How an outdated MS-DOS game became so popular.
Preserving Worlds S2 Ep1: RPG Maker - The Dream of the Engine
- Description
- Reviews
- Citation
- Cataloging
- Transcript
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The illegally cracked and fan-translated version of RPG Maker was one of the most popular hobbyist game engines of the early 2000's. 
 
 The creator of the cult classic Space Funeral shows us how RPG Maker's collage-like nature shaped, and was shaped by, the dreams and desires of its community.
Citation
Main credits
								Murphy, Derek (filmmaker)
Murphy, Derek (film director)
Murphy, Derek (narrator)
Zemil, Mitchell (filmmaker)
							
Other credits
Cinematography, Mitchell Zemil; editing, Mitchell Zemil; animation, Mitchell Zemil, Bachelor Soft; music, Youta Kitagami, Graham Kartna.
Distributor subjects
No distributor subjects provided.Keywords
WEBVTT
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(static crackles)
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(ethereal humming)
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(birds chirp)
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(space-y 8-bit music)
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(space-y 8-bit music continues)
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(screen zips)
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(upbeat music)
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(upbeat music continues)
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(upbeat music continues)
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- Tabletop role playing
games had a certain hold
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on the imaginations of
early video game developers.
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Through thousands of
attempts to recreate the feel
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of a good Dungeons and Dragons campaign,
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common clusters of game mechanics
and graphical conventions
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began to cohere into popular genres.
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In the late 80s, Japanese console RPGs,
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like Dragon Quest and Final Fantasy helped
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to establish a particular format
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that English speaking players
tend to refer to as the JRPG,
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epic fantasy story is
told with simple graphics,
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enjoyable by players of any skill level,
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and full of wonky little
systems perfectly tuned
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to keep you engaged.
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Capitalizing on the popularity
of this growing genre,
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in 1992, the Japanese publisher Enterbrain
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released RPG Maker,
an-easy-to-use PC application
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that allowed players to create their own
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complete standalone JRPGs.
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The software was extremely
popular and Enterbrain
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put out several revisions
to it on various platforms,
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but despite considerable
interest in the west,
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they declined to put
out an English release.
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Fan translators soon stepped
in to fill that vacancy.
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In 2000, a Russian
student going by the name
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of Don Miguel hacked the software,
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translated it into English,
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and posted it on his website for free.
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It was a huge hit.
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Its availability and
approachability made it one
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of the most popular engines of its time
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for small independent games.
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We spoke with Stephen Gillmurphy,
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the creator of the cult
classic RPG Maker games,
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Space Funeral, about
the dreams and desires
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of the western RPG maker community.
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(upbeat music continues)
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- My name is Stephen Gillmurphy.
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I guess I\'ve been developing
video games in my spare time
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as a hobby for the last 15 years
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and it all kind of started with RPG Maker,
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which I downloaded for
reasons I no longer remember.
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I think I was just looking for
something to do with my hands
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while I killed time at the computer.
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This is using the
version of RPG Maker 2000
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that was translated by a Russian
teenager named Don Miguel.
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The first thing you
see when you open it up
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is this kind of endless blank page
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and you\'re given this little pad
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where you can immediately
start to draw places
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and then once you hit play,
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you immediately start walking around.
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So the time to walking around in RPG Maker
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is pretty minimal.
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A lot of game-making
programs start you off
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with this, like, totally blank screen.
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Everything is left undefined.
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You have to bring in your own art,
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your own ideas, and so forth,
whereas with RPG Maker,
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if you just open the program,
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it has your pre-populated characters,
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it has a list of monsters, list of items.
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It\'s like this kind of
indefinite scope of thing
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and your job is to try
and fill in the gaps
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as much as you can and figure
out how it all fits together.
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You\'re encouraged to almost
think of it as a collage.
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You\'re kinda laying down tiles,
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you\'re mixing and matching
to see what works.
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You have this batch of elements
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and you can put them together
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into very kind of conventional shapes.
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So, for example, you
can make a little house,
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a little road, and so forth,
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but you can also just kinda
start chaining together elements
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to see if you can find moments
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of kind of charged potential.
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So for example, if I put
the waterfall down here
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and I put the carpet down
here, I put some pots,
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I put some skulls and so forth,
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to see if you can kind of
just, like, start combining
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these ready-made fragments in a way
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which kinda somehow makes you feel
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like something has
happened that has some kind
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of power or some kind of aura to it.
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It\'s a very weird method
of game creation that sits
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at kinda the other end
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from this traditional hobbyist approach,
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which is bare bones and very minimal.
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This gives you the most
crazy maximalist approach
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to the most crazy maximalist genre.
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You\'re left with, you know,
I have this glob of material
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and how do I sort through
it and how do I figure out
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what I actually want to do with it?
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So I think I was kind of
immediately drawn to the pleasure
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of just fussing around with no
particular direction in mind,
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but seeing what little
discoveries you can make
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by dropping things around without
the thought in your heads.
