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   people's opinion rpgmaker vs ren'py | F95zone
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So I have been thinking about the different game engines that are used to create games here, and what I have been noticing lately is people bashing..." name="description"/>
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So I have been thinking about the different game engines that are used to create games here, and what I have been noticing lately is people bashing rpgmaker games and praising ren'py,

I know this is probably due to rpgmaker games usually lack the rpg aspect and it mainly becomes a walking..." property="og:description"/>
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So I have been thinking about the different game engines that are used to create games here, and what I have been noticing lately is people bashing rpgmaker games and praising ren'py,

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              people's opinion rpgmaker vs ren'py
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                     Hey,
                     <br/>
                     <br/>
                     So I have been thinking about the different game engines that are used to create games here, and what I have been noticing lately is people bashing rpgmaker games and praising ren'py,
                     <br/>
                     <br/>
                     I know this is probably due to rpgmaker games usually lack the rpg aspect and it mainly becomes a walking simulator.
                     <br/>
                     <br/>
                     Why i am asking is that
                     <br/>
                     I am looking to develop a little game.(which I will share for free here), but curious which route I should go with the engine.
                     <br/>
                     <br/>
                     so I greatly appreciate all opinions i recieve
                     <img alt=":)" class="smilie smilie--sprite smilie--sprite667" data-shortname=":)" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Smile    :)"/>
                     <br/>
                     <br/>
                     <br/>
                     My opinion is that rpgmaker is a better style of a game as ren'py tends to turn to just this mindleas clicking,(if it has a bad story) so at first I was looking at making an rpgmaker game but with all recent ren'py praise i am wondering if I have missed something.
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                     it depends on waht the game genre is, storys and such are usually better in renpy, but thing swith fighting and such usually are better in RPGM.
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                     so ecplain your game idea a bit please
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                     Both engines are for something completely different. If you're making a visual novel, then obviously pick Ren'py. If you want to add gameplay, then don't use generic RPGmaker battles because that's exactly why people hate it. Add new things, like cloth destruction, different outfits, battle fuck/rape, etc.
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                     RPGM games are strong in that you have an environment that the player can examine and find clues, plus there is combat mechanics. This can also be bad in that the player has to talk to everyone after each step of the story, and it's not clear what to do or where to go. You really need to help the player figure out where to go. Some rpgm games are rightly called walking simulators, because the dev makes the player walk from one end of town to the other seven times just to make 10$ a day, and you need 400$ to advance the plot (icstor does this a lot).
                     <br/>
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                     Ren'py is better for stories and VNs, but it can also be grindy in another way: mindless menu-clicking 600 times just to gain +2 relation with that hot biker chick. Superpowered is particularly bad in this.
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                     Now, I am not a developer, but from what I read, the RPGM games have an editor that allows you to create the games, where Ren'py is based on you editing a lot of text files for scripts and such. Many non-programmer devs will clearly prefer the first.
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                     I was thinking to limit myself to a very linear story and only release it when its fully done ( so basicly just add things I want like an indie development should be) ,
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                     it will probably turn out closer to a visual novel as the player wont do much except talk to A then walk and talk to B etc.
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                     If an rpgm title has no gameplay to speak of and everything it has could be done with Renpy then renpy is better.
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                     If the dev actually makes use of engine then rpgm can be a lot more entertaining and offer more gameplay hours. All the stats, cloth options, puzzles and worldbuilding can be really good in rpgm titles and the pacing is a lot better in general because you dont just have dialogue boxes like in renpy.
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                     Most will prefer Renpy because they want to click with 1 hand and fap with the other.
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                     I prefer to be more engaged. Just my 2 cents. I'm oldskool, I love the RPGM style too.
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                     Reminds me of older Final Fantasy games... with porn :biggrin:.
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                     Rpgmaker obviously is good rpgs, not visual novels, most of the complaints are because people use rpgm for stuff that could easily be done in ren'py better, like multiple locations and some minor economy.
