RPG maker , Classic exploration Vs Point and clic. I need you! Your feedback is important!

Exploration, Rpg maker classic or point and clic?

  • Rpg maker Classic!

    Votes: 5 45.5%
  • Point and clic!

    Votes: 6 54.5%

  • Total voters
    11

Axyal

Member
Nov 24, 2019
109
119
Hello, I posted a feedback request with a poll about your preferences: would you rather have classic RPG Maker MZ maps or a point-and-click style?


I'm working on an RPG Maker game, and while I've made progress, I can still rework the maps depending on what you'd prefer to see—classic exploration we all know from RPG Maker, or point-and-click gameplay, as often seen in the popular Ren'Py.


Unfortunately, I’ve received very little feedback so far, and I’m waiting before making a decision.
Here’s the link to the poll.


Thank you in advance! I’m posting here in the general discussion section to gain more visibility, as the development forum is less active. :)


And watch out for the little blonde who’s keeping an eye on you—she scratches and bites!

https://f95zone.to/threads/your-feedback-is-important.234374/



Here are examples of classic RPG Maker exploration versus point-and-click gameplay:
(I want to clarify that these examples are rough and quickly done—they’re just to illustrate the idea.
Thanks! ^^)

Classic:

RPGmakerClassicMap.jpg

Point and clic:

PointNClicTest.jpg

20241125-141522.png
 
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Doorknob22

Super Moderator
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Nov 3, 2017
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Unfortunately, I’ve received very little feedback so far, and I’m waiting before making a decision.
Not to be rude, but nothing sends a stronger "this game is never going to happen" message than would-be developers who poll about the very core of their games. Make the game you want to make the way you want to make it, and if it's good, people will start following your game and express interest. But polls like the one you posted send a message that you have no idea what game you want to make: not a great way to make people believe in your capabilities.

My advice: stop polling and start working. Work on a small project. Very small: no more than an hour of playtime, even less. When it's done, you'll know how to proceed.

Good luck!

P.S.: posting a message with a subject which says nothing about the content of the post is so annoying, it's borderline rude.
 
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Axyal

Member
Nov 24, 2019
109
119
Thank you for your reply.


Actually, I’ve already completed the foundations of the game and its essential mechanics. I’m now at the stage where everything is ready, and I just need to create content, as everything is functional.


At this point, it’s all about the story and the areas to explore. :)


That’s why it’s important for me to know what most people think. RPG Maker games often seem to get a bad rap, probably due to the abundance of games with repetitive grinding and maze-like designs.


As I mentioned in my first post (the link is at the bottom of the original post), I’d love to gather a few opinions—or just a quick click—to get a general idea.
It could also help others who are pondering the same question or simply give insight into whether point-and-click mechanics or RPG Maker movement systems are still appreciated, even beyond the scope of my game.


Thanks anyway, but I’m working, yes. By the way, do you have a preference? :)
 

Clover.

Member
Nov 15, 2024
153
3,888
By the way, do you have a preference? :)
Handholding. Long walks on the beach. Watching the world end through nuclear fire. Committing atrocities together. Booba.

Wholesome stuff. Dare to be unsafe.

I'll keep a watch for your game. Good luck, Axyal.
 

Axyal

Member
Nov 24, 2019
109
119
Thank you , Rain.
And lol, well, guys, when i ask an preference, it's related to the pool, i sadly have only 6 people participing at it, it's few, but better than nothing.
I'm still waiting a couple of day but it seems people prefer the point and clic :) (well, 2vs4 ... lol.)
So when i ask if any preference it's about exploration, point and clic or classical rpg maker exploration.

Thanks anyway!
 

Hirosuki

Newbie
Mar 17, 2019
27
21
I would advise you from a personal perspective to make a game that you are passionate about working on. I have played far too many games where you can tell that the developer either got bored or lost interest. Because, in my opinion, if you make something that you can be proud and happy with, it'll be a lot more meaningful than pumping out something for an audience.
 
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Living In A Lewd World

Active Member
Jan 15, 2021
672
640
My two cents: When you make it point and click => use Ren'py. RPGM is an easy way to create a game where you can walk on a 2D-Map and fight, but it lacks in its basic many usability-features that players normally expect, when it comes to the "Sandbox"-VN, that you probably want to produce. Just to name a simple, but very important one: a rollback-button. I guess, there is surely a way to create one, but I have actually not seen a single RPGM-game where this was realized. In Ren'py this is a Standard Feature.
 