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And actually, I\'ll close
this game for a second
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and open up another one.
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It\'s called Don\'s Adventures.
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Almost the archetypal one by default
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because it is the sample
game which originally came
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with RPG Maker 2000 and was
kind of used as the demo game
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to show off what the
program could actually do.
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Not only is it his own game,
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but he is also the main character.
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You\'ll see this guy in a couple
different RPG Maker games
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if you go through the archives
and it\'s always kind of used
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as a cameo of Don Miguel himself.
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You can see all these
little movements here,
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like the scrolling backgrounds,
the little bits of clouds,
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the cat that does the
little dance back and forth
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before joining your party.
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This is all intended as a
very hokey and artificial way
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of indicating, yes, you
can do this in the program.
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For example, this rock here,
if I interact with it...
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(thunder rumbles)
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(cat meows)
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I think this miniature game,
the very bare bones-ness of it
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and the way that it serves to illustrate,
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in a haphazard, handmade way,
what could be fun about this
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or what the capabilities
of the program are
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perversely means it\'s maybe
held up better than most games
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which are kind of aspiring
to be beyond this, right?
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Like, this is a very base
level and every subsequent game
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was kind of aimed to be at least
as good as Don\'s Adventure.
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But the simplicity and,
like, pleasure he takes
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in exploring what this program can do
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is one of the more endearing things
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about RPG Maker in general.
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(calming music)
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(upbeat funk music)
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There\'s ways of importing
your own tilesets and,
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over time, the RPG Maker community
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has been an ongoing exercise in gathering,
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well, stealing resources from
as many places as possible
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and adapting them into this format
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and then swapping up between each other.
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So there was kind of an ongoing thing
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where the way you play
someone else\'s RPG game
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was mostly you played the
first few minutes of it
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and then you kinda go
into the resources folder
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and you take a look at what
tilesets they were able
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to scavenge together, which
has to move their own ideas
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buried in there as well as recycled things
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from other people\'s
projects and then you steal
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whatever seems good to you.
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This one is called Complete
Chaos by a guy called Yeaster.
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He\'s one of the more prolific
RPG Maker developers.
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I think this is his opus.
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I think this is his largest,
most convoluted work.
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It\'s kinda charming in the sense
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of it\'s a kind of 90s TV fantasy.
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It\'s all hard boiled detectives
working to solve a case
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and there\'s mystical people
from another dimension
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and so forth.
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But what really makes it
charming to me is the fact
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that all the characters are meant
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to represent these kind
of archetypal TV people.
00:07:26.940 --> 00:07:29.370
So, for example, there\'s police
officers, there\'s, you know,
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assassin boss and so forth.
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But all the face images in particular
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are this totally random
grouping of celebrities
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and mismatched magazine
cutouts and so forth.
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Harry Potter is in there, the
guy from AI is a party member,
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and so is Vin Diesel.
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I think he is (laughs) corrupted job type
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and presumably plays
some kind of assassin.
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He has multiple games like this
and you can see an interest
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in accumulating this
library of character types
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from faces that you just
see on TV or in magazines
00:07:59.760 --> 00:08:01.260
and then it just becomes
kind of using that
00:08:01.260 --> 00:08:04.170
to populate the private
universe of your video game,
00:08:04.170 --> 00:08:06.273
what kind of ways they could be reused.
00:08:07.740 --> 00:08:09.780
Another very charming
quality of RPG Maker games
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is they kind of expect an
enormous amount of ambient text.
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So they have these little guys here,
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easy to drop in the game,
little NPC characters,
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and they each have a text box
00:08:18.840 --> 00:08:20.970
because part of the pleasure
of the RPG is going over
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to open these little treasure box NPCs
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and seeing what they have to say.
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In the police station,
you kinda have this,
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one of the very first areas
you\'re able to wander around,
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everyone is just continuously, like,
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talking about their desks and
how much they hate looking
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at a desk and how unhappy
they are with their desk
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or the relative position of their desk.
00:08:39.900 --> 00:08:42.000
Whenever the game itself
seems like it\'s getting
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too overwhelmed with some degree of, like,
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epic potential and so forth,
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the author doesn\'t really
have enough distance
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to just delegate this to someone else.
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They have to be the one to get sucked down
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this little digression
of trying to figure out
00:08:53.310 --> 00:08:55.290
what people in the police
office would actually say.
00:08:55.290 --> 00:08:57.660
And in this case, it means
people sitting at their desks
00:08:57.660 --> 00:09:00.323
and complaining about their
desks and doing nothing else.
00:09:02.262 --> 00:09:05.679
(laid-back music builds)
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(ominous music)
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The feeling I had about the
early 2000s English speaking
00:09:16.830 --> 00:09:19.170
RPG Maker community was
that they often could never
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really shake a wistful
desire for JRPG-ness.
