why do so many have something against RPGM?

Xelthaar

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quite a few game i enjoy came from RPGM, the Sequel games, a lot of kagura games, MGQ paradox. to name a few i am curious to see why they get a lot of hate compared to other engines.
 
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oh good question, i actually never played one commited to finishing it.
It always seemed a lot of work to see a couple of xxx scenes.
I'll rahter play a regular game and read some comixxx to achieve the same goal?
 
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RPGM is a pain in the *** in my opinion. Bad sound, always too loud, the UI is very outdated. Ren'Py fpr example is much more flexible
 
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RPGM is a pain in the *** in my opinion. Bad sound, always too loud, the UI is very outdated. Ren'Py fpr example is much more flexible
honestly i've had the oposite experince so many renplay games i see try to be what the engine can't really handle do rpgs for example in renplay are allways jank. renplay is good at one thing and that's VN's RPGM is good at RPG games obviously. honestly the worst experinces as far as games i've had are usually Unreal or unity.
 
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honestly i've had the oposite experince so many renplay games i see try to be what the engine can't really handle do rpgs for example in renplay are allways jank. renplay is good at one thing and that's VN's RPGM is good at RPG games obviously. honestly the worst experinces as far as games i've had are usually Unreal or unity.
yeah was about to say, i also skip unreal engine game.
They all give me the sims kind of vibe.

What are rpgm games, that don't require alot of grinding ,are nice to play and has some nice content?
 
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As stated above, RPGM is outdated in more facets than one. Even if we ignore the graphics, a few simple examples I can remember off the top of my head are:
  • Keyboard controls are honestly awful in a lot of RPGM games. They not intuitive and clunky
  • As someone who likes to mod their games, skip unnecessary grind mechanics, add new features, etc. It is very hard to mod RPGM games compared to RenPy. With RenPy you can essentially get the original source code back and do anything you want with it.
  • RenPy is also very extensible. You can, if you want, implement new game mechanics that haven't been thought of by the engine developers. Even if most games don't bother to do so. Think of mini-games or interesting UI interfaces (like in Photo Hunt or Zeno's Anthology).
A game like Summer's Gone that sets up a unique atmosphere through its sound design and UI would have never been possible on RPGM for instance.
 
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yeah was about to say, i also skip unreal engine game.
They all give me the sims kind of vibe.

What are rpgm games, that don't require alot of grinding ,are nice to play and has some nice content?
honestly that depends on what you consider grinding. while both MGQ paradox and Sequel have some grinding thats mostly just for leveling. both are more story based so i don't really place them in the same catagory as simply porn game. there is also quiet girls and succubus prison both more horror game based. Cornelica, Town of Succubi, detective in the steampunk city both are fairly medium length game.

As stated above, RPGM is outdated in more facets than one. Even if we ignore the graphics, a few simple examples I can remember off the top of my head are:
  • Keyboard controls are honestly awful in a lot of RPGM games. They not intuitive and clunky
  • As someone who likes to mod their games, skip unnecessary grind mechanics, add new features, etc. It is very hard to mod RPGM games compared to RenPy. With RenPy you can essentially get the original source code back and do anything you want with it.
  • RenPy is also very extensible. You can, if you want, implement new game mechanics that haven't been thought of by the engine developers. Even if most games don't bother to do so. Think of mini-games or interesting UI interfaces (like in Photo Hunt or Zeno's Anthology).
A game like Summer's Gone that sets up a unique atmosphere through its sound design and UI would have never been possible on RPGM for instance.

if you're talking about skiping mechnaics like leveling etc. RPGM games all can be edited via save file with an online save file editor.
 
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It's less about the RPGM itself, but how devs utilize it.
For me there are 4 major points that always bugs me.

1. Many games don't need that battle system the engine provides, apart from it being boring and overused, too often it ends in a tedious unnecessary grindfest.
It's often used by the dev just becaus it's already there and then even without changing the default settings or adapting it to the world/story.

2. Then you have the maps and the movment. The maps have to look pretty so they tend to be big. But this always ends in constant running around from point A to point B and back and and forth. Again something unnecessary in many games and you spend most of the time runing around.

3. At it's core nearly all games look the same, because neither the tilesets nor the character sprites gets personalization. If one sees a screnshot of one game without any of the lewd images, they literally look the same.

4. The engine is easy to use and makes it even easier to make a game, a generic game, an unimaginative generic game. Most of those games aren't good or even downright crap.


Are all games like that? Of course not. But I don't want to spend my time and energy to filter through all the games just to find the few ones that aren't super generic.
That's why my first thought whenever I see the typical RPGM graphics is sadly: "Urgh"
Luckily of many of those games you can find the CG on sites like hitomi.la that have galleries.
 
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It has too many problems compared to other engines.
 
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It's less about the RPGM itself, but how devs utilize it.
For me there are 4 major points that always bugs me.

1. Many games don't need that battle system the engine provides, apart from it being boring and overused, too often it ends in a tedious unnecessary grindfest.
It's often used by the dev just becaus it's already there and then even without changing the default settings or adapting it to the world/story.

2. Then you have the maps and the movment. The maps have to look pretty so they tend to be big. But this always ends in constant running around from point A to point B and back and and forth. Again something unnecessary in many games and you spend most of the time runing around.

3. At it's core nearly all games look the same, because neither the tilesets nor the character sprites gets personalization. If one sees a screnshot of one game without any of the lewd images, they literally look the same.

