thank you for for your thoughts @
VisitorsFromDreams !
definitely on the same page
if i were to be really honest for a moment as i want all of us to succeed in sales and spur a change of reputation for RPG maker, the biggest most obsolete and limitating feature of RPG Maker that needs the biggest update of all is us devs. Our way of thinking is far too detached from reality.
to keep this on topic with advertising i think we all need to look at our projects and ask, what ARE we advertising? a game? theres a million games is that all we're advertising? or is it the story we wrote? or is that slamming turn based battle that has some nice plugins jammed in there? long story short: what is your projects selling point? as Visitors and i have mentioned Echo's selling point was to look visually better in packaging than any other RPG maker game regardless if she knew it or not, and it worked, from a RM dev standpoint we're in awe of her work, unfortunately that bar is set way too low to do anything for steam/PC consumers and or even mobile consumers, hell my galaxy note9 has 512GB on it, soon as i got it i turned half the damn thing into a gaming system as my PHONE can handle KINGDOM HEARTS BBS like it was a PSP with ease, if our phones are at a point where they can handle AAA company games without so much as an increase of battery draining more than it normally would then why would good ol' PC master race gamers who understand their computers can outclock PS4/Xbox/Switch if set up right want to play our retro style game if our retro style game isn't of the quality/an improvement in the games that inspired them? i recently mentioned octopath traveler is a prime example of being a retro game that every gamer wanted to get their hands on despite being an IP from a company that can't seem to catch a break with their leading titles like FF, and they just announced a
prequel for Octopath traveler for Mobile with the exact same engine.
We drank the water, as devs we have a defeatists attitude becuase we accepted that RPG Maker has all these limitations so products of RPG maker can only do so much, then when someone does break the mold with it and does something crazy i hear people make comments like "it so good we shouldn't even call it an RPG maker game, its a game" to me thats a bad attitude, if people found a way to make a worthwhile title with RPG maker it should very much be highlighted that its an RPG maker game because thats a badge of honor.
to wrap this up as i don't wanna go off on a tangent, we should really look at our projects and figure out a selling point and push it on much more than the pitch of: "ITS A GAME...ANNNDDDDD......ITS.....*DRUM ROLL*...FINISHED!!! I FINISHED MAKING IT, THATS THE SELLING POINT!", its 2019 - with MV this program has become quite robust and thanks to great contributions by yanfly, Victor, Hime and many others we can break those limits,
i give echo much credit still because she had a concept and exceuted it which is by no means a failure and something we should all do in our own way because its that kind of ambition many makers are missing: to find a theme and own it best we can. if we could take this tool, go back in time to when SNES reigned supreme and was asked to use MV to make a game to beat FF6, Chrono trigger, Breathe of Fire, etc. with all of our memories of those games and the games that came out after them intact in our minds, unlimtied time, budget, and help many of us would still fail to make a game to compete because we're too stuck on being traditional while those games were trying to break the limits from back then, in this scenario Echo would have competed because her work and ideas were to push the envelope, like any AAA would back then, we need to have that mindset for commercial games.
rant over, the gist is if were going the commercial route we have to try harder in different areas then just pretty packaging the menu and game trailers/pics with anime busts as many of us do and programming clever boss fights, once you figure out that gaping weak spot that you can improve on, you sell that aspect.