1 day ago

(Subjective) opinion: About the RPG Maker FNaF World fan games

A hot take (probably)


Ok, lemme start real quick by saying this: if you've read my previous (subjective) lists, you probably noticed that this is an opinion, not a list. I'll still update the main article with an addendum (here's the link: https://gamejolt.com/p/subjective-list-fnaf-world-fan-game-recommendations-my-personal-ssyj59zj).

You're right. This is not a list, this time around. To make a long story short, I can't recommend any of the RPG Maker games. I'm sorry to the devs who have opted for this engine, because I've basically just placed the games under one title and set aside their hard work, but I have a problem with the engine.

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A quick explanation (not the problems I want to point out)

It took me quite a bit to find something that could actually launch these little buggers. The Mac doesn't really like these games and the wrapper can't really translate what the heck is going on with them. And, I mean... yeah, the wrapper's right.

The way the game usually works is by reading a folder. The wrapper reads a .exe file, not a folder. So, when you try to run the .exe, you get a window with nothing on screen, which is correct. This should happen.

So I found an RPG Maker launcher for Mac. Here's the guide with the link, it mostly works: https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-launcher-for-macos-osx-3-2-1.174332/

It allowed me to open the games I had in my backlog. Specifically, I checked Restocked by @FnafTheVendorTrio , When Worlds Collide by @greenfang95 , Ultra World by @SnakeSSC and Twisted Reality by @JBlue3109 .

And I tried my hand with what worked and what didn't, but it's not like I never used the RPG Maker engine before. I even made a small game for a summer camp for it! Good times. But the problems remain the same. Some developers got creative, some went the safer way.

The best was When Worlds Collide in my opinion, but I can't recommend that either. Why is that?

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The problems I want to point out

Let's not delve into the specifics of each game: some are bad, some are better, some are really good. Let's forget about that: the problem's the way the battles are structured.

In a sentence? They're actual RPGs. Yeah, I'm criticizing the RPG Maker engine for making RPGs. Astounding, am I right?

No, but seriously. My problem with the engine is something more subjective. One of the main points of FNaF World (or at least, how I interpret it) is to have fast, chaotic gameplay. That's the point that FNaF World: Quest by @Patata1236 got right, but also The Plushie Saga by @sincerelyproductions1398 did. Fast, chaotic gameplay, with colorful visuals. Heck, even Outplay by @Rextair_games gets this right (I'll be covering it, despite what I said), and it's a Sonic game by the looks of it!

What's lacking in these fights? The fast element. None are fast. They're all slow as heck. Even saving in When Worlds Collide becomes a chore: FNaF World lets you have a handy button, which you press and that's it, keep going with the game! But nope, the RPG Maker engine first makes you look at the loads, then you select the load, then you save, then you exit. Damn. That's long.

Everything becomes too long, too dragged out. It actively denatures what (I think) FNaF World is about. I don't wanna think about MP, or carefully plan my next move. Dammit, I wanna get on with the fight! You know how long sometimes the fights in FNaF World are, by actually defeating the enemy? They can even be 10 seconds. Less, even. Depends on who you are fighting. I'm including EXP and Faz-Tokens count. You select a move, it kills and that's it. In the RPG Maker games, you either make a run for it or are forced to select all the moves first or have another road block in your way.

This is not to say that the battle system in FNaF World is primitive and the RPG is the more superior one or vice versa. You can have incredibly simple or complicated strategies to adopt in both systems. My point is, the RPG one is too far detached from the FNaF World one, to the point where I don't think we're talking about the same game, not even a spin-off. The battle system is, in all games, frustrating for me.

I wouldn't have delved in these games if it wasn't for curiosity and for the sake of making a complete guide to the world of FNaF World fan games, because I knew these were gonna be issues. As I said, I know the engine, and I couldn't see it fit the FNaF World standard. The games didn't prove me wrong.

I'm terribly sorry to the developers who put their hard work and passion on this, because, once more, I just discarded their work like this. But this is not an issue art style, story or anything else can solve.

These are games: they are part story, part gameplay. The gameplay part is the most important here. The Super Mario Bros series has paper-thin story, but it still manages to amaze and it's a ton of fun! All because of the very well calibrated gameplay loop created.

I'm all in for creating variety in the fan game pool, but I'm not convinced the engine adds some welcome one. At least, for me.

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This might be a hot take, considering even the following of the games. What do you think? Do you agree or disagree? I'd like to know your opinion too!



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