What do you hate/love the most about RPGM Porn Games

Jun 21, 2020
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And I am interested in knowing both from the player and developer side.
For me (if your interested in my opinion) is the walking around and repetitive combat gameplay there is in many of them. I know it is not the same for every game, but for the most part that's what I hate.
And don't really know if there's anything I love particularly. Maybe the fact that it indirectly makes developers create a more original game (and not just copy the typical visual novel made with renpy), but even that sometimes just isn't true... so yeah, I'd love to know your opinion on this.
 

Insomnimaniac Games

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May 25, 2017
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From a player perspective, what do I love? You tend to get an actual story with RPGM games. There are a number of good stories in renpy games, but the majority of them are "hung guy fucks everything that moves" first, and a story second. What do I hate? Walking simulators. Those games that have zero reason to use RPGM.
From a developer perspective, what do I love? The fact that I can make an actual game, one that isn't just clicking choices and reading. What do I hate? How people think RPGM is easy. Spoiler alert, renpy is easier.
 

F4C430

Active Member
Dec 4, 2018
649
722
Hates:
  1. Combat without anything sexual. It's a waste of time.
  2. Unskippable opening scene. Just let me play the game!
  3. Too much text.
  4. Random encounters for combat. This is especially annoying when you're just moving from place to place and don't want to fight.
  5. Annoying pathing. Placing points of interest too far apart or making the player walk around too many obstacles for no reason.
Loves:
  1. Standing art. Especially when it's animated.
  2. Sexual combat (refer to https://f95zone.to/threads/crimson-colosseum-v1-02-enokippu-kagura-games.11584/).
  3. Sexual stats.
  4. Clothes destruction not bound to HP.
  5. Short and concise dialog that doesn't make me want to skip it all.
 
Jun 16, 2023
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I play on android so I sway on the side of renpy most since it's easy to find their android ports and have alot of mods and such (I know we can use Joiplay if needed). I played a couple of big rpgm games but they didn't provide me with as strong narrative as some renpy titles have so I just don't look for rpgm. (If you have any good ones, by all means recommend them). I also just like to sit back and read rather than combat or grind or run around map trying to find who to talk to.

Insomnimaniac Games I actually had your game bookmarked for a while since it's right up my vanilla alley. If you have ever seen my reviews, I always preface my reviews with this line I'm a proud handholding, pat-giving, hug seeking, kiss-loving fucko. so that should tell you that I'm excited to try your game when time comes :) Goodluck
 
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Insomnimaniac Games

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I also just like to sit back and read rather than combat or grind or run around map trying to find who to talk to.
Thank you! You should know that in my game, you can turn off most combat (minus boss encounters, but you can use easy mode for them) and you never have to go around trying to find quests as you get them all from a quest board. The next update coming out sometime next week is the big, first time sex update!
 
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KoroG90

Member
Mar 26, 2018
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I'm gonna do a spicy take.

Those that complain a game is made with RPGM/Wolf ect without understanding what actually goes into making said game. Yeah sure "ANYONE" can use those tools, but actually doing the work with those tools is another thing entirely.

There are loads of people that say "Oh another shitty RPGM game" ect but I bet if you plopped one of the versions down in front of them, they wouldn't have a clue how to actually use the tools given to them that's before even creating a game that has one doing their own artwork, hiring VAs if they go that far, battle animations ect.

Now for an even spicier take:

When devs have the player sprite on an axis letting them move in a diagonal direction using the arrow keys instead of having implementing an actual movement system, when that happens it just feels like they didn't put much thought into their game imo:ROFLMAO:
 

Warthief

Member
Game Developer
Sep 11, 2020
197
105
And I am interested in knowing both from the player and developer side.
For me (if your interested in my opinion) is the walking around and repetitive combat gameplay there is in many of them. I know it is not the same for every game, but for the most part that's what I hate.
And don't really know if there's anything I love particularly. Maybe the fact that it indirectly makes developers create a more original game (and not just copy the typical visual novel made with renpy), but even that sometimes just isn't true... so yeah, I'd love to know your opinion on this.
RPG Maker is just engine, like any other engine the dev can use it in many different ways.
Many make with it a generic turn based rpg game others do different things with it like NTL games are not really the generic rpg games you expect from rpg maker, they don't have combat but they use it for exploration or sometimes puzzels solving...
Other RPG Maker games like the japanese dev's make are also unique, like the fem MC who can get pregnant and body transformation.
Others like zombies retreat are survieval rpg maker games.
You can even make VN without having character walk in map like Renpy games in RPG Maker.
I will need to write pages if I will get into the details of how the games are different even the one that look very similar.

