I'm getting a hankering to make a game again. I say "again", having only ever finished one game-making project (technically two, though one was a remake of the first). I'm not sure what triggered this — perhaps a recent post on Bluesky that I found quite striking:
And… this is good advice. Being creative is fun, and the biggest mistake a lot of people make when pondering whether or not to be creative is "can I monetise this?" The modern Internet has made us all believe that everything we do should be to the end of making money from it, but it really doesn't work that way. Some of the most rewarding creative work I've ever done came about because I just… wanted to create it. (Frustratingly, one of my all-time favourite works in this regard, my epic, albeit unfinished, RPG Maker 2000 project The Adventures of Dave Thunder, has long been lost to the ghosts of PCs past.)
And so I've been pondering booting up one of the many different versions of RPG Maker I've acquired over the years. My specific thinking this time around is not to do what I always do — which is to get overly, stupidly ambitious, spend six months gathering plugins and reading half-finished, unresolved Reddit threads about how to do stuff, then never actually make a finished game — and instead to just do something simple, unassuming and straightforward. To that end, I have my eye on a couple of asset packs for RPG Maker MV that include Famicom-inspired graphics and music, and I kind of want to see if I can make an enjoyable game using just that and the stock RPG Maker MV mechanics.
I've been hovering over the "Buy" button for those asset packs all day. They're £50 in total, which is quite a lot to spend on what will almost certainly be little more than a vanity project, but I also feel like I'll probably get £50 worth of fun out of making something, even if the only person who ever plays it is me.
The other thing stopping me is pondering what sort of concept I should use. In past RPG Maker projects I've always had grand ambitions to do something unusual and expectation-subverting — but subverting players' expectations is almost a cliché in its own right these days, so just making a straightforward Famicom-style RPG feels like it would be more fun at this point. And, thinking back on my beloved The Adventures of Dave Thunder project, I had the most fun by just making the damn thing up as I went along, balls to any sort of coherence. Self-indulgence was the name of the game there, and I loved it.
So I think that might be the play. Just download those assets (perhaps waiting an hour to see if they go on sale in the RPG Maker event that's supposed to be starting today) and just make, and see where things end up. Who knows? I might even end up making something actually good. Or, indeed, finish something. But we'll see.
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