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                        Hey,
                        <br/>
                        <br/>
                        So I have been thinking about the different game engines that are used to create games here, and what I have been noticing lately is people bashing rpgmaker games and praising ren'py,
                        <br/>
                        <br/>
                        I know this is probably due to rpgmaker games usually lack the rpg aspect and it mainly becomes a walking simulator.
                        <br/>
                        <br/>
                        Why i am asking is that
                        <br/>
                        I am looking to develop a little game.(which I will share for free here), but curious which route I should go with the engine.
                        <br/>
                        <br/>
                        so I greatly appreciate all opinions i recieve
                        <img alt=":)" class="smilie smilie--sprite smilie--sprite667" data-shortname=":)" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Smile    :)"/>
                        <br/>
                        <br/>
                        <br/>
                        My opinion is that rpgmaker is a better style of a game as ren'py tends to turn to just this mindleas clicking,(if it has a bad story) so at first I was looking at making an rpgmaker game but with all recent ren'py praise i am wondering if I have missed something.
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                     I'm a vocal opponent of using RPGM unless you're making an appropriate game. That said Coceter Chronicles is my favorite game, and it is RPGM. The engine does matter, but quality is key. If you can make an enjoyable RPGM then do it, you'll revive what should be a great format. However if you're using RPGM to make what would otherwise be a VN, you're just gonna alienate people.
                     <br/>
                     <br/>
                     Coceter Chronicles and Vis Major are two examples of really well made games that use RPGM. I'd recommend them to anyone. So if you can do that, do it.
                     <br/>
                     <br/>
                     Also, both of those games have great stories as well as their appropriate use of RPGM so make sure you don't use the fact that you're not creating a VN to excuse story skill. There are plenty of writers here who would be happy to edit your story (myself included) if you need work in that area. No one will write it for you without being a partner, but they'll certainly be willing to help you develop it into something better.
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                     i feel that if you use the world and it engage with you, then rpg maker can become much better then a ren'py,
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                     what i personally love is running around and not knowing what will happen when you run somewhere (and thats what i kinda wanna recreate)
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                        Rpgmaker obviously is good rpgs, not visual novels, most of the complaints are because people use rpgm for stuff that could easily be done in ren'py better, like multiple locations and some minor economy.
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                     Yeh but you have 0 feeling with the game in 99 percent of the renpy games. It doesn,t matter if you're having sex in the kitchen, bathroom or the pool, it all feels the same.
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                     In RPGM however, you actually imagine and enjoy the whole experience.
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                     I get so bored so fast with Renpy myself up to a point I skip a while and close the game.
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                     I'm talking about most of the renpy generic games. There are exceptions, like Summertime Saga for example.
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                        I'm a vocal opponent of using RPGM unless you're making an appropriate game. That said Coceter Chronicles is my favorite game, and it is RPGM. The engine does matter, but quality is key. If you can make an enjoyable RPGM then do it, you'll revive what should be a great format. However if you're using RPGM to make what would otherwise be a VN, you're just gonna alienate people.
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                        <br/>
                        Coceter Chronicles and Vis Major are two examples of really well made games that use RPGM. I'd recommend them to anyone. So if you can do that, do it.
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                        Also, both of those games have great stories as well as their appropriate use of RPGM so make sure you don't use the fact that you're not creating a VN to excuse story skill. There are plenty of writers here who would be happy to edit your story (myself included) if you need work in that area. No one will write it for you without being a partner, but they'll certainly be willing to help you develop it into something better.
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                     Don't forget Lily of the Valley, my personal favourite. The story in that one is insanely good.
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                        I'm a vocal opponent of using RPGM unless you're making an appropriate game. That said Coceter Chronicles is my favorite game, and it is RPGM. The engine does matter, but quality is key. If you can make an enjoyable RPGM then do it, you'll revive what should be a great format. However if you're using RPGM to make what would otherwise be a VN, you're just gonna alienate people.