So I can't answer your question because not all rpg maker games are the same and you can't put all the rpg makers game in one label.
Engines are not what make the games they are just tools and the dev's are the one who make these games.
RPG Maker games are different from eachother that why I can't answer your question.
 

bethrezen0

Member
Jan 27, 2022
182
263
Well from the player's perspective.
Hate:
1. Almost everyone using default ingame graphics.
For games with 3D Illgames/DAZ renders, Yeah i get it, not everyone is a 2D artist. But devs could at least try, everything is better than that soulless default RTP. Also the game at least wouldn't look exactly like any other RPGM game out there.
But what's the excuse for devs who make their porn in 2D, but completely ignore ingame graphics ? If making tilesets and stuff feels too restricting, there is always "parallax mapping".
2. Combat and game balance.
The porn games i played barely had those on an acceptable level. There were no difference in equipment other than the numbers go up, enemies are also had nothing to them, more like same one punching bag with different skin than anything else, those games have no weapon/magic/elemental affinities and things like that to at least make the gameplay not spam same one attack button to win, because nothing in the game is a challenge or require to use your head anyways.
3. Random encounters, especially when they are annoyingly frequent.
On global map is okay, but otherwise i personally think that this mechanic is a remnant of the past and should stay there. Games would be much more enjoyable without them.

What i love about RPGM games as a player ? I don't really know. Everything i would love about a games regardless of engine.
I guess i like RPGM games for almost all of them are low size and and low system requirements, can play that shit on pretty much any hardware that isn't too old.

From Dev's perspective, although I'm not a dev of anything, i played around with RPGM quite a bit.
Love:
1. Easy to get into, coding in not a hard requirement and plenty of plugins.
It really is one of the easiest engines out there for beginner game devs, most of plugins are free, or at least were, i believe most of yanfly ones are now paywalled, but I'm not sure it was long ago. And there is a ton of tutorials on pretty much everything, text and video both.

2. engine provides you with everything to make a minimum viable product.
tilesets, sounds, sprites and other. Although it's both a curse and a blessing, since that's why so many games look exactly the same, but it's still a good thing, they make fine placeholders or just for people who can't do those at all, but still want to make their ideas into existence without having many skills.

Hate:
1. RPGM barely improves throughout the years in terms of what it provides by default, if you can't code, plugins are not really optional, they are a necessity.
Want animated enemies ? Sorry not a feature in our 2015(MV) game engine by default, movement that isn't strictly by the grid ? nope, plugins. Sprite animations with more than 3 frames of animation - plugin, and many other things that imo should be there by default.

That's pretty much all that i could think of now. In conclusion i quite like the engine overall, but really not really exited to seek and play games made in it, since a there is just too much shovelware made on it.
 
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nulnil

Member
May 18, 2021
465
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There's nothing inherently wrong with the engine, but if you can, you're better off making something from the ground up in unity or whatever people use now.
 
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Insomnimaniac Games

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May 25, 2017
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This isn't the flex you think it is, this is just you being an asshole even if I don't agree that those using Koi, Honey Select are making actual games since those models aren't theirs made from scratch.
You know most people who use daz also don't make their own models from scratch either, right? Like 9/10 games just buy models from the daz marketplace, and only 4/10 of those actually bother to edit those models.
 

desmosome

Conversation Conqueror
Sep 5, 2018
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The sprite movement and environment of RPGM can be used as a form of visual storytelling, although that depends on the skills of the dev.

It's obviously well suited for RPG style stories with combat, although that also depends on the dev skills to make the combat and character build systems to be balanced and interesting.

In the end, the different engines are just tools that are geared towards a certain style of game design.
 

Insomnimaniac Games

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In the end, the different engines are just tools that are geared towards a certain style of game design.
Well, someone gets it. The whole point of a game engine is to make game development easier. That's the reason they exist.
 