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Axyal

Member
Nov 24, 2019
109
119
F95zone.png Thank you for your responses and participation.At least to those who take the time to click the poll :)
Link here:
https://f95zone.to/threads/your-feedback-is-important.234374/


That said, the point about the "rollback" function is interesting. But just to clarify, I’m not making a Ren’Py game. This isn’t a Ren’Py project, so you’re not forced to follow a predetermined path where a bad choice could cripple or block the rest of the game.
Nope.


Here, you can talk to whoever you want, whenever you want.
Often, in classic RPGs, NPCs just endlessly repeat the same lines. That’s not great either. I’ve got plans, and as I’ve said, everything works. Believe me, rollback isn’t necessary.


Besides, it would feel like cheating, especially since there are dice rolls in conversations—similar to an NVM-style system (I’ll leave the acronym for the pros to figure out! And yes, I’m talking about the first game :p) or more recently BG3 (I’ll leave that one too; you should know it).


But I don’t want to talk about my game specifically. I just want to know which approach would be more popular: point-and-click or the classic 4-directional exploration (8 with plugins adding diagonals), with all the mechanics that entails.


I’d like to highlight, friends, that I’m fine with either choice—I just can’t decide. And rather than choosing randomly, I’m turning to you for guidance.


At this stage, I’m working on creating content, so things are moving quickly. If a month from now, I realize people don’t like the direction I took, it’ll be hard to rework everything. So, I’d rather not make the wrong choice from the start. Of course, it won’t appeal to everyone—the votes are close, even if there aren’t many.


Thank you again for your participation and advice.
And GG to anyone who catches the little meme reference in the photo above :)
 

Goeffel

Member
Sep 10, 2022
480
305
but with modern rpgm do you not always automaticlly have point & click included ? At least there seems to be point-click and character/ group goes there (if they can).
So, there.

I m not sure because I play rpgm games with gamepad. But ocasionally when I click the window with a mouse so it (re-)gains focus, characters go where I clicked.

ps - that picture there ... :tmb: funny.
gives me hope your game might end up being written somewhat well? good luck
 

Axyal

Member
Nov 24, 2019
109
119
but with modern rpgm do you not always automaticlly have point & click included ? At least there seems to be point-click and character/ group goes there (if they can).
So, there.

I m not sure because I play rpgm games with gamepad. But ocasionally when I click the window with a mouse so it (re-)gains focus, characters go where I clicked.

ps - that picture there ... :tmb: funny.
gives me hope your game might end up being written somewhat well? good luck


Hello/Good evening Goeffel, thanks for your response, and if I understood you correctly—and if I’m thinking about what you’re thinking—you’re both right and wrong at the same time.


Where you’re correct is that, indeed, since RPG Maker MV and MZ, when you click on the map, the characters move there on their own.
This is mostly designed for compatibility with mobile devices.


And... so, if you’ve clicked on the poll link (or not :p), you might have seen that I presented the difference, briefly and hastily, with two images showing the actual "point-and-click" approach and the traditional RPG Maker exploration style, which you seem familiar with.


I also listed all the advantages and disadvantages—at least the ones that came to mind—between point-and-click navigation and the classic RPG Maker movement style.


Thanks again to you :)
 

Axyal

Member
Nov 24, 2019
109
119
I’ll add, just in case you’re not familiar with what a point-and-click game is—since the image in my poll is rather basic and might not be very representative for someone who’s never seen point-and-click mechanics before.


So, essentially, you no longer move directly on the map. Instead, you have a graphical render or image that represents the location where your character is.
Within this image, there are "buttons" you can click on.
When you click on one, your character is "teleported" there, and a new image representing the character’s new position is displayed.


In exchange, all the mechanics where you pressed keys to move around are replaced with a click that "teleports" you.


On the flip side, there are no more pixelated maps with chibi cartoon characters; instead, there are just images, which are arguably more immersive, representative, or precise in depicting your character's surroundings.


Well, I won’t repeat everything I wrote in the poll, but I think you get the gist of the point-and-click concept :)
 

Goeffel

Member
Sep 10, 2022
480
305
haha, thank you, but no worries - I am old, back then point & click was already there, long before rpgm.
This is mostly designed for compatibility with mobile devices.
now this makes a lot of sense.

So, essentially, you no longer move directly on the map. Instead, you have a graphical render or image that represents the location where your character is.
Within this image, there are "buttons" you can click on.
When you click on one, your character is "teleported" there, and a new image representing the character’s new position is displayed.
Just in case you want to look at other lewd rpgm game(s) who did sth. like that, you could take a look at Whale/ Kujilab games. In Last Embryo, instead of rpgm maps you get custom pictures (very pretty) with points on it. (iirc. completely gamepad-compatible)
In Ark of Artemis you get that for choosing main location, which then on entering is built from rpgm maps.
https://f95zone.to/threads/last-embryo-either-of-brave-to-story-v1-20-whale.57509/
https://f95zone.to/threads/ark-of-artemis-v1-1-kujilab-otaku-plan.83242/

edit: PS: they are not really good games, but that interface change was nicely "fresh"
 
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Axyal

Member
Nov 24, 2019
109
119
haha, thank you, but no worries - I am old, back then point & click was already there, long before rpgm.

now this makes a lot of sense.