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                        <br/>
                        Coceter Chronicles and Vis Major are two examples of really well made games that use RPGM. I'd recommend them to anyone. So if you can do that, do it.
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                        <br/>
                        Also, both of those games have great stories as well as their appropriate use of RPGM so make sure you don't use the fact that you're not creating a VN to excuse story skill. There are plenty of writers here who would be happy to edit your story (myself included) if you need work in that area. No one will write it for you without being a partner, but they'll certainly be willing to help you develop it into something better.
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                     Thanks for the ideas
                     <img alt=":)" class="smilie smilie--sprite smilie--sprite667" data-shortname=":)" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Smile    :)"/>
                     , ye my story will most likely need some rewriting,
                     <br/>
                     <br/>
                     I know how to program and how to build games in unreal engine (which is way to heavy task for this kind of game) so thats why i aimed for rpgmaker as it looks easy too learn.
                     <br/>
                     <br/>
                     ive 3d animated in maya for almost 10 years
                     <br/>
                     so my strength is in the art not the story.
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                        Thanks for the ideas
                        <img alt=":)" class="smilie smilie--sprite smilie--sprite667" data-shortname=":)" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Smile    :)"/>
                        , ye my story will most likely need some rewriting,
                        <br/>
                        <br/>
                        I know how to program and how to build games in unreal engine (which is way to heavy task for this kind of game) so thats why i aimed for rpgmaker as it looks easy too learn.
                        <br/>
                        <br/>
                        ive 3d animated in maya for almost 10 years
                        <br/>
                        so my strength is in the art not the story.
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                     If I can give just 1 piece of advice, try to make it as unique as possible when you can.
                     <br/>
                     Most of the games nowadays (check the latest updates, even the 0.1 aka the new games) have no imagination.
                     <br/>
                     There are a few games I have played that stand out high above the rest for imagination points.
                     <br/>
                     <br/>
                     For example (just the links to the f95 thread)
                     <br/>
                     <br/>
                     1.
                     <a class="link link--external" href="https://f95zone.com/threads/mischief-war-little-island-legend-tori-naga-circle.3681/" rel="nofollow noopener" target="_blank">
                      https://f95zone.com/threads/mischief-war-little-island-legend-tori-naga-circle.3681/
                     </a>
                     <br/>
                     2.
                     <a class="link link--external" href="https://f95zone.com/threads/urban-demons-v0-8-beta-2-chilly-update-1-nergal.3296/" rel="nofollow noopener" target="_blank">
                      https://f95zone.com/threads/urban-demons-v0-8-beta-2-chilly-update-1-nergal.3296/
                     </a>
                     <br/>
                     3.
                     <a class="link link--external" href="https://f95zone.com/threads/officer-chloe-operation-infiltration-v0-98-5-key.80/" rel="nofollow noopener" target="_blank">
                      https://f95zone.com/threads/officer-chloe-operation-infiltration-v0-98-5-key.80/
                     </a>
                     <br/>
                     4.
                     <a class="link link--external" href="https://f95zone.com/threads/selena-one-hour-agent-v0-4-serio.5977/" rel="nofollow noopener" target="_blank">
                      https://f95zone.com/threads/selena-one-hour-agent-v0-4-serio.5977/
                     </a>
                     <br/>
                     <br/>
                     These are just a few I quickly thought of (RPGM, honestly can't think of a unique Renpy game that hasn't been done before).
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                     Could you be specific about what kind of game are you thinking of making? It would be easier to advise with more info. And what sort of gameplay you want to put in it.
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                     I want to start with something easy, so was thinking something along the lines of the regular corruption game  minus the corruption, I want to make it puzzle based and absolutly no grinding, if you get asked to walk and talk to the same guy again it will be rewarded with a different reward,
                     <br/>
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                     and that the more troubled situations you end up in the more changes will happen to her visually,
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                     as i said the art is my strongside,
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                     I might consider going to full animated, but I am trying to limit the workload on my first project.