4. The engine is easy to use and makes it even easier to make a game, a generic game, an unimaginative generic game. Most of those games aren't good or even downright crap.


Are all games like that? Of course not. But I don't want to spend my time and energy to filter through all the games just to find the few ones that aren't super generic.
That's why my first thought whenever I see the typical RPGM graphics is sadly: "Urgh"
Luckily of many of those games you can find the CG on sites like hitomi.la that have galleries.

I think you have perfectly summed up what I was thinking but couldn't put into words. RPGM gives you the tools to create a game, but it only allows you to create a generic game if you don't want to spends your days fighting against the engine itself.
For instance, some of the keyboard shortcuts (like F1) are hardwired in the engine's dll files and can't be edited by the devs or users.
 
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Depends on what kind of game it is for me. If it's some long story based game then renpy or another VN based engine is better. If it's just some FMC make a hoe game then RPGM is perfect imo.
For example Chronicles of the Chaosborn is a really good game with super cute girls and pretty good writing. It's unfortunately on RPGM with absolutely brutally high enemy spawn rates and random encounters to the point that you're spending 9/10ths of your time in combat even when you're one shotting everything. Might have improved, I haven't played it in a long ass time tbf.
On the other hand Reverse Isekai Elf Girl, or whatever it was renamed to for the steam launch, I don't think it's on here, is one of my all time favourite games. As an NTR hater it has great NTR, a relatively fun gameplay cycle, good writing, extremely hot sex scenes and a likeable MC. Magical Girl Celesphonia is another really good game that does an excellent job with the RPGM engine. Great MC, good writing, great sex scenes and a fun gameplay cycle. Both games use RPGM in a well done way that really improves the flow of gameplay. Elf Girl using it to open up the world, offer lots of freedom and a well utilized exploration without wasting your time with combat. Celesphonia has lots of events around the city, lots of ways to play and uses RPGM combat in a way that isn't frustrating while including battle sex systems.
So it depends on the type of game you're trying to make. Ryona games, FMC cheating/NTR and general FMC corruption games work out great on the engine. Harem games, and regular romance games not so much imo.
 
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Because it's rarely used for its intended purpose. RPGM is, as its name implied, an engine designed to create RPG games. That's why it includes an inventory, character stats, a battle system, etc... Yet creators of porn games are rarely making actual RPG games with pornographic scenes. Mostly due to its ease of use several Japanese developers use it to make all genres of porn games, but because the engine wasn't designed for that the players have to deal with all of the small annoyances that carry over from it being an RPG at its core.
Things such as having to walk across a huge map to interact with people, having an inventory for mostly no reason, not having an easily available gallery so people need to interact with a object to warp to a dev room, having to pass through several useless menus and stats to save/load, etc... Having an easy-to-use engine is nice for devs who don't want to deal with having to learn much programming, but as a player you have to deal with all of the annoyances. Western devs using RPGM are better at disguising the RPG elements of the engine by modding it a bit and hiding it under the hood, but it still pokes through once in a while.
 
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I'm playing one currently and I'm really enjoying it. Would be great if more RPG elements were Implemented in VN's, but I guess when you have limited resources the effort isn't worth it.
 
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More or less what everyone else has said. Some games use it well. It's fine for actual RPGs or games that use the maps, inventory, etc... for some actual purpose. Games that are just VNs but are using RPGM because that's all the dev knew how to use tend to be pretty bad, especially if the dev doesn't get rid of all the extra junk like character screens, inventory, etc... that they're not even using.
Basically the problem is too many devs using it when it's the wrong tool for what they want to do.
 
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Some are great like claire quest, peasant quest etc. But most of rpgm are painfully grinding
 
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Too much grinding and I can't get rid of the impression to be playing some elaborated Pokemon game :E:censored:
 
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They seem to more often be Windows-only, require more grinding for levels, and often have the same bog-standard and old-school JRPG gameplay. The quests are often obtuse and require walkthroughs.

On the one hand, they require people sink more time into them. So people who want a quick route to porn aren't happy. On the other hand, with people looking for actually playing the game, they are usually less innovative than games made in other engines.
 
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Very uncomfortable to play on PC (in terms of character control). When the character moves around, you can't help but think of games from the early 1990s. Nowadays such graphics looks more than archaic. Personally, I always avoid games on this engine.
 
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More or less what everyone else has said. Some games use it well. It's fine for actual RPGs or games that use the maps, inventory, etc... for some actual purpose. Games that are just VNs but are using RPGM because that's all the dev knew how to use tend to be pretty bad, especially if the dev doesn't get rid of all the extra junk like character screens, inventory, etc... that they're not even using.
Basically the problem is too many devs using it when it's the wrong tool for what they want to do.
Agreed. Some games it's perfectly fine on, but it seems to be picked quite often by a dev who wanted a sandbox experience but didn't want to focus on too many pictures to depict various chat and travel images. Which, fair enough, especially if they put a greater focus on meaningful images. Lisa comes to mind as a silly base for using the RPG platform, but creates some fantastic scene images for the actual important parts. Unfortunately that games seems to be an exception and not the rule.
 
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The only thing it does better than Ren'Py is that it can be used for actual movement in games, but I just find it unnecessary.
The last time I played an RPGM game I had a lot of sound issues where the sound would basically lag/cut in and out.
 
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