I make and play games - playing games I use as a reward for reaching specific milestones within my various development projects. I've played a wide variety of games, having started at the tender age of three and worked my way up over the years so that, at one point, I was actually going out of my way to find the original games (cartridges, CDs, whatever) to play.

All games I elect to review must be 'Complete' status (though games still in the process of clearing out bugs are fine and will be noted in the review itself). These games must have a download on RMN (as I pass them to my Dropbox queue) and need to be self contained - everything I need to play should be in the download, without needing to install anything (including RTPs; we aren't living in the days of slow connections anymore, people). You should also have any fixes in the download, not something I have to look through the comments for - I'm going to be avoiding them like the plague until I've finished the review.

When I review a game, I try to play as much of it as I can possibly stand before posting the review - I make notes/write part of the review as I'm playing, so a lot of what goes into the review is first impressions of sections. I'm also not a stickler - things don't have to be perfect - but I've seen many examples of things not done perfectly but, at the same time, not done horribly. I rate five categories on a scale from 1 to 10: Story, Graphics, Sound, Gameplay & Pacing, and Mapping & Design. 5 is average to me, so it's not necessarily saying that category is bad - it's saying it's middle of the road. Games within the same editor are compared to one another, not games across editors (I'm not going to hold an RM2k game to the same standards as a VX Ace game due to system limitations, but I won't let it hold back the RM2k game's rating) - unless the game is part of a series across multiple editors.
Legion Saga X - Episode ...
A fan updated version of the RPG Maker 2000 classic



[Poll] M.O.G. Multipart Event - pared down?

On the soundtrack front, would things like remixes (or using another song as the base but reowkring it) be considered acceptable? I'm just curious - my own skills writing music have been rather wonky, but remixes are usually within my capacity to do.

Just finished a VERY good FF fangame which sadly isn't on the site. ;_; Is it possible that I could write a review for it, I wonder?

As much as 2.0's canon will shit on it (Coil spoilers, people!)... I now want to try it. <_< Any chance on a link at least?

(Oh god, I just realized I'm not sure if a link would be against rules or whatever... ;_; If so, sorry sorry sorry. But I've been on an FF-kick lately and I'm amused to see where a fan game of FFXIV would go... I did do a Google search, unfortunately the name is a little generic when it comes to Final Fantasy terms.)

How is it that I can find the password email to an MMO I don't even play anymore, yet I can't find the product key info for RPG Maker XP? x_x

Because you want to find the XP key, you can't. It's how it works.

RMN v4.5 (and beyond) Feature Idea List

so you don't just have someone front loading easy achievements into their games to booster player score.
I'd imagine author of game wouldn't be able to get achievements/boost player score from his/her own games.

Make a second account, upload games with it, play on your main account. It's why I say any achievement method would have to be controlled as much as games being put up in the first place, if not more.

RMN v4.5 (and beyond) Feature Idea List

RMN Game Score/Playerscore (API for in-game achievements and such)
For this I think you'll need to also develop RGSS (for all RGSS versions) scripts and DynRPG plugin for 2k3 if you expect people to actually use it in their games.
Damn, I was hoping the RGSS gnomes were going to do that for me...

If there was an API to work with, I'm sure we could whip something up for RGSSX. I don't know enough about DynRPG to work it with 2k3, but not every game needs to have achievements. Then again, there'd also have to be some sort of process for determining whether or not games meet requirements for achievements so you don't just have someone front loading easy achievements into their games to booster player score.

Hmm... now I'm interested in it.


Actually, it should be either a period, semicolon, or hyphen instead of a comma in this situation - it's two separate but related sentences.

Best RM Games With Only Default Resources?

I've actually been trying this myself - I've got a loose project called 40 Days I've been working on exclusively in Ace's RTP, and there's so many corners that have to be cut if you're using just the RTP (there's a scene where I'm trying to make it scroll over open sky and show you're on a floating island that just looks horrid using the RTP). And I think that's part of the problem with RTP only games - they're limited to what's in the tilesets and the files, which really isn't a whole lot.

I don't know, I think I just find the Ace RTP lacking compared to XP's and older when it comes to graphics, but maybe that's just my memory playing tricks on me.

