Anonymous
My little brothers making an RPG and its actually agonizing 04/13/26(Mon)07:11:58 No. 3964515
My little brothers making an RPG and its actually agonizing 04/13/26(Mon)07:11:58 No. 3964515
My little brothers making an RPG and its actually agonizing Anonymous
04/13/26(Mon)07:11:58
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3964515
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>>3964515
>Just mashed together tropes from popular games?
Don't even pretend that the successes aren't exactly this.
It's just luck of the draw. There's 100,000 timelines where something like Undertale goes completely under the radar since you could make the exact same argument about it as you're making now.
The difference is luck. If people just magically decide they like your crappy art and your cringe writing, that's all that matters.
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>>3964515
You should encourage him to finish, the nihilistic and lethargic "intelligent criticism" energy from this place are what ultimately powers cucks, simps, and leftists in general into their bitter futures of poverty, loneliness, and a filled grave containing an unfulfilled corpse. Sticking to something for 4 years is something most kids don't do which shows the opposite of all that.
Even if it is pretty cringeworthy there will come an age where he will look back on it and want to make a better one, and he's probably learning SOMETHING even if it is just a -maker package. Maybe get him started on Unity on the side.
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>>3964515
>How the fuck do I tell someone who has spent 4 years on a project that a protagonist who speaks in the third person like a toddler completely ruins any chance of taking the game's "serious emotional moments" seriously?
Try it with probabilty theory or explain what a reality check is.
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>>3964515
RPG maker dev here, best i'd say you can do is let the kid release it. Alot of devs start out thinking they'll make the next Final Fantasy or Undertale when they won't. Kid's gonna have a reality check when others actually play his game and criticize the game. Thats probably how alot of devs start out. Eventually he may look back and go: "Damn, this sucks ass. Maybe i could try to make something better than the cringy shit i made when i was a retarded 14 year old"
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>>3964515
The only issue here is that you've let yourself be pressured into doing something you don't want to do
You shouldn't be doing that
Also, you shouldn't be making art before the games finished
If you need an excuse, you should probably start your own art project and insist you need to spend your time on that. It will sound better then choosing to do nothing
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>>3965333
NTA. Success takes three things: luck, talent, and hard work. Luck exists, but is not the only factor. Losers pretend that talent and hard work don’t matter, only luck, to deflect from a lack of talent and an unwillingness to work hard.
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>>3964515
>Is this what all solo dev RPG Maker projects look like? Just mashed together tropes from popular games?
I follow unique and enlightened path of forever dev where instead of actually working on my project I think about how to work on my project.
It is more elegant way than crude working on it. However progress is slow as after years I am not a little bit closer to finish than before.
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>>3964538
This. It's often best to just let life teach its lessons. We learn through experience after all.
Everyone's a dipshit when they're young op just let your brother have his fun and be willing to tell your parents no and set boundaries for what you will and won't do with the art.
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>>3964515
I don't know how you're gonna tell him his game is bad, but you can't crush his soul.
My little brother used to genuinely think he was going to be in a famous band one day. He'd play guitar all the time, he even got a drum set that was super fucking annoying to listen to and I'm pretty sure the entire neighborhood hated it so I'm glad that stopped at least, but one day my brother came home with a cassette tape of him and another kid in the neighborhood "jamming", and keep in mind he's like 12 years old at the time, and he comes home and he's all excited and he wants us all to listen to it. That's when my mom, like, got upset at him and told him that he's never going to be in a band and I don't know what other kind of shit, I wasn't there I was in my room, but from that day forward he was never excited about anything ever again. I never heard him play guitar ever again. He never went to another kid's house to jam ever again. My own mom destroyed my little brother.Really, she destroyed all of us in different ways, but I remember when she destroyed my brother. And you can't do that, man. You can't kill your own family member like that. So don't just lay it out and tell him it sucks and he'll never be anything, try to frame it more positively or tell him to read more books so that he can write a better game or something, I don't know. But don't rip his soul out of his body like that, he'll never ever be the same.
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>>3965183
>There's 100,000 timelines where something like Undertale goes completely under the radar
undertale got its initial momentum from the author being already sorta famous. very little luck was involved in that one
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>>3965183
>>3973221
There's not that much luck involved in game success. If you can capitalize on ideas that haven't been fully fleshed out and are able to make your game appealing via gameplay story etc then your game is capable of success. If you then get market confirmation early on that people will buy your game in the form of a fundraiser or something else, then your game is almost guaranteed success.