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                     so daz models will be expected unfortunetlyn :/
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                        I want to start with something easy, so was thinking something along the lines of the regular corruption game  minus the corruption, I want to make it puzzle based and absolutly no grinding, if you get asked to walk and talk to the same guy again it will be rewarded with a different reward,
                        <br/>
                        <br/>
                        and that the more troubled situations you end up in the more changes will happen to her visually,
                        <br/>
                        <br/>
                        as i said the art is my strongside,
                        <br/>
                        <br/>
                        I might consider going to full animated, but I am trying to limit the workload on my first project.
                        <br/>
                        <br/>
                        so daz models will be expected unfortunetlyn :/
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                     Fortunately, one thing Rpgmaker is good for is exploration and word building, so you're lucky in that regard. I have some experience with it (mostly modding as you can see in my sign) and I can say the game editor is quite simple, so even a beginner should be able to work just fine.
                     <br/>
                     <br/>
                     Puzzles are a good mechanic if done well,  they are by nature very engaging, one can't simply ignore a puzzle without at least thinking of a simple solution. Some lesser grind and combat can be done well if it's not too disruptive of the main story, killing two or three monsters for a quest is reasonable, killing 20 is not.
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                     What to answer ? It's like asking if it's better to buy a Ferrari or a... don't know, lets say Toyota . If you want to impress and go fast, buy a Ferrari, but if you want a reliable car for everyday, then a Toyota is a better choice.
                     <br/>
                     This said, most people, whatever they are for RPG Maker or Ren'py, tend to judge the engine by the games made with them. Which lead to "Ren'py is a click machine" and "RPG Maker is so boring". This while there's Ren'py games with a good combat system (
                     <a class="link link--external" href="https://f95zone.com/threads/997/" rel="nofollow noopener" target="_blank">
                      Sakura Dungeon
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                     by example), and many RPG Maker games which aren't a walk simulator (
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                      Renryuu: Ascension
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                     by example).
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                     <br/>
                     The reality is that there isn't a good choice. Not only it depend of the game you want to create, but it also depend of your knowledge. I remember reading a creator saying that he used RPG Maker not because it was better than Ren'py, but because it was "idiot proof", which is also a valid criteria.
                     <br/>
                     In the end, the best game engine is simply the one you understand and feel safe using.
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                    Ren'py:
                    <a class="link link--external" href="https://f95zone.com/threads/5676/" rel="nofollow noopener" target="_blank">
                     Track variables
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                    -
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                     Save compatibiliy
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                    -
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                     Updated
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                    <br/>
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                     Write a dynamic Ren'Py game
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                        In the end, the best game engine is simply the one you understand and feel safe using.
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                     Like when russians use QSP or Rags even when they're absolute pain to play because they don't bother learning any other engine.
                     <br/>
                     At some point you simply need to learn a new engine for the end result to be passable. If the dev uses Unity or rpgmaker for a game that really should be on renpy it's really painful for the people wanting to play it. I feel many devs use unity because they plan to make a different game later on unity and the one they're working on now is just practice.
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                  <div class="message-userContent lbContainer js-lbContainer" data-lb-caption-desc="anne O'nymous · Mar 6, 2018 at 4:10 AM" data-lb-id="post-552740">
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                        Like when russians use QSP or Rags even when they're absolute pain to play because they don't bother learning any other engine.
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                     I was thinking in the creator point of view, but your argument is more than valid. This said, is the problem really the game engine, or the way it's used ? Take Ren'py by example, it can do more than the simple VN style ; still it's what 95% of the creators do.
                     <br/>
                     Going this way, RPG maker is probably the worst option, because it's the more limited game engine. But still, a goodly done RPG Maker game, even if it's a walk simulator, is better than a badly done Ren'py one, or even Unity/Unreal one.