Just in case you want to look at other lewd rpgm game(s) who did sth. like that, you could take a look at Whale/ Kujilab games. In Last Embryo, instead of rpgm maps you get custom pictures (very pretty) with points on it. (iirc. completely gamepad-compatible)
In Ark of Artemis you get that for choosing main location, which then on entering is built from rpgm maps.
https://f95zone.to/threads/last-embryo-either-of-brave-to-story-v1-20-whale.57509/
https://f95zone.to/threads/ark-of-artemis-v1-1-kujilab-otaku-plan.83242/

edit: PS: they are not really good games, but that interface change was nicely "fresh"
So, you’re familiar with the point-and-click genre!


I’d like to clarify—though it makes me talk a bit more about the game—that there won’t be any "classic" RPG Maker-style combat.
The battles will consist of a sequence of clickable images with choices.


But, but, there will also be hidden clickable elements!


So, in the end, all combat will be point-and-click.


The main question is about free exploration:
Do you prefer moving manually, or clicking on elements within an image?


Classic RPG Maker maps offer more animation and "living" elements, but they’re neither visually appealing nor precise enough to represent what I want to create.
Especially since urban resources for RPG Maker—not heroic fantasy—are rare. And they’re expensive >.<


As I explained in the poll, the "pros" and "cons" of both options are evenly balanced. Ultimately, the community will help me make the right decision. :)
 
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Axyal

Member
Nov 24, 2019
109
119
Point-and-click. Always.
Thanks, Dr. Coom! Well, the original topic isn’t getting much attention compared to this one, so I’m going to repost the poll here where it’s more visible. :)

Original post here:
Hello guys!

20241123-044925-min.png

I'm working on an RPG Maker MZ game, and my progress gives me hope that I might be able to share my game—at least the beginning—before the end of this year.
But today, I just had a very basic and already-seen idea: creating maps/zones in a point-and-click style instead of the classic RPG Maker mode.


I just made a draft; it was done quickly, but here are the differences, starting with the classic and usual mode:


RPGmakerClassicMap.jpg


Let's imagine a similar setting/scene, but this time in a point-and-click style:

PointNClicTest.jpg


Once again, both examples are rough drafts; both will have colorful HUDs. Now it's time to talk about the pros and cons. First, the pixelated maps of classic RPG Maker. Let’s start with the advantages:


  1. Some tilesets allow maps to be filled with beautiful decor, even in pixel art, without the need for parallax mapping.
  2. Total freedom while playing. You can even move diagonally—a small bonus—but you’re completely free to go wherever you want, talk, interact, or cross through anything. This also gives a sense of activity while playing, like traversing areas. However, I’ll note that I don’t plan to include time-consuming, unfun mazes (or repetitive random battles) to avoid ruining the fun.
  3. The ability to create large spaces without repeated and constant transitions, which helps reduce the impression of repetitive visuals.
  4. Animated maps! The ability to "play" by chasing or interacting with something in motion—a living map!

Now for the downsides of the classic approach:


  1. A huge graphical contrast between my rendered visuals and the chibi-style pixel art.
  2. Significant limitations. A tileset is never perfect, and it’s challenging to create a pixel RPG Maker map that matches the style of my rendered graphics. At best, they feel familiar but not cohesive.
  3. Overpriced assets. For example, the construction tileset shown above cost me €20. Not cheap. Even then, I can’t find tilesets that meet my needs. There’s always a level of restriction, and on top of that, it’s expensive.
  4. It requires a lot of time-consuming and often fruitless searching to find assets that meet my needs. Even when I do find something suitable, creating the "perfect" map is still complex, lengthy, and never truly ideal. While the results can be cute, it’s tough to bridge the gap between my 3D renders and pixel art.

Now, for the advantages of the point-and-click mode:


  1. No harsh graphical contrast between pixel art and 3D. It feels more logical and immersive.
  2. Creating a map is incredibly simple and fast. Plus, it’s free—or comes at no additional cost!
  3. The ability to enhance the sense of exploration by creating invisible "buttons" to click on, such as escaping through a window that wasn’t highlighted in the HUD. This adds depth to the gameplay.