Many indie devs will spend years making their ultimate passion project in a vacuum while getting 0 feedback from their target player, not market it at all, and then wonder why their game gets 12 sales. Hate to say it but most of these passion projects and 'underrated gems' are usually not very compelling and are worthy of exactly the amount of success they got. If not, then it's a failure in marketing.
>There's 100,000 timelines where something like Undertale goes completely under the radar
Toby Fox had a sizeable fanbase before making Undertale, and he also put out a Kickstarter with a demo before committing to making the whole game, which exceeded its goal. Undertale also capitalized on multiple unique ideas that had never been fully fleshed out or modernized in an RPG before like sparing enemies, bullet hell in turn-based combat, talking to enemies... on top of having a great OST with compelling characters, story, and cool bosses. There was VERY little luck when it comes to its success, it was pretty much guaranteed.
Go look on kickstarter vidya, sort by new, and you'll see many instances of this: all the great looking games surpass their funding goal. The ones with low funding are 99% of the time boring projects with nothing interesting going for them, beginner projects, or AI slop. You'll never see an incredible looking game on there that has no funding. I've never seen one.
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>>3973633
>If you can capitalize on ideas that haven't been fully fleshed out and are able to make your game appealing then your game is capable of success
groundbreaking. Doesn't take into account a myriad of variables outside the devs hands. The 100s friendslop and vampirelike released each month, where streamers rally around one and pump it like its a shitcoin, is a prime current example. This market is insanely saturated.
Success has no guaranteed formula, just like "gaming the algorithm". You can't really "game the odds" when so many people are also trying to. Theres also a fatigue for eathbound likes if your name isn't toby fox.
>Toby Fox had a sizeable fanbase before making Undertale, and he also put out a Kickstarter with a demo before committing to making the whole game
1) Having a prior fanbase hurts the no-luck argument. (just b popular so your game is also popular bro)
2) He had a fanbase built OUTSIDE of vidya. An indie dev without clout has to compete with a thousand+ release in any given month and marketing is high-variance.
3 That he was gonna make some money sure but that he was gonna have a global reach with 5-10 million sales?
4)It is very easy to play cpt. hindsight and say that whatever gay nigga character in that game had insane virality (as if similar games didn't try the same shit) but the truth is that its unpredictable.
>and he also put out a Kickstarter with a demo before committing to making the whole game
indie devs massively skip kickstarter if they have no clout, esp solodevs. Its a burden, not a magic trick to reduce risk.
Also kickstarter or demos that did better with the end product being almost a failure shows its not reliable.
>with compelling characters, story, and cool bosses
Its garbage for midwits just like every other earthbound inspired title. The reason why we're not evoking intricate qualities in this argument.
We're not talking about tes6 or dos3. We're talking about "yet another one of those" from "who?"
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Also shut stop it with muh hard work, everybody works hard for a long time for a finished product, thats the minimum requirement of the art form. Its not a merit on its own, thats commie logic. Esp with THOSE type of games. OP's lil bro isn't making the next noita. Shut up
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>>3964515
I also made a goofy RPG Maker game when I was 12, throwing together stuff I liked. Let him have fun with it. If anything, encourage him to plan it out a bit more and decide a set ending. He'll be happy to have finished something.
In my case, I had a place where the game sort of ended, but then a second world where I was totally making it up as I went. I liked adding to it with whatever popped into my head, the same way people play around in Minecraft or something. It was so fun I kept wanting to add more and never finished (though the first half was basically a complete short game).
It's very unlikely this will become the next Undertale, but keep in mind that Toby Fox started the same way as your brother. Making RPG Maker games with his brothers. You can read about his experiences here:
https://chartcarr.neocities.org/secretbase_5
This part in particular:
>But even that game my older brother made was never finished. In total it had around 3 or 4 hours of content, it was going to be a long game and took years to make. As a result, I lost confidence in my work and ended up quitting game development altogether too. In the end, only one of my older brothers was able to complete his own game.
This is why you should encourage him to finish it one way or another. I remember being really disappointed that I never truly finished mine. Completing something will give him confidence and inspire him for future projects. So you won't even have to worry about this one being perfect or not.
