TimTam Slam Jam

What are you thinking about right now?

I dunno. I thought at least the first half of the postscript could fairly accurately be applied to today's RMN:

i hope it gives a sense of the kind of fishbowl insularity that stands out most about the small game development scenes of that period, before they were all retroactively pulled into the wake of a single "indie movement", and when they were largely not paying attention to that movement.

...idea of people making indie games without knowing or caring what others were simultaneously doing in art or music or comics or writing...

That the "indie movement" took off means everyone is pretty aware that there are larger and bigger spaces out there, but I still feel like there's a solid percentage of RMN games that are only made for the RMN community. (this applies more strongly to RMN than to RM in general if only because RM games are considered commercially viable now but isn't at all specific to RMN.) And this isn't including games that were made without any audience in mind just as self-expression -- I mean games clearly designed to have an audience, just with a very narrow audience consciously or unconsciously imagined. It's struck me as odd with the review drive lately especially - that there'd be a need to "review" a tech demo or a RMN birthday/eventgame that explicitly /were/ made with the community audience in mind. The unconsciously-targeting-RM-community ones are weirder though, stuff like building "good" RTP games or "pushing 2k3 to its limits" or something where the restriction that's supposed to make the project interesting necessarily restricts it to other developers. Luckily the close cousin "I'm gonna build this game to totally hype up the screenshot thread" is pretty dead.

One of the biggest changes definitely is that the 20+ hour magnum opus sprawling RM game has become a whole lot more rare. Hard to say why that is but I sure don't mind it.

What are you drinking about right now?

Mafia Guide; Hosting, Suggestions, and Discussion

Misao Re-jiggify

I think I posted the exact same thing last year, but, my thought is: does RMN really produce only 5-6 notable games per year? If so, then why do we have over a dozen categories of awards, when the only "good" games to come out will just take home multiple? If we do have more than a couple good games per year, why do only a few dominate the categories?

(I think either way, the way to tackle this is to get rid of categories like "best characters" or "best xxx design" or w/e because they'll naturally just become the "most voters played this game" award, and replace them with genre-specific categories or categories that wouldn't make sense for one game to work for multiple, such as the new dev or best demo ones, which I think are about the strongest)

Publishing Old Games?

If by "publish" you mean "sell," well, for most of RPG2K/3's lifetime the English version of the engine was an illegal pirated copy. Rips were rampant. So there's a big amount of work involved in converting those old projects to legal-to-sell versions, and while some devs who are still around have tried it (Ara Fell, Hero's Realm is supposedly in progress, etc), the majority of devs who made the old classics just aren't involved in game development much any more.

The other two games you listed are more recent and they're not really in need of rediscovery if they're already "discovered," really. OFF hosted here is an English copy, it has an international following, wikipedia page, fan wiki, etc. Space Funeral also is listed on GameJolt, has a bunch of mainstream gaming media pieces written about it, etc. That their creators didn't monetize them is because they were created by hobbyists -- after a successful free release, it's hard to turn around and put that game on Steam. Which does happen (Soma Spirits, etc) but it involves again putting together bonus content or redoing stuff or whatever to make the new version appealing. Which isn't necessarily the most appealing thing for a hobbyist.

also there's not really much money it, there's tons of shovelware rm games on steam these days

Some new (and old) ideas for future events

I'd like to see the return of an actual judged contest. I don't think we have had anything even judged since 2016, or when was the last time we had these sorts of judge commentary articles? Or prizes beyond MS and a badge? Is the trouble finding people to host/judge these?

I kind of think back to events like like the ones nakster hosted years ago on gamingw that attracted new people to the community and encouraged people who hadn't released anything for a long time to come back. There were also some legit good games to come out of those contests, and while there's for sure some quality stuff coming from events in the past 3 years, it doesn't seem like it has an audience outside our community. For future events I think a good acid test for an event would be something like "would any random who posts on rpgmakerweb be motivated to sign up here to enter?", which definitely used to happen for some older contests and some of the collaborative events (people looking to network.) The events we're going through now just sort of feel like the same group of people making games for each other, especially considering that they run continuously and for long chunks of time (1 month+). Back in 2011/2012 that was considered a big commitment to be taking a break from "main" projects and I think discourages participation.

Looking for a game I played once.

It's floating around as part of a bundle.!uZZGUSrb!soU43K_XH4WR5KLwloRK8UkskGQ6N7hupzjy_nrweC8

Not my file so can't speak to its contents etc


signing up for an excuse to post this again

[RM2K3] CMS questions

Order matters -- save your division for the end