[Poll] Is Piracy Ethical?

This is assuming you would have actually bought the game if you didn't pirate it, though!
If you pirate it then you're likely to have possibly bought it at some point in the future. Perhaps in a sale, after saving up, as a gift from a friend, etc. There's a chance.

If you pirate it though... then you're definitely not going to buy it.

That second part isn't true - I have plenty of games that I've downloaded and later bought. Just downloading it does not remove the possibility of purchasing it, and there's been a number of studies done that've basically concluded there's no sales lost because those who pirate and don't buy it wouldn't have bought it anyways and those who would have tend to support the company anyways.

But if the society you live in believes stealing is wrong, and punishable, then there's no argument.
Fallacy - stealing deprives another person of the aforementioned object. Piracy isn't, by definition, stealing - you do not deprive another of the original item.
This in itself is false, but many people can't realize it because they do not count experiences as possessions, even if the only reason they do so is because they have not been taught that perspective.

For example, a movie. Easily copied and distributed over the internet. No harm in making many copies. No physical medium stolen.

But once you see it once, that's it. That first viewing that made you laugh and cry and jump in your seat is gone forever. You might consider buying it afterwards. But the secrets have been revealed. It's inside your memory now.

But this loss is not the true toll of piracy.

It's the act of piracy itself, which says, "I didn't trust you. I'll save some money..." Artists and developers, who currently make the most pirated products, aren't dumb. They can see what society has said about their work through the actions of a mass number of people. When a game intended to earn $2 million earns about $200,000 instead, and contains code that reveals that 99% of players did not purchase the game, it doesn't matter if even some money was made back. Mutual consideration for a human being hasn't been given. And the developers can recognize this, and hesitate in making the next game.

This is piracy's biggest ethical concern, I think: the message it sends through its act, which destroys solidarity and hope. And not just for the creator of the product, but for all other creators keeping watch on what other creators are doing. They can see that they might not be able to survive, based on the success (or lack thereof) of their peers.

No, I'd say you've made an incorrect assumption as well, otherwise you'd never be able to sell movies in the first place. I watch movies that I like a lot. I have downloaded numerous movies, but I also have a DVD collection numbering well over 500 (and a VHS collection half that size and a BluRay collection about a further half that size). And I watch them, pretty thoroughly - my VHS collection is shrinking because the tapes are wearing out from being watched, so I then buy them in another format - so I've supported these particular acts multiple times.

At the end of the day, the producers of work need to stop worrying if people are going to pirate their work and instead just focus on making it good. If it is, you'll get people actually giving you money for it. If you lose money off of it, you have to start to wonder: was the product bad?; are you using too big of a budget? If a game is intended to earn $2 million and only made $200k, they really need to address where they fucked up, not that the game was pirated - piracy, in almost all cases, does not result in lost sales in the end, as has been addressed numerous times by earnings numbers; most of the highest pirated games are also among the highest earning games.

[Poll] Is Piracy Ethical?

At the end of the day, devs should probably be a little less worried with the piracy itself and why their game isn't managing to do the sales conversion observed across a number of heavily pirated titles (or why they're not doing sales in the first place). If the game ain't fun, you're not going to convince anyone to buy it.

[Poll] Is Piracy Ethical?

But if the society you live in believes stealing is wrong, and punishable, then there's no argument.

Fallacy - stealing deprives another person of the aforementioned object. Piracy isn't, by definition, stealing - you do not deprive another of the original item. And that's where the definitions start to get mucky, because the law still strongly follows the concept that everything is a physical object that can only be owned by a single individual (or group of individuals) at a time.

The argument of lost sales is invalid; most individuals who pirate a particular item, statistically, were never going to purchase the item in the first place. However, a great number of them, having enjoyed the item, will contribute to the creator regardless of how they first obtained the item in question. There have been some rather intensive studies on the practice, and many television show production teams are noticing that piracy of their programs is actually a good thing.

In the end, the race by companies to prevent piracy of their products (especially DRM) hurts legitimate end users more than it does pirates; won't be long before a particular DRM is broken and a pirated copy of a game can be played freely without restriction while the end user is still waiting in a queue to get a connection to a verification server every time they start up...