Making games with RPG Maker
Everything included. The fastest route to a finished first game, especially for writers.
RPG Maker is the least respected and most quietly effective tool on this list. It is built to make one kind of game — a top-down, turn-based, story-driven RPG — and it comes with everything that needs: tilesets, character sprites, battle system, menus, save system, music. You can have a playable game with combat and dialogue running on the first evening, without writing a line of code.
The snobbery around it is mostly about the default assets, which are recognisable and overused. Games that replace them stop looking like RPG Maker games immediately — *To the Moon*, *OMORI*, *LISA*, *Yume Nikki*, *Corpse Party* all came from it.
Who it's for
Writers. Genuinely — if your strength is story, characters and dialogue rather than systems or art, this removes almost every obstacle between you and a finished game. It's also excellent for people who want to find out whether they enjoy making games before committing months to learning an engine.
And it's the fastest route to a *finished* first project, which matters more than most beginners realise.
What it's good at
- **Everything included.** Art, music, battle system, menus, save/load. Nothing to build before you start.
- **No programming required** to make a complete, shippable game. The event system covers an enormous amount.
- **Fast.** Playable in hours, not weeks.
- **A deep plugin ecosystem.** JavaScript plugins (MV/MZ) can change almost anything, and thousands exist. Many are free.
- **Story-first.** The dialogue and cutscene tools are better than anything a general engine gives you out of the box.
Where it fights you
- **One genre, really.** You can bend it — there are RPG Maker platformers and horror games — but you're working against it.
- **The default assets are a tell.** Players recognise them instantly and some will judge the game before playing. Replacing the art is the single highest-value thing you can do.
- **Performance limits.** It's JavaScript under the hood in MV/MZ; large maps and heavy plugin stacks slow down.
- **Plugin conflicts.** Stack enough of them and they fight. Common and frustrating.
- **Limited transferable skill.** What you learn is mostly about RPG Maker.
Your first hour
- Buy and install (wait for a Steam sale if you're not in a hurry).
- New project. You already have a playable game — run it and walk around.
- Make one map. Place a character. Give them an event with two lines of dialogue.
- Trigger a battle. Then change one enemy's stats.
- That's the whole loop. Everything after is more of the same, with plugins for the parts you want to change.
- **Then start replacing the default art.** Even a different tileset changes the first impression completely.
Shipping it here
Game → **Deployment**.
- Choose your platform and tick **"Exclude unused files"** — this can cut the build size dramatically, since the default asset library is large and you'll only use a fraction.
- **Windows:** produces a folder with an executable and a `www` (or `data`) directory. Zip the whole folder.
- **Web:** MV and MZ both deploy to browser. Zip the output with `index.html` at the top level.
- Check your plugin licences before selling. Most are free for commercial use; a few ask for credit or payment, and that's your responsibility to honour.
Where to learn more
- RPG Maker official forums — the plugin and help hub
- Official tutorials
- Search for plugin libraries by version (MZ plugins are not MV plugins)
Made something