Finally, the disadvantages of point-and-click:


  1. Activity. Watching a YouTube video makes you more active with clicks while trying to skip ads, lol. I’m exaggerating, of course, but compared to the 8-direction movement in classic RPG Maker, it’s a big step down.
  2. Animation and a "living" map. Naturally, without movement, everything feels static and lifeless. However, this doesn’t mean the maps can’t be varied, even for similar areas. After all, Ren’Py’s popularity speaks for itself.
  3. Repetition. Once again, I’ll find ways to minimize the feeling of repetitive visuals as much as possible. But it’s a reality. This isn’t exclusive to RPG Maker, but with point-and-click, the lack of interactivity in "explorable" images tends to amplify the sense of repetition more quickly.

Thank you so much for reading all of this! Of course, you’re more than welcome to share your thoughts or feedback on your experience, but most importantly, I’d really appreciate it if you could take a moment to click on the survey. Your input will be incredibly insightful for me.


As I mentioned, I’m still working on the starting zones, and since this is the beginning of the game, it’s all about laying down the foundations and mechanics. Now, I’ve reached a point where I can comfortably start developing the story and adding content.


So, before diving into creating the surroundings and zones, I need to know what direction to take: the quirky yet animated pixel art style, or the popular point-and-click approach.


Thank you again, and I hope to see you soon!
20241123-050435-min.png
 
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Living In A Lewd World

Active Member
Jan 15, 2021
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Regarding the choice of game engine, I also recommend you to read the results of this poll and this discussion:

https://f95zone.to/threads/how-much-do-you-dis-like-lewd-games-made-in-rpgm.230429/

Point and Click-Games are here often just called Sandbox-VN, and mostly made in Ren'py. And there are lots of very successful examples of such games. Just to name the most successful ones, I can currently think of:

https://f95zone.to/threads/summertime-saga-v21-0-0-wip-5091-kompas-productions.276/
https://f95zone.to/threads/harem-hotel-v0-18-1-runey.12760/
https://f95zone.to/threads/the-headmaster-v0-16-3-altos-and-herdone.23470/

Actually, using Ren'Py is a more natural choice for such a design and might also raise the chance of your game becoming successful, when it is a Point-And-Click-Game.
People looking specifically for RPGM-games might specifically look for a 2D map running game and people looking for Point-And-Click-games might even avoid RPGM-games. Not because your game might be good or bad but just because they use the game engine as a shortcut to determine if they could be interested in your game or not.
 
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moskyx

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Jun 17, 2019
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Hello, I posted a feedback request with a poll about your preferences: would you rather have classic RPG Maker MZ maps or a point-and-click style?
I'd prefer a functional style that suits your game. Does it make sense for the MC to run around maps trying to find hidden artifacts or active NPCs to talk to? Go for the classic RPG. Would you like to let players know at first sight what options they have available at any given scene so that they won't waste time just roaming around? Go for your point-and-click example with labels or tooltips showing exactly that. I won't really care either way as long as it's consistent, easily understandable, and well-implemented.

RPG Maker games often seem to get a bad rap, probably due to the abundance of games with repetitive grinding and maze-like designs.
Correct, because they aren't well designed and map-exploring or map-travelling is used as an artificial way to increase playing time with no real content. Don't let your game be one of them.


So, in the end, all combat will be point-and-click.
See, this is the kind of info that should've been available from the get-go, yet it's actually buried in the middle of your umpteenth post in the thread. This sentence alone makes me vote for YOUR point-and-click style as it will make the game feel more coherent and consistent. At this point, though, I'd really endorse Living In A Lewd World advice regarding your game engine choice. RPGM enjoyers are used to its typical map exploration style and some of them may not like losing these classical exploration mechanics (even though they'd probably accept battles using point-and-click mechanics); however, I can assure you that most point-and-click enjoyers would probably never download your game to begin with just because of the RPGM engine, even though your game would be right up their alley.

So just ask yourself, how would you let point-and-click fans know that your RPGM game is not the average RPGM game with lots of senseless map-roaming but an actual point-and-click game?
 
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whowhawhy

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Jan 19, 2023
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RPGM enjoyers are used to its typical map exploration style and some of them may not like losing these classical exploration mechanics (even though they'd probably accept battles using point-and-click mechanics); however, I can assure you that most point-and-click enjoyers would probably never download your game to begin with just because of the RPGM engine, even though your game would be right up their alley.
not arguing with this, and i'm even of opinion that trying to take jrpg out of rpgmaker increases the jank exponentially, but it's both funny and sad how much engine-motivated porn gamers are, as removing the map roaming is one of the things that can work very well, even without mouse support, as proven by (german, iirc) old safe-for-work games, i think all the way back in the days of pirated 2k.
 
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