                     <br/>
                     <br/>
                     In an ideal world, we would have RPG Maker used for old style RPG games, Unity/Unreal used for real time 3D games, GameMaker for platform and sprite action games, and Ren'py for the rest. Each engine being used for what it do the best. But, well, if the world were ideal, I think that we would know it already.
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                    Ren'py:
                    <a class="link link--external" href="https://f95zone.com/threads/5676/" rel="nofollow noopener" target="_blank">
                     Track variables
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                    -
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                     Save compatibiliy
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                    -
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                     Track labels
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                    <span style="color: rgb(41, 105, 176)">
                     Updated
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                    <br/>
                    <a class="link link--internal" href="https://f95zone.to/threads/99929/">
                     Write a dynamic Ren'Py game
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                        I was thinking in the creator point of view, but your argument is more than valid. This said, is the problem really the game engine, or the way it's used ? Take Ren'py by example, it can do more than the simple VN style ; still it's what 95% of the creators do.
                        <br/>
                        Going this way, RPG maker is probably the worst option, because it's the more limited game engine. But still, a goodly done RPG Maker game, even if it's a walk simulator, is better than a badly done Ren'py one, or even Unity/Unreal one.
                        <br/>
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                        In an ideal world, we would have RPG Maker used for old style RPG games, Unity/Unreal used for real time 3D games, GameMaker for platform and sprite action games, and Ren'py for the rest. Each engine being used for what it do the best. But, well, if the world were ideal, I think that we would know it already.
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                     You have made some very valid points, Your sentences before pretty much hit it spot on i think with rpg maker being idiot proof,
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                     and think that would be the best engine for my ideas and then when I am done we will see how many people will bash it
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                        and think that would be the best engine for my ideas and then when I am done we will see how many people will bash it
                        <img alt=":)" class="smilie smilie--sprite smilie--sprite667" data-shortname=":)" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Smile    :)"/>
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                     In the end it's the game which matter. It's not a secret, I dislike the way RPG Maker tend to be used nowadays, but it doesn't mean that I dislike all the games made that way. So, good luck for your project.
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                    Ren'py:
                    <a class="link link--external" href="https://f95zone.com/threads/5676/" rel="nofollow noopener" target="_blank">
                     Track variables
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                    -
                    <a class="link link--external" href="https://f95zone.com/threads/16011/" rel="nofollow noopener" target="_blank">
                     Save compatibiliy
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                     Track labels
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                    <span style="color: rgb(41, 105, 176)">
                     Updated
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                    <br/>
                    <a class="link link--internal" href="https://f95zone.to/threads/99929/">
                     Write a dynamic Ren'Py game
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                     In that case go for it, here's a few general tips:
                     <br/>
                     <br/>
                     -invest in customization, much of people's problems with rpgmaker is the stock UI, combat and menus. Use appropriate stats and get rid of stuff you're not using.
                     <br/>
                     <br/>
                     -be organized in your programming, always name your variables and switches and comment complex branches and chains.
                     <br/>
                     <br/>
                     -always make clear instructions and keep a backlog if possible, people tend to get lost in such games and walking around can be very frustrating.
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                        redknight00 said:
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                        invest in customization
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                     True that, no one needs another RPGMaker game using vanilla assets...if you do create your own Tile-sets, chars, animations, menus and the like be wary of the workload though...another tip...
                     <br/>
                     The more you wanna change RPGMakers core functions the better off you are using Ren'py...it's more code work and does not pay off...use or write plugins ( if it's an RPG you create there is a ton of them available  by now ) just do yourself a favor and stay away from the mess they don't want you to touch...another one...
                     <br/>
                     get feedback early on...I could have saved myself a lot of work if I would have done it and if you are in for support it doesn't hurt if your project is known before it's first release...and last but not least...