00:09:23.040 --> 00:09:25.860
Even though people had access
to all these RPGs now, like,
00:09:25.860 --> 00:09:28.080
all these Japanese RPGs,
which they could now find
00:09:28.080 --> 00:09:30.720
on ambulator sites and play
as many as they wanted to,
00:09:30.720 --> 00:09:33.180
only a certain amount of
JRPGs would get translated
00:09:33.180 --> 00:09:36.270
to begin with, so they\'re
always kind of elusive
00:09:36.270 --> 00:09:38.670
in a way I don\'t feel like
they necessarily were,
00:09:38.670 --> 00:09:40.200
maybe in Japan itself.
00:09:40.200 --> 00:09:42.030
You could make a random
game about Sonic wandering
00:09:42.030 --> 00:09:44.310
around people\'s houses
and because it was shaped
00:09:44.310 --> 00:09:47.700
like an RPG, there was a sense
of it inviting the same level
00:09:47.700 --> 00:09:51.210
of passionate scrutiny
as a Final Fantasy game
00:09:51.210 --> 00:09:53.700
just because you\'re a part of an audience
00:09:53.700 --> 00:09:56.400
that felt so starved for
that kind of content.
00:09:56.400 --> 00:09:57.630
I think that\'s kind of an awkward thing
00:09:57.630 --> 00:10:00.480
the games themselves feel like
they need to wrestle with.
00:10:04.770 --> 00:10:07.470
This is a game called RM2K Survivor:
00:10:07.470 --> 00:10:09.810
New York Stock Exchange
and the premise of the game
00:10:09.810 --> 00:10:12.630
is that you\'re a stockbroker
who\'s recently lost
00:10:12.630 --> 00:10:15.870
all his money in this very moving intro,
00:10:15.870 --> 00:10:17.120
which I\'ll show you here.
00:10:18.774 --> 00:10:21.357
(moving music)
00:10:23.820 --> 00:10:25.530
You have to survive 15 days.
00:10:25.530 --> 00:10:27.600
You have to level up your skills.
00:10:27.600 --> 00:10:31.130
It\'s kind of tasteless in
the way that a lot of games
00:10:31.130 --> 00:10:33.030
in this particular context
are because, you know,
00:10:33.030 --> 00:10:36.090
it\'s just 2000s-era teenagers
with enough free time
00:10:36.090 --> 00:10:38.970
and resources to poke around
on the computer ambiently,
00:10:38.970 --> 00:10:41.093
doing whatever they found amusing.
00:10:41.093 --> 00:10:44.093
(upbeat jazz music)
00:10:50.461 --> 00:10:53.400
The ultimate fantasy of RPG Maker itself
00:10:53.400 --> 00:10:54.780
is it\'s broad enough as an engine
00:10:54.780 --> 00:10:57.576
that you can just kinda plop
any kind of fantasy in there
00:10:57.576 --> 00:11:00.300
and you can kind of have a
new modular version of it.
00:11:00.300 --> 00:11:02.700
But of course the downside
is that every version
00:11:02.700 --> 00:11:05.150
of the fantasy looks like
another RPG Maker game.
00:11:07.778 --> 00:11:10.883
Love and War: Act I is
one of those very dense,
00:11:11.820 --> 00:11:14.828
20 hour long RPG epics, which
is all about the politics
00:11:14.828 --> 00:11:18.060
and geopolitics of this
imaginary fantasy empire.
00:11:18.060 --> 00:11:21.060
But the part that always sticks in my mind
00:11:21.060 --> 00:11:26.060
is the very kind of adorably
self insert-y main character
00:11:26.610 --> 00:11:29.910
who is this capable,
effortlessly confident young man
00:11:29.910 --> 00:11:32.550
and who also has this
inexplicably doting love interest
00:11:32.550 --> 00:11:34.890
he never seems to notice called Lavie.
00:11:34.890 --> 00:11:36.600
It\'s one of those wonderful
things where you can see
00:11:36.600 --> 00:11:38.760
that the author\'s original
plan for this entire epic
00:11:38.760 --> 00:11:41.580
RPG thing gets swallowed
up by the pleasure he has
00:11:41.580 --> 00:11:44.550
in writing for this
klutzy love interest lady
00:11:44.550 --> 00:11:47.910
because after that game,
he released a spinoff game
00:11:47.910 --> 00:11:49.380
called C\'est Lavie.
00:11:49.380 --> 00:11:53.183
It\'s a visual novel in
which she and the hero
00:11:53.183 --> 00:11:55.980
have some extremely long-winded
kinda back and forth
00:11:55.980 --> 00:11:57.720
about meeting up in the park for a date
00:11:57.720 --> 00:11:59.490
and the complications
and misunderstandings
00:11:59.490 --> 00:12:00.780
which result from there.
00:12:00.780 --> 00:12:02.940
It\'s one of those things
which can only really result
00:12:02.940 --> 00:12:04.470
from someone\'s expectation
00:12:04.470 --> 00:12:06.990
that their own private fantasy universe
00:12:06.990 --> 00:12:09.630
will be shared and understood
by everyone around them.