KoroG90

Member
Mar 26, 2018
410
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Literally my point. He thought DAZ creators create their own models from scratch. They don't, but neither do I, and I never said I did. Daz and chara studio operate incredibly similarly.
Not once did I say that lmao, but you do you I guess. If you're creating a "game" with Honey Select Models or Koikatsu, none of those models are yours no matter how much time you spend on the character creation menu.

There's a load of difference between a western dev making their own artwork ect for an rpg maker game or whatever engine they're using and.............throwing together a game using models from a character creation simulator porn game.
 

Insomnimaniac Games

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May 25, 2017
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Not once did I say that lmao, but you do you I guess. If you're creating a "game" with Honey Select Models or Koikatsu, none of those models are yours no matter how much time you spend on the character creation menu.
If you're just arguing ownership, you shouldn't have said "I don't agree that those using Koi, Honey Select are making actual games since those models aren't theirs made from scratch" as that implies you think all those Daz 3d games made their own models from nothing. If I interpreted what you said wrong, I apologize.

There's a load of difference between a western dev making their own artwork ect for an rpg maker game or whatever engine they're using and.............throwing together a game using models from a character creation simulator porn game.
"Throwing together a game" is really oversimplifying the process, don't you think?
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
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Aug 17, 2019
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The sprite movement and environment of RPGM can be used as a form of visual storytelling, although that depends on the skills of the dev.

It's obviously well suited for RPG style stories with combat, although that also depends on the dev skills to make the combat and character build systems to be balanced and interesting.

In the end, the different engines are just tools that are geared towards a certain style of game design.
The biggest problem with RPGM is that many use it as a reason to artificially lengthen the project. From place/objective to place/objective > sex > place/objective > sex > etc. Believe I heard someone on F95's staff say that RPGM's are the most visited on the initial release of a game/project, but die down rather quickly.

I imagine that's probably a large reason why. Well, that and the fact many (often the Japanese ones from DLSite, from my admittedly limited knowledge.) come out already completed.
 

MarshmallowCasserole

Active Member
Jun 7, 2018
647
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For me (if your interested in my opinion) is the walking around and repetitive combat gameplay there is in many of them. I know it is not the same for every game, but for the most part that's what I hate.
And don't really know if there's anything I love particularly. Maybe the fact that it indirectly makes developers create a more original game (and not just copy the typical visual novel made with RenPy)
I'm not sure I agree on this one, because renpy doesn't actually offer anything to copy. It has almost no stock assets, if you're making a game, you will have to manually import everything. This naturally pushes towards some level of independence.

If I make a list of what I don't like about a typical RPGM game (bad UI & UX, boring combat, default tileset, bad level design), I'd say more than half of it stems directly from what devs get out of the box. With RenPy out of the box they get UI and basically nothing else. No default assets (unless you count Eileen, but come on), nothing. With RPGM the default package gently (or maybe not-so gently) pushes devs in a particular (bad) direction, and it also offers a lot less opportunities to fix its deficiencies (like UI).

What I like:

...

I'm probably with you on this one, low entry barrier leads to a larger number of games made, and that is good. But that is meta, and not something I like about any particular game.
 

DawnCry

Well-Known Member
Nov 25, 2017
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Personally my hidden rule that makes me play a RPG maker game is if the developer has polished details such as custom menu, the moment I see a generic menu is when I decide to not play it.
 

trc450

Member
Game Developer
Jun 28, 2023
146
174
+ I like that you can move and interact.
+ RPG elements, choices, exploring, discovering
+ Seeing and feeling the world.
+ Things that break out of the default turn based combat.

- Backtracking
- Day and night cycle
- Mechanics that force you to wait, rest, sleep in order to find them.
- Default assets can be distracting

Dev things

+ Easy to use
+ Fast when adding unique content
+ Can be modified pretty well, with few exceptions.
+ Easy compile for windows/mac
+ Flexible game logic
+ Plugins already exist for a lot things.

- Crashes
- Android / IOS compile is a fucking nightmare if you stray at all from default things (other than art assets)
- Corrupted files after crashes.

On the thread.

Tool is a tool, don't blame the pencil for bad drawing. If you made a game you are already "ahead" of the 95% that want to make a game.