter any of my written works. Anything that might attain "magnum opus" status in my mind is still incomplete.
Ok, so here's the thing in my thinking. I don't get paid for doing this, so I don't want to have to compromise between artistic integrity and popular acclaim. I want the games to be true to my vision, yes, and I also want them to be beloved and showered with praise. That might even sound selfish or entitled...until you think about the hundreds and thousands of people paid literally millions and millions of dollars in our culture to make things that are obviously, screamingly, objectively worse than Iron Gaia. I mean if I wanted to really depress us both I could look up a long list of games that just about anyone would agree were worse than IG and then figure out approximately how much the people involved were paid to make them. But that's a lot of research just to confirm the obvious tautology that life isn't fair.
I don't think it's unusual to want both. I think it's a mistake to phrase it as an either or. Just about every creator wants to have the integrity of their artistic vision preserved--although most have a price at which they will compromise that and I don't doubt that I do as well. And every creator wants to receive the acclaim they deserve and to have their work reach the widest audience possible.
Anyway, most of the things that are "wrong" with the Iron Gaia series have nothing to do with the purity of my artistic vision (I feel the need to append an lol to that so, there: lol). They're just mistakes of being a young creator. The reason I don't go back and fix them has nothing to do with this perceived dichotomy between preserving my artistic vision and seeking acclaim. The reasons are completely different and in some cases much more mundane:
As a creative, at a certain point you have to declare something done and then walk away to other projects. At least that is how I feel as a creator. A text cannot be 'living' forever. At a certain point it has to be done, out the door, closed. Way back in 2004, I made the decision that Iron Gaia was done. Not perfect, but done. I've never reversed a decision like that. I think in the modern internet-saturated culture there's a sense that things are never 'done', that projects are always 'living' and the creator is always beholden to them. But I am a bit older than most of my fans I think and in any case I know that my MINDSET is much more old fashioned than my contemporaries and peers. I come from a writing background and that is very much an arena in which a work with all its flaws can be declared finished and done and the creator can move on to other projects.
I am very busy. I am basically half of a two-man tabletop roleplaying game publishing company that is trying to create, publish, and promote about half a dozen distinct game lines. Being a small company means that we handle everything on the creative end, all marketing, all business stuff, and production and shipping. Then there are the dozens of more current RM projects I am still gamely trying to finish. Oh, also I run a LARP for about half of the year. Then there is real life and all the complications it brings. Then there is the consumption of media (i.e. PLAYING videogames) necessary to preserve my basic sanity in the face of all of the above. With all of that, I really just don't have the time to go back and REMASTER Iron Gaia (which would AGAIN be completely unpaid labor which is hard to put yourself down for as a grown-ass adult unless it's something you're really passionate about).
And I'm not really sure what the result would be. I mean, the game has been available since 2004. That's 11 years it's been out. I just don't see myself getting a big audience boost when I announce "check out this new version of an 11 year old RPG Maker game. It's now 30% better!".
Then finally there's the fact that Iron Gaia is made in an ANCIENT engine that I literally am not even sure if I have anymore, am sure I don't know how to get anymroe if I don't have it, that I am not even sure would run on my current, modern computer, and that I am POSITIVE I don't *really* know how to use anymore.
tl;dr the reaosn that IG and IG:V remains unaltered isn't related to the purity of my artistic vision. it's due to time constraints, an unfavorable cost/benefit analysis, technical issues and the fact that sometimes, things have to be over and done with.
I hope that answers your question. : )
I'm not sure what was going on with the link to my reviews it just kind of appeared at the head of your post without context.
Rambling:
I'm going to omit a rant here on bla bla bla IGV is better than IG. Save that for your review of it I guess. Generally speaking I think it has a lot of objectively observable improvements and innovations, i.e. better graphics, writing, and certainly mapping, better music and sounds, better directed cutscenes, on-touch encounters instead of random encounters, a fairly in-depth character customization system, a better save system, a better battle system, on-map gameplay, etcetera. All of these things are things I've iterated on in subsequent projects, so their implementation definitely wasn't perfect in IGV, but it's a big step up overall beyond IG1. Believe it or not that was the short version.
Anyway I'm looking through the Magnum Opus Dissonance TV Tropes page. Generally speaking--there are many glaringly obvious exceptions, too many to list--I consider creators to be smarter than consumers, particularly where their work is concerned. The exceptions are in cases where the creators themselves are idiots, i.e. the George Lucases and Dennis Dyacks of the world. Other exceptions are works from a long way in the past when consumers were less dumb. In the film category, for instance, the "dissonance" given is often that a project creators thought was their greatest didn't do well at the box office. I think we all know that how much money a movie makes means literally nothing besides how much money that movie makes. Even in the literature category, a work being "well known" is often what creates the "dissonance" with its creator's expectations.
Anyway, true fact: I don't consider any of my complete RPG Maker games to be my magnum opus. Or for that matter any of my written works. Anything that might attain "magnum opus" status in my mind is still incomplete.