00:12:09.630 --> 00:12:10.463
And I think because of that,
00:12:10.463 --> 00:12:12.300
it\'s very endearingly optimistic,
00:12:12.300 --> 00:12:14.520
considering how many RPG
Maker games are defined
00:12:14.520 --> 00:12:16.650
by an effort to be grim
and dark to compensate
00:12:16.650 --> 00:12:19.650
for the childishness of
using RPG Maker itself.
00:12:19.650 --> 00:12:22.980
- [Lavie] Yes, last year, when
the carnival came to town,
00:12:22.980 --> 00:12:23.813
do you remember?
00:12:25.164 --> 00:12:26.564
- [Ryan] I\'m afraid I don\'t.
00:12:27.906 --> 00:12:30.690
- [Lavie] Ah, well, we didn\'t speak much.
00:12:30.690 --> 00:12:32.190
Just, \"hello,\" really.
00:12:32.190 --> 00:12:34.500
A blink of the eye and you\'d miss it.
00:12:34.500 --> 00:12:36.537
- Love and War I was, I
think, an instant classic
00:12:36.537 --> 00:12:38.890
when it came out in
the sense of, you know,
00:12:38.890 --> 00:12:41.400
(laughs) it was competent
and had no major issues.
00:12:41.400 --> 00:12:43.500
People played it and liked it well enough.
00:12:43.500 --> 00:12:45.373
I don\'t remember anyone ever
talking about C\'est Lavie.
00:12:45.373 --> 00:12:48.000
I was just kind of fascinated
by it when I saw it
00:12:48.000 --> 00:12:49.200
for the first time.
00:12:49.200 --> 00:12:51.090
It seemed like such a
wonderful thing to exist,
00:12:51.090 --> 00:12:55.080
but there was almost a
consensus not to acknowledge it
00:12:55.080 --> 00:12:58.170
within the community
to my memory. (laughs)
00:12:58.170 --> 00:13:00.260
It probably struck too close
to the bone \'cause I think part
00:13:00.260 --> 00:13:01.950
of the pleasure of making
these kind of games
00:13:01.950 --> 00:13:05.820
is to indulge some kind of
deep, very dramatic impulse.
00:13:05.820 --> 00:13:08.628
Having it out laid out
in this very direct way,
00:13:08.628 --> 00:13:12.250
I think everyone felt a bit, you know--
00:13:12.250 --> 00:13:17.250
- [Lavie] Oh yes, oh I,
well I, uh. (clears throat)
00:13:21.810 --> 00:13:23.330
- My impression of the RPG Maker community
00:13:23.330 --> 00:13:24.810
is a community of isolates.
00:13:24.810 --> 00:13:27.030
Everyone\'s RPG Maker
project is essentially
00:13:27.030 --> 00:13:29.340
a termite art passion project.
00:13:29.340 --> 00:13:31.566
For the most part, these games are never
00:13:31.566 --> 00:13:32.399
actually gonna get completed.
00:13:32.399 --> 00:13:34.740
It\'s some 16 year old with
a pirated copy of software
00:13:34.740 --> 00:13:36.930
and a bunch of stolen assets and their job
00:13:36.930 --> 00:13:40.410
is to poke through this
enormous clump of raw material
00:13:40.410 --> 00:13:42.660
and pull it together in a way which fits
00:13:42.660 --> 00:13:45.450
with their idea of an admirable work.
00:13:45.450 --> 00:13:47.670
I think that\'s such a
strangely private thing
00:13:47.670 --> 00:13:49.830
and something which is
so open to being misread
00:13:49.830 --> 00:13:52.230
and also being made fun
of that it developed,
00:13:52.230 --> 00:13:54.510
almost defensively,
this strict outer shell
00:13:54.510 --> 00:13:55.860
of here are the good ways in which
00:13:55.860 --> 00:13:58.950
to pursue your private dream
fantasy, here are the bad ways.
00:13:58.950 --> 00:14:01.950
So for example, if you make
a hero who\'s too obviously
00:14:01.950 --> 00:14:04.710
a self insert, or if you
divert from a particular,
00:14:04.710 --> 00:14:06.750
quote-unquote, standard in the mapping,
00:14:06.750 --> 00:14:08.730
then you can kinda be dismissed,
00:14:08.730 --> 00:14:10.350
essentially as an amateur where, like,
00:14:10.350 --> 00:14:12.480
all the more advanced members
of the community will try
00:14:12.480 --> 00:14:15.060
to take pains to differentiate
themselves from that.
00:14:15.060 --> 00:14:17.670
I guess that kinda came out of
weird word anxiety to do with
00:14:17.670 --> 00:14:20.310
it\'s a dream, but you\'re not
sure if the dream is yours,
00:14:20.310 --> 00:14:22.942
if the dream is the dream
of the engine itself
00:14:22.942 --> 00:14:25.410
that\'s just being expressed
through your own behavior
00:14:25.410 --> 00:14:26.613
or vice versa, you know?