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>>3973693
Another relevant part, about the game his brother actually finished:
>In short, it's a collection of jokes that popped into his head. Because of this format, it seemed like the game would go on forever, like an "endless opera." However, one day, my brother suddenly decided to bring it to a conclusion. All the ally characters were instantly powered up to the maximum level (Level 50). Then, they proceeded to face the final trial. Even so, they were able to properly reach the final area, face the final boss, and there was an ending.
>The completion of the silly game that my brother and I were making was the first time any of us had ever finished anything like that. It was shorter than what our oldest brother had made, but at that moment, I realized something: we were still just kids. If we wanted to complete a game, we had to make something that was feasible for us! Since then, that thought has always been with me. At that time, all those using RPG Maker were trying to make their own version of something like Final Fantasy. The sort of epic game where you had to level up your character to 50, battle with every enemy in the enemy list, and if you really completed it, it would take about 20 hours to play.
>However, after seeing the game our oldest brother made, I realized that something like that would be impossible for me. From then on, I made sure to keep the scale of the games I made small and to develop solid development plans. By understanding my own abilities and not exceeding the limits of my mind and body, I was able to complete a decent number of games. So, everyone, you can make games right now too! Just maybe don't try to make Final Fantasy.
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>>3973693
>>3973694
At the end of the day, you don't get to pick how people respond to your game. Sometimes a good game goes entirely ignored. Sometimes a really dumb game that sucks spawns countless retellings, reiterations, sequels, and knockoffs for seemingly no reason at all.
All you can ever do is make, then put your creation out there into the world. What the world does with it next is not in your hands. As a great man once said: Love isn't love until you give it away.
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>>3964515
upload the files somewhere
let an anon take them and publish it in an unfinished state
he loses all credit, his 4 years of work are lost
you no longer have to do shit for it
he'll hate you forever though
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>>3964515
I'm guessing this is less about the game itself and more about your living situation. Are you actually being "forced"? Are your parents becoming aggressive toward you? If not, maybe start a conversation about how you don't share his passion for the project and that you don't enjoy working on it. You could use your own studies or projects as a reason why you'd rather do something else. As for your brother, keep encouraging his creativity. Even if you don't think the game will perform well, it's not worth creating an argument. Sometimes it's better to just blindly nod and go along with it.
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>>3965183
Undertale only got big because the developer was part of the online webcomic Homestuck -- so involved that he literally lived in the Homestuck author's basement. So he already had access to an audience that knew him, to market a similar product.
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>>3973633
The quality of a game is a blip compared to marketing, networking, and catering to trends, especially today where people are more concerned with vibes and group signalling than actually playing anything. If his brother wants to succeed he needs to participate in communities, hire a publisher, and make the content appeal to the bluesky crowd and video essayers/streamers. The game itself basically doesn't matter. Undertale was released when consumers had a bit more taste so quality might have played a slightly bigger part but that's still dwarfed by Toby's preexisting status in relevant circles.
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>>3985905
"The quality of a game is a blip compared to marketing, networking, and catering to trends, especially today where people are more concerned with vibes and group signalling than actually playing anything. "
No real evidence to support this.
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>>3988919
>No real evidence to support this.
Look at the wild popularity and critical acclaim of the giant pile of shit, "Baldur's Gate 3". The marketing campaign was so successful that most people don't even realize it had a marketing campaign.
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>>3964515
Let him finish it first before you rip it apart, you're his older brother. When reality hits and his game doesn't become the next big hit, you could lightly encourage him to try again once he's figured out what does and doesn't work. If he really does have the passion for it, he'll start again and hopefully get a better shot at it next time. As for your parents you'll have to have the conversation with them over what you are and aren't comfortable with when it comes to drawing.just lie and say your wrist hurts if they're really guilt tripping about making you the art slave
Also, get off 4chan and finish your geometry homework, timmy.
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>>3964515
Most anons here have said what needs to be said.
But who are you? What the hell do you do? Leave your brother be. I understand you may be tired of making art for this game you so strongly detest, but seriously? Leave him be. He will learn on his own; and also, how do we know that you aren’t being an absolute jackass to him with your critiques? Like even if you’re 100% right, theres ALWAYS a better way to say/do it. Especially towards a child.
4 years of work rules. I don't care about the content- that drive he has is awesome.
Perhaps you could take a page out of his book and do something too.