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                        anne O'nymous said:
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                        It's not a secret, I dislike the way RPG Maker tend to be used nowadays
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                     create your game and convince him that there is hope for the engine and no one
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                        tukahon said:
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                        will bash it
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                    Dev of
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                     A Last Effort
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                    <a class="link link--external" href="https://Patreon.com/Vastitas" rel="nofollow noopener" target="_blank">
                     Vastitas is creating The game: A Last Effort | Patreon
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                        In that case go for it, here's a few general tips:
                        <br/>
                        <br/>
                        -invest in customization, much of people's problems with rpgmaker is the stock UI, combat and menus. Use appropriate stats and get rid of stuff you're not using.
                        <br/>
                        <br/>
                        -be organized in your programming, always name your variables and switches and comment complex branches and chains.
                        <br/>
                        <br/>
                        -always make clear instructions and keep a backlog if possible, people tend to get lost in such games and walking around can be very frustrating.
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                     noted on the points with clear up the UI, and backlog. caude its very true the generic things is what people get annoyed with and the getting lost part I have encountered myself way to many times..
                     <br/>
                     <br/>
                     I am not so worried about the programming part, I am pretty fluent in C++ and python so i know to keep my stuff organised
                     <img alt=":D" class="smilie smilie--sprite smilie--sprite674" data-shortname=":D" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Big grin    :D"/>
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                     but very much thanks for the comments
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                        True that, no one needs another RPGMaker game using vanilla assets...if you do create your own Tile-sets, chars, animations, menus and the like be wary of the workload though...another tip...
                        <br/>
                        The more you wanna change RPGMakers core functions the better off you are using Ren'py...it's more code work and does not pay off...use or write plugins ( if it's an RPG you create there is a ton of them available  by now ) just do yourself a favor and stay away from the mess they don't want you to touch...another one...
                        <br/>
                        get feedback early on...I could have saved myself a lot of work if I would have done it and if you are in for support it doesn't hurt if your project is known before it's first release...and last but not least...
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                        create your game and convince him that there is hope for the engine and no one
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                     the workload is the part I am concerned about, I am not in it to create any profit instead i kinda just wanna create a game with my ideas and just hand it out for free to the community as a "give back" (cant only be leeching).
                     <br/>
                     <br/>
                     as this is my first rpgmaker project I am looking at cutting down the pipeline to bare minimum, using daz (not making custom models in maya with groomed hair, no animations, I have helped a few creators with their 3rd animations before on here. ), and not make too much of my own tilesets etc but have them fit the story that is told ofcourse.
                     <br/>
                     <br/>
                     i am from the school of aim lower first and get it done then make next project bit better and bigger and so on rather then aim for the stars and end at 0.1 cause i simply cant keep up with the crazy structure and promises i built up.
                     <br/>
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                     I am also not gonna release anything until it's completed as I atleast want to give people some enjoyment from the game and not a 0.1 release.
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                     Ther organization part is more of a general tip in case you were a beginner, I'm guilty of creating messy codes in my younger and less enlightened days.
                     <br/>
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                     About the rest, some stuff can't be helped like the tilesets, they can be a pain if you don't have much artistic skills, but I usually find that the attention to detail makes for more unique environments than unique tiles.
                     <br/>
                     <br/>
                     Also, since you're planning on releasing  a small game, you'll find that people here can be quite helpful with advices on writing and even coding if you need, especially if you're doing free stuff
                     <img alt=";)" class="smilie smilie--sprite smilie--sprite668" data-shortname=";)" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Wink    ;)"/>
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                     I don't go wild for either but have had much more fun with Ren'py games. RPGmaker often has a serious disconnect between the gameplay and h-content. There's also the overuse of stock assets. Plus it seems to attract new creators whose first attempt at a game isn't that great. But I will say I'd rather play a well-designed game with solid RPGM gameplay than something cobbled together out of menu options on Ren'py, since RPGM is better for having an open, explorable world and animated combat.
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                     For Strictly VN content go with Renpy because since you are able to backtrack through chat logs.
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                     For more interactive games with exploration and stats RPG maker works well.
                     <br/>
                     <br/>
                     People complain about RPGmaker battle but here is an idea If anyone wants to take my idea feel free to use it.