00:14:27.713 --> 00:14:30.630
(funky jazz music)
00:14:37.110 --> 00:14:39.680
RPG Maker MV has its own
character generator as one
00:14:39.680 --> 00:14:41.730
of the advertised product features.
00:14:41.730 --> 00:14:43.770
But before that, people
made do with their own.
00:14:43.770 --> 00:14:45.930
So there\'s a website
called the Charas Project.
00:14:45.930 --> 00:14:47.970
You select the body, you select the head,
00:14:47.970 --> 00:14:50.273
and the heads go for very
standard, glowering hero ones
00:14:50.273 --> 00:14:52.920
to ones which had been pulled
from random Star Wars games
00:14:52.920 --> 00:14:54.570
or someone\'s novelty chicken heads
00:14:54.570 --> 00:14:57.150
and you\'re kind of encouraged
to try chopping them around
00:14:57.150 --> 00:14:58.830
and, again, just seeing if
you\'re able to get something
00:14:58.830 --> 00:15:00.750
which works even if it wasn\'t
00:15:00.750 --> 00:15:02.070
what you originally expected, right?
00:15:02.070 --> 00:15:05.520
So I can get something funny
if I combine this nun\'s outfit
00:15:05.520 --> 00:15:09.240
with this evil duck head and
put a little fluffy hat on it.
00:15:09.240 --> 00:15:10.500
And then you go, \"Oh, well, you know,
00:15:10.500 --> 00:15:11.670
that is a cool little guy.
00:15:11.670 --> 00:15:14.730
I wonder if this guy should be
included in the game somehow.
00:15:14.730 --> 00:15:16.200
Maybe they go to an entire planet
00:15:16.200 --> 00:15:19.530
or monastery of the strangely
religious little duck people
00:15:19.530 --> 00:15:21.773
and one of them becomes a
party member or a boss fight,
00:15:21.773 --> 00:15:25.470
or maybe he\'s like the
weapons merchant or so forth.\"
00:15:25.470 --> 00:15:27.900
Because every asset here
was submitted by someone,
00:15:27.900 --> 00:15:29.250
you\'re kinda seeing the fragments
00:15:29.250 --> 00:15:31.860
of everyone\'s private projects
just kinda being gathered
00:15:31.860 --> 00:15:34.200
in one place for you to chop
and choose between at random.
00:15:34.200 --> 00:15:36.330
So in that sense, it\'s kind
of the ultimate embodiment
00:15:36.330 --> 00:15:38.163
of RPG Maker itself.
00:15:39.180 --> 00:15:41.280
I know when I was a teenager,
I probably spent more time
00:15:41.280 --> 00:15:44.520
on this site combining
random graphics and seeing
00:15:44.520 --> 00:15:46.320
if I could get some cool
than I did actually, like,
00:15:46.320 --> 00:15:47.470
working in the program.
00:15:49.305 --> 00:15:51.972
(playful music)
00:15:54.541 --> 00:15:55.950
A lot of the games I was just showing off
00:15:55.950 --> 00:16:00.600
come from the Rare RPG Request
Thread on RPGMaker.net.
00:16:00.600 --> 00:16:01.950
People make an effort to go through
00:16:01.950 --> 00:16:04.710
all the abandoned Mediafire
links and so forth,
00:16:04.710 --> 00:16:06.930
try and find working copies
of what\'s still out there.
00:16:06.930 --> 00:16:10.410
So games, assets, patches, whatever else.
00:16:10.410 --> 00:16:13.050
I think there\'s a single
user called SegNin.
00:16:13.050 --> 00:16:15.180
It started off as a request
topic where you\'d ask something
00:16:15.180 --> 00:16:17.190
of this one particular
member and they would try
00:16:17.190 --> 00:16:19.116
and just dig through their hard drive
00:16:19.116 --> 00:16:20.116
and see if they had it.
00:16:20.116 --> 00:16:21.180
And then it became this elaborate resource
00:16:21.180 --> 00:16:23.730
and documentation project
where you\'d have a full list
00:16:23.730 --> 00:16:26.610
of how to contribute and notes on hosting.
00:16:26.610 --> 00:16:29.040
There\'s little tech
demos for if you wanted
00:16:29.040 --> 00:16:30.720
to get a particular feature
in your own project,
00:16:30.720 --> 00:16:32.940
you could download this and
then kinda steal the way
00:16:32.940 --> 00:16:34.320
they did something.
00:16:34.320 --> 00:16:36.780
There\'s full projects, there\'s old games
00:16:36.780 --> 00:16:38.430
from people who kind
of became better known
00:16:38.430 --> 00:16:40.770
in indie game later,
there\'s collaborative games
00:16:40.770 --> 00:16:42.030
like the Alex Projects.
00:16:42.030 --> 00:16:44.275
And all of these are uploaded
one by one individually
00:16:44.275 --> 00:16:46.890
after all the previous hosting services,
00:16:46.890 --> 00:16:48.958
so Rapidshare, Megaupload,
00:16:48.958 --> 00:16:50.880
those are all kinda shut down one by one.