Mainly; when you create these games, what is ultimately more important to you: your artistic vision/integrity etc. and ensuring that it remains unaltered, or is it acclaim and/or popularity? If it's the latter, then I just want to give you the example of Shakespeare. As we all know, he's one of the greatest playwrights to have ever lived, and yet he had re-written his works in response to feedback from his audience, and sometimes he did so dozens of times. If that kind of compromise was acceptable for Shakespeare, then why do you have such a commitment to keeping gameplay and/or story elements that have proven to be unpopular and to hold your games back, even in your own estimation?
Ok, so here's the thing in my thinking. I don't get paid for doing this, so I don't want to have to compromise between artistic integrity and popular acclaim. I want the games to be true to my vision, yes, and I also want them to be beloved and showered with praise. That might even sound selfish or entitled...until you think about the hundreds and thousands of people paid literally millions and millions of dollars in our culture to make things that are obviously, screamingly, objectively worse than Iron Gaia. I mean if I wanted to really depress us both I could look up a long list of games that just about anyone would agree were worse than IG and then figure out approximately how much the people involved were paid to make them. But that's a lot of research just to confirm the obvious tautology that life isn't fair.
I don't think it's unusual to want both. I think it's a mistake to phrase it as an either or. Just about every creator wants to have the integrity of their artistic vision preserved--although most have a price at which they will compromise that and I don't doubt that I do as well. And every creator wants to receive the acclaim they deserve and to have their work reach the widest audience possible.
Anyway, most of the things that are "wrong" with the Iron Gaia series have nothing to do with the purity of my artistic vision (I feel the need to append an lol to that so, there: lol). They're just mistakes of being a young creator. The reason I don't go back and fix them has nothing to do with this perceived dichotomy between preserving my artistic vision and seeking acclaim. The reasons are completely different and in some cases much more mundane:
As a creative, at a certain point you have to declare something done and then walk away to other projects. At least that is how I feel as a creator. A text cannot be 'living' forever. At a certain point it has to be done, out the door, closed. Way back in 2004, I made the decision that Iron Gaia was done. Not perfect, but done. I've never reversed a decision like that. I think in the modern internet-saturated culture there's a sense that things are never 'done', that projects are always 'living' and the creator is always beholden to them. But I am a bit older than most of my fans I think and in any case I know that my MINDSET is much more old fashioned than my contemporaries and peers. I come from a writing background and that is very much an arena in which a work with all its flaws can be declared finished and done and the creator can move on to other projects.
I am very busy. I am basically half of a two-man tabletop roleplaying game publishing company that is trying to create, publish, and promote about half a dozen distinct game lines. Being a small company means that we handle everything on the creative end, all marketing, all business stuff, and production and shipping. Then there are the dozens of more current RM projects I am still gamely trying to finish. Oh, also I run a LARP for about half of the year. Then there is real life and all the complications it brings. Then there is the consumption of media (i.e. PLAYING videogames) necessary to preserve my basic sanity in the face of all of the above. With all of that, I really just don't have the time to go back and REMASTER Iron Gaia (which would AGAIN be completely unpaid labor which is hard to put yourself down for as a grown-ass adult unless it's something you're really passionate about).
And I'm not really sure what the result would be. I mean, the game has been available since 2004. That's 11 years it's been out. I just don't see myself getting a big audience boost when I announce "check out this new version of an 11 year old RPG Maker game. It's now 30% better!".
Then finally there's the fact that Iron Gaia is made in an ANCIENT engine that I literally am not even sure if I have anymore, am sure I don't know how to get anymroe if I don't have it, that I am not even sure would run on my current, modern computer, and that I am POSITIVE I don't *really* know how to use anymore.
tl;dr the reaosn that IG and IG:V remains unaltered isn't related to the purity of my artistic vision. it's due to time constraints, an unfavorable cost/benefit analysis, technical issues and the fact that sometimes, things have to be over and done with.
I hope that answers your question. : )
What are you thinking about right now?
By the way, I disagree quite strongly with most (almost all) of the things said by most (almost all) people on the last page of this thread. That's...astonishingly vague, I know...but I'm afraid to go into any more detail because my beliefs obviously do not match the site's prevailing, overriding cultural positioning and the deafening roar of the shared social consensus and also out of the fear of being misunderstood (of course, I realize that clarifying and explaining absolutely nothing makes the chance of my being misunderstood about 100%, but now I can say as a blanket statement with certainty that I have explained my position SO LITTLE, virtually WHATEVER you think I think is GUARANTEED to be a misunderstanding because I have explained nothing).
And, in the end, I absolutely want to minimize the time spent arguing on the internet. But in spite of that I can't bring myself to just continuously smile and nod in the face of positions and attitudes I find pretty abhorrent: doing so feels ethically lax.
And, in the end, I absolutely want to minimize the time spent arguing on the internet. But in spite of that I can't bring myself to just continuously smile and nod in the face of positions and attitudes I find pretty abhorrent: doing so feels ethically lax.
What are you thinking about right now?
IDK, it just seems silly to mock a game for being inspired by / sort of like another game when we're all already making Dragon Quest clones.
I don't really *get* Yume Nikki and I never really have but I definitely don't share the raging vitriol being expressed up thread towards this style of game.
Also I guess I am echoing Pizza when I say that some of us (like ME! do you get it, I'm talking about ME!) aren't making Dragon Quest clones or Yume Nikki clones but some things that are completely different. But I am pretty sure you know that.