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                     For battles instead of doing actual fighting, make the battle a seduction sequence. I've tested it and you can have scripted dialogue and pictures pop up midbattle, so basically, have the player use seduction techniques instead of attacks. When HP or whatever you rename it to is at a certain point, you have a state of undress or a pose change with optional dialogue. At the end of battle you would have a full on sex scene. If you want game over sex, you can also add that and the story reason would be that you were seduced and settle down instead of being the seducer building a harem.
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                     The battles in essence would be the H scene.
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                     If it is to create a Visual Novel, it better be with some game engine other than RPG Maker, because the RPGM, especially the MV consumes a lot of memory that in the final version and, depending on your computer, can make the game almost unplayable.
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                     Neither engine makes much sense outside of their niche. So walking sim with simplistic RPG mechanics and simplistic turn based combat for rpgmaker vs. a combination of visual novel/CYOA and simplistic life sim which renpy often turns into. Of those options I prefer renpy. I'd like them to have more game mechanics ... but most developers go with the flow and it's not in the flow of renpy. I think map building in rpgmaker is just too much effort for too little payback, I'd rather have more dialogue.
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                        The more you wanna change RPGMakers core functions the better off you are using Ren'py
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                     By the time you create a 2D tile based engine in Ren'Py I think you've gone too far as well though
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                     Use construct or gamemaker.
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                     I prefer Ren'py to RPGM, simply because 90% of the games I have tried in RPGM resorts to the old "walk to the other end of the city and then return here" every 2 minutes, just to pad the playtime. I you make a VN, then do it in Ren'py. If you make an RPG with VN elements, then do it in RPGM, and if you prefer to make a walking simulator, then go ahead and fck the hell off!
                     <br/>
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                     Seriously, I am usually calm and collected, but this single mechanic might be the one which pisses me off the most in RPGM games. I will take a short, but well-made game over a game padded with useless walking or similar tedious mechanics to extend the playtime, which adds nothing to the story.
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                    Dont ever argue with idiots. They drag you down to their level and then beat you with experience.
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                        when I am done we will see how many people will bash it
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                     I'm not going to try to tell you which to use but wanted to point out that some people won't even download a RPGM game so you might also want to use other ways to gauge your decision like comparing it to similar games - popularity, likes, thread activity...... You could even put a poll at the beginning of your game thread asking whether folks would rather have the game using the engine you choose or the other one.
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                     thanks for all the feedback of your opinions, seen many good points here,
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                     what I personally struggle with ren'py is, it either becomes too "clicky" and there is no difference between the scenarios or i tend to get lost on all the different rooms etc (i know the latter is not an issue with the engine but with me
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                     workload wise people say that making the rpgmaker maps are a very annoying task, which it is, but if you go the ren'py route you basicly need 6-7 times more 3d renders to make a complete/not empty story which is quite a bit of work aswell.
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                     I've chosen rpgmaker as it appeals more to me with my current idea, i won't make anyone run for many minutes to end up doing nothing cause if i don't enjoy something i simply wouldn't put it in a game.
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                     I think it boils down to what type of game you're trying to create. I just can't stand slow rpgm games without directions. The only rpgm game I like is the Cock hero game, but it's only the videos that are great about it. VNs on the other hand, I could easily mention 10+ games that I've thoroughly enjoyed. You don't get stuck as a player in VNs.
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                     I'll be honest, I cannot stand RPGM Games, having to just walk around for ages and click on doors every other minute just drives me insane.
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                     Yeah, I cant stand the default RPGM games. I do like the sort of RPGM games that doesnt invovle walking, like...Research into corruption. Which i know uses another program too afaik. But that's the sort of game with a RPGM tag that i dont mind and actually really like. But the usual RPGM games just makes me skip them and not even look at them most of the time. I prefer QSP and Renpy. Some Unity games is also decent, if it's a static move around the map kind of deal or room selection. Not keyboard controlled movement.
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