00:16:50.880 --> 00:16:54.030
So every time there\'s
kinda this continuous push
00:16:54.030 --> 00:16:57.120
to put everything up
in a new place in a way
00:16:57.120 --> 00:16:59.550
that it can kinda be kept active.
00:16:59.550 --> 00:17:01.980
So it is kind of perversely
inspiring to see,
00:17:01.980 --> 00:17:03.780
especially considering
that if you played some
00:17:03.780 --> 00:17:06.543
of these games with titles
like Donald Fuck RPG,
00:17:07.410 --> 00:17:11.733
produced as a joke by someone
called Daffy F in 2003,
00:17:12.570 --> 00:17:15.360
slowly being moved from hosting
server to hosting server
00:17:15.360 --> 00:17:16.980
until it\'s, like, readily accessible
00:17:16.980 --> 00:17:21.033
on the most easily used file
sharing program in 2022,
00:17:21.033 --> 00:17:24.437
like 19 years later, that
these could still survive
00:17:24.437 --> 00:17:27.545
as an inspiring and encouraging act.
00:17:27.545 --> 00:17:31.200
(upbeat playful music)
00:17:31.200 --> 00:17:33.540
This was a game I made in 2010.
00:17:33.540 --> 00:17:36.600
I\'d started using RPG
Maker when I was a teenager
00:17:36.600 --> 00:17:38.820
and then I kinda moved
on to other game engines
00:17:38.820 --> 00:17:40.740
and then after I\'d worked
on other games for a while,
00:17:40.740 --> 00:17:42.876
I thought it would be fun
to go back to RPG Maker
00:17:42.876 --> 00:17:44.580
and see, you know, exactly what I could do
00:17:44.580 --> 00:17:47.640
in my very first love of game engines.
00:17:47.640 --> 00:17:49.110
There\'s an interesting back and forth
00:17:49.110 --> 00:17:52.890
between RPG Maker games
and the indie games,
00:17:52.890 --> 00:17:55.020
like art games, whatever
you want to call them
00:17:55.020 --> 00:17:58.196
that came since and in many
ways, those indie art games,
00:17:58.196 --> 00:18:00.390
they were initially kind of represented
00:18:00.390 --> 00:18:02.658
as more aesthetically adventurous.
00:18:02.658 --> 00:18:05.790
They\'ll do original assets
and often original music
00:18:05.790 --> 00:18:08.039
and so forth, but at the same time,
00:18:08.039 --> 00:18:11.610
the move to produce something
which is kinda self-contained
00:18:11.610 --> 00:18:14.280
and could be allowed to circuit
00:18:14.280 --> 00:18:15.870
as a self-contained art object
00:18:15.870 --> 00:18:17.550
in this more commercial environment,
00:18:17.550 --> 00:18:19.650
it\'s kind of interesting
to me in the sense of,
00:18:19.650 --> 00:18:23.310
on one level, that\'s
actually more conservative
00:18:23.310 --> 00:18:25.020
than traditional RPG Maker games
00:18:25.020 --> 00:18:26.367
because traditional RPG Maker games
00:18:26.367 --> 00:18:28.950
are based on crime, basically.
00:18:28.950 --> 00:18:32.400
They\'re based on stolen,
illegally translated engines
00:18:32.400 --> 00:18:33.810
and illegally shared resources
00:18:33.810 --> 00:18:36.180
and a back and forth sharing of those.
00:18:36.180 --> 00:18:38.550
So in Space Funeral, there\'s no generic
00:18:38.550 --> 00:18:40.140
RPG Maker assets in here.
00:18:40.140 --> 00:18:41.742
It\'s all hand scribbled.
00:18:41.742 --> 00:18:44.280
But at the same time, I guess I\'ll say
00:18:44.280 --> 00:18:46.260
it\'s questionably legal because it\'s still
00:18:46.260 --> 00:18:48.420
using whatever songs I thought were funny
00:18:48.420 --> 00:18:50.670
at the time on the soundtrack.
00:18:50.670 --> 00:18:52.350
And the big plot reveal of the game
00:18:52.350 --> 00:18:55.200
is that the mangled corruption
world you\'re going through
00:18:55.200 --> 00:18:58.860
is a distorted copy of
the standard RPG universe,
00:18:58.860 --> 00:19:01.440
the kind of one that
you\'re encouraged to make.
00:19:01.440 --> 00:19:03.799
It\'s kind of this back
and forth within itself
00:19:03.799 --> 00:19:05.730
of these kinda two different strands
00:19:05.730 --> 00:19:07.230
of amateur game development,
00:19:07.230 --> 00:19:09.510
the one which wishes to
become more careers-oriented,
00:19:09.510 --> 00:19:11.880
very self-contained, standalone games
00:19:11.880 --> 00:19:14.850
which were all custom made
and therefore legal to sell
00:19:14.850 --> 00:19:17.460
and commodify versus
the hobbyist mulch thing
00:19:17.460 --> 00:19:20.013
of just a pile of assets, who
cares where they come from,
00:19:20.013 --> 00:19:21.360
just kind of throw them all together
00:19:21.360 --> 00:19:23.333
and see you can get anything interesting.
