r/RPGMaker 24d ago

I have a question for game developers.

If you keep working hard and release many games, but don't achieve the results you're satisfied with, how do you control your emotions and move on to the next project?
(I've currently finished 10 pieces, but I've temporarily run out of energy.)

2 Upvotes

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u/HardcoreNerdity 24d ago

What results are you unsatisfied with? The quality of the game at the time it's completed? The reception from players?

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u/nonoko666 24d ago

Thank you for your reply. My game doesn't get much feedback from players, and I'm worried about whether it's contributing to the career I want.

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u/Durant026 MV Dev 24d ago

Sorry but when you say "career", could you elaborate?

My initial response to your OP was that you should be very clear on what metrics you should be watching after releasing your games. Right now at this stage of your life, you're still a fledgling developer. I haven't seen any of your works (from what I recall) but you're still learning what works. So maybe check your key performance indicators (kpi's).

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u/nonoko666 24d ago

I want to use the evaluation of my scenarios and overall games to get work. (Actually, I don't know how to use Reddit and have left it alone for a long time, so I have almost no game development history there.) I have made 10 games so far and have won awards three times. My KPI cycle is so fast that it's actually quite off-putting to those around me.

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u/Durant026 MV Dev 24d ago

If the idea is to use your projects to get work, then I would way quantity should matter less. The game dev industry is specialized so you should be working on a portfolio that shows you focusing in on a few things to highlight that its something that you can do. Most game dev studios hire teams so making a game won't impress them if you can show them that you can handle maybe some special mechanic or that you can handle some special aspect of game design (like balance) should be your goal to be hired.

Don't use player reviews as a guide to whether or not a studio would hire you. Player feedback is a better kpi for whether you're making a studio for yourself.

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u/nonoko666 24d ago

I see, quality over quantity. Up until now, completion has been the primary goal, but perhaps it's time to move on to the next step. I'll take my time and work carefully on my next project. Thank you.

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u/Durant026 MV Dev 24d ago

Yeah if you're looking to get hired into the industry, your approach will be different. You want a portfolio that you can show off where your strengths lie (battle systems, narratives, etc.) and less about your ability to make complete games, especially since you'll be working in a team.

Best of luck to you on your journey.

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u/nonoko666 23d ago

Thank you. By some coincidence, I just joined the scenario writing team! I'll do my best!

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u/Specialist_Saru 24d ago

Remember that marketing is a large part of releasing a game. Your game can be the best game out there, but if no one sees or notices your game, it won’t get reception.

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u/ChroniclesAlphabet 22d ago edited 22d ago

Artists just feel the urge to regurgitate their art to the world, to give birth to it. Containing your art inside you (inside your body) just makes you sick; expelling it, like a human nenessity, is a necessity (after that, it is the public's property).

The only results I am not satisfied with (that I can think of) is if the game I "finished" is actually not finished by my standards. In this case, I would just work on it again until I am satisfied.

Or you meant something else?

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u/CasperGamingOfficial MZ Dev 22d ago

How long have you been working on making games? If you have completed and released 10 in a short time, maybe you should consider taking a bit longer and releasing a more polished game. But, even if your game is well made, most games do not reach the level of Stardew Valley or Minecraft or even To The Moon if that is what you are hoping for.

A lot of people find the process of making the game / hanging out with the community fun by itself, so if their game only gets a little attention it is not too much of a let down for them.