Making our perfect RPG – we know your pain, Ubisoft

So, if you haven’t been following our recent exploits over the past few months, you might not know that we’ve been making our own RPG. The great guys over at RPG Maker Web gave us a code for one of their RPG making programmes, ‘VX Ace’. Since that day early this year, we’ve been undertaking the epic, but incredibly fun and rewarding task of making our own RPG. However, it was much more of a challenge than we first thought, though it has nothing to do with the programme itself… more the programmers.

A lot of people have been ranting and raving about the delaying of games of late, and I can kind of understand their reasons for doing so. If somebody told me that I’d be getting something on a specific day, I’d expect that thing to be ready for the day they promised. Still, sometimes not being ready on time is unavoidable, and I’d much rather a finished game arrive late, than an unfinished game given to me on time. That’s the problem we’re currently experiencing with our game. It’s pretty much finished, but we just have one or two tweaks to make. It’s just that those tweaks are taking forever! The main problem is that we don’t really have the time to dedicate a solid day to finishing it off. It seems that the little changes and finishing touches are taking much longer than we had expected. Putting on that last little bit of polish is proving to be more of a challenge than first thought, but it’s the last bit of polish that can make or break a game.

Now, I know that our game isn’t the same as Watch_Dogs or Dying Light, but the principles at play here are kind of similar. We could release it this afternoon in its current state. People might enjoy it, they might even love it (who knows), but the likelihood is that they’ll be a little frustrated with it. Why? Because it’s full of tiny little bugs. Some of these bugs might go unnoticed, they’re only little after all. But they’re the sort of bugs that could ruin a playthrough and taint the game for a person. And we don’t want that… especially after we’ve written one or two articles damning delays somewhat.

One of the biggest problems that I have with our game so far is the story, and we’ve decided to give it a little tweak. Obviously, in theory it shouldn’t take too long. In practice, however, it’s a bit of a task. We have to change tiny little things, like the look of the main character, some of the conversations you can have with various people as well as adding in a new scene here and there. The new story will really improve the game, so it’s a necessary pain. Still, necessary or not, it’s still a pain. But, as I said before, leaving it isn’t really an option. We’ve spent almost half a year making this short game, so there’s no point in rushing it now. So, in a way, we know your pain, Ubisoft! Though there are only a few of us working on this game, and we’re not being paid to do it, and we have other jobs, and we don’t have millions of pounds at our disposal. But still, I can kind of understand why Ubisoft took so long to release Watch_Dogs, why would you want to dish out an unfinished product… like EA.

So there you have it. We’ve promised you a game and we will deliver. Maybe a few weeks from now, maybe a few months, but when it finally comes I guarantee that it’s the best game we could make. We put all of our energy into it, and hopefully it’ll have been worth it. To me, that’s what matters most. I don’t care if a developer has to delay a game, even if it’s months late, all that matters is that they’ve put everything into their game. You can always tell when a game’s been made with love and when it’s been made with money in mind. That’s probably why I often enjoy indie games more than the ‘big’ titles. Fez was delayed by a solid year, but the finished product was almost perfect. Watch_Dogs was delayed by a few months, and I’ve heard nothing but disappointment from my friends. Nevertheless, our game has been made with love… that sounds so lame, but it has. I can’t wait for people to play it, and I can’t wait to properly play it myself when it’s all done and dusted and polished to a glossy shine.