00:19:24.962 --> 00:19:27.795
(laid-back music)
00:19:33.453 --> 00:19:37.120
(laid-back music continues)
00:19:40.300 --> 00:19:41.910
The ways that all the RPG
Market games were fast
00:19:41.910 --> 00:19:43.230
and loose with things like copyright
00:19:43.230 --> 00:19:46.170
can seem perversely
inspiring now that, like,
00:19:46.170 --> 00:19:48.450
everyone is paranoid about
that stuff in part because,
00:19:48.450 --> 00:19:49.680
if you break copyright in your game,
00:19:49.680 --> 00:19:52.140
not only can you not sell
it, which is whatever,
00:19:52.140 --> 00:19:54.180
but often people can\'t even play for free
00:19:54.180 --> 00:19:55.800
because they\'re worried
about their Twitch stream
00:19:55.800 --> 00:19:57.420
will be taken down, their YouTube channel
00:19:57.420 --> 00:19:59.400
will be demonetized, that kind of thing.
00:19:59.400 --> 00:20:01.860
It kinda becomes a ripple
effect for seeing the ways
00:20:01.860 --> 00:20:05.610
in which the initial trade
off between certain levels
00:20:05.610 --> 00:20:08.760
of control and the right to
access these commercial spaces
00:20:08.760 --> 00:20:11.130
gradually becomes more
of a horrible monkey\'s
00:20:11.130 --> 00:20:14.010
paw-type curse in which you
can make whatever you want,
00:20:14.010 --> 00:20:16.233
but it\'s only allowed
to be this one thing.
00:20:17.550 --> 00:20:19.620
- That\'s a really great
point about streaming, too,
00:20:19.620 --> 00:20:21.780
because that\'s the way
a lot of people find out
00:20:21.780 --> 00:20:23.370
about small games.
00:20:23.370 --> 00:20:25.230
And, like, if there\'s copyrighted
music in one of these,
00:20:25.230 --> 00:20:26.730
then that can prevent
it from even being able
00:20:26.730 --> 00:20:28.800
to get any kind of attention.
00:20:28.800 --> 00:20:31.110
- Yeah, and in a way, it kind
of encourages the streamers
00:20:31.110 --> 00:20:33.840
to turn from people who are
potentially just curious
00:20:33.840 --> 00:20:36.000
and interested in these
things and showing them off
00:20:36.000 --> 00:20:39.007
to be regulators-slash-police,
making sure you know,
00:20:39.007 --> 00:20:41.550
\"Oh, we cannot show any
kind of sexual content,\"
00:20:41.550 --> 00:20:43.522
because otherwise it\'s the
risk of it being marked
00:20:43.522 --> 00:20:46.110
as inappropriate to
people under a certain age
00:20:46.110 --> 00:20:48.900
or it\'ll be demonetized
based on that and so forth.
00:20:48.900 --> 00:20:50.790
They\'re being the ones
pushed into the position
00:20:50.790 --> 00:20:53.130
of internalizing these horrible guidelines
00:20:53.130 --> 00:20:55.500
and pushing them out to
developers themselves.
00:20:55.500 --> 00:20:57.330
And it\'s presented itself as so sensible
00:20:57.330 --> 00:20:59.730
that often the only way
you can see the ways
00:20:59.730 --> 00:21:01.710
in which it\'s not a natural thing,
00:21:01.710 --> 00:21:04.290
the ways in which it was an
imposed, artificial thing
00:21:04.290 --> 00:21:06.270
is by going back to see
what people just made
00:21:06.270 --> 00:21:09.120
when they thought it was
funny just to make things.
00:21:09.120 --> 00:21:10.710
This is another game called Life of Bob,
00:21:10.710 --> 00:21:12.210
which is very explicit
from the start that,
00:21:12.210 --> 00:21:14.250
yeah, like, all the graphics
are just badly converted
00:21:14.250 --> 00:21:16.500
from Earthbound, of all games.
00:21:16.500 --> 00:21:18.533
This is a playfulness about the resources
00:21:18.533 --> 00:21:22.260
that the game itself is made
of that you can\'t afford to do
00:21:22.260 --> 00:21:23.910
once those things actually lead
00:21:23.910 --> 00:21:27.792
to the risk of legal
consequences and so forth.
00:21:27.792 --> 00:21:30.959
(playful dance music)
00:21:35.250 --> 00:21:37.230
I guess in commercial
game software spaces,
00:21:37.230 --> 00:21:40.110
there\'s always an emphasis on
a need to maintain scarcity,
00:21:40.110 --> 00:21:42.157
so you kinda see people
regularly talking about,
00:21:42.157 --> 00:21:44.100
\"There\'s too many games
on Steam and too many
00:21:44.100 --> 00:21:45.597
of them are low effort,\" and so forth.
00:21:45.597 --> 00:21:46.957
And it\'s always with the mindset of,
00:21:46.957 --> 00:21:49.230
\"Oh, don\'t let all
these games by teenagers
00:21:49.230 --> 00:21:52.530
get in the way of the aspiring
professional software careers
00:21:52.530 --> 00:21:54.090
of you know, X, Y, Z person.\"
00:21:54.090 --> 00:21:56.160
Whereas here, in this
wholly hobbyist space,
00:21:56.160 --> 00:21:57.510
it\'s a totally different emphasis where,
00:21:57.510 --> 00:21:59.280
no matter how throw away something is,
00:21:59.280 --> 00:22:01.770
at a point where everything
else seems to be an emphasis
00:22:01.770 --> 00:22:04.020
on forced scarcity to see the generosity
00:22:04.020 --> 00:22:05.910
of which people would be
like, \"You know, this project
00:22:05.910 --> 00:22:07.860
by a 13 year old that they just kinda put
00:22:07.860 --> 00:22:09.630
on the internet and forgot about,
00:22:09.630 --> 00:22:11.190
it\'s probably worth hosting again, right?
00:22:11.190 --> 00:22:12.990
Like it\'s only two megabytes,
00:22:12.990 --> 00:22:14.928
might as well have it up somewhere.\"
00:22:14.928 --> 00:22:17.130
It only really takes one
person saying the world
00:22:17.130 --> 00:22:18.510
would be a little less interesting
00:22:18.510 --> 00:22:19.830
if this thing were to be lost.
00:22:19.830 --> 00:22:21.540
So there is kind of an
interest in maintaining
00:22:21.540 --> 00:22:23.490
an archive of some kind of history,
00:22:23.490 --> 00:22:25.950
even if it\'s only of
interest or use to people
00:22:25.950 --> 00:22:27.300
who are still in the hobby.
00:22:28.869 --> 00:22:31.680
(peaceful music)
00:22:31.680 --> 00:22:34.411
To me, the value in RPG
Maker was it was always
00:22:34.411 --> 00:22:37.400
a very de-personalized
way of making games,
00:22:37.400 --> 00:22:39.540
it was always a very exploratory one.
00:22:39.540 --> 00:22:42.180
It was one which didn\'t
put all the emphasis on you
00:22:42.180 --> 00:22:44.940
as the the author or whatever to come up
00:22:44.940 --> 00:22:48.120
with your own ideas and your
own drawings and so forth.
00:22:48.120 --> 00:22:51.307
It was a very process-oriented
engine where the idea was,
00:22:51.307 --> 00:22:52.173
\"Don\'t worry about any of that.
00:22:52.173 --> 00:22:54.780
Just come in, just start tinkering,
00:22:54.780 --> 00:22:57.509
move your hands around, see what works.\"
00:22:57.509 --> 00:23:00.768
It was always more of
an emphasis on discovery
00:23:00.768 --> 00:23:03.450
and I think that\'s both,
like, why I gravitated
00:23:03.450 --> 00:23:07.227
to RPG Maker as the first
game engine I really got into
00:23:07.227 --> 00:23:09.420
and it was also a good entry point
00:23:09.420 --> 00:23:10.920
for the format as a whole.
00:23:10.920 --> 00:23:13.530
What it was I found interesting
about making these things,
00:23:13.530 --> 00:23:16.090
or what I enjoyed about the
way my own consciousness
00:23:16.090 --> 00:23:19.620
would kind of get distorted
and bounced around.
00:23:19.620 --> 00:23:22.350
You weren\'t quite sure
what you were doing or why.
00:23:22.350 --> 00:23:24.570
For some inexplicable
reason you felt the urge
00:23:24.570 --> 00:23:29.100
to draw 100 endless cavern labyrinths
00:23:29.100 --> 00:23:33.090
beneath the king\'s castle
and you could follow
00:23:33.090 --> 00:23:36.885
that miserable urge to
whatever strange place
00:23:36.885 --> 00:23:38.135
it brought you.
00:23:39.791 --> 00:23:43.208
(inspiring music builds)
00:23:50.172 --> 00:23:54.589
(inspiring music continues to build)
00:24:01.020 --> 00:24:05.437
(inspiring music continues to build)
00:24:13.460 --> 00:24:16.710
(laid back funk music)
00:24:22.340 --> 00:24:26.423
(laid back funk music continues)
00:24:31.597 --> 00:24:35.680
(laid back funk music continues)
00:24:36.921 --> 00:24:39.838
(singer vocalizes)
00:24:46.625 --> 00:24:50.708
(laid back funk music continues)
00:24:59.370 --> 00:25:03.453
(laid back funk music continues)
00:25:11.071 --> 00:25:15.154
(laid back funk music fades out)
Distributor: Means TV
Length: 26 minutes
Date: 2023
Genre: Expository
Language: English
Grade: 10-12, College, Adults
		Color/BW: 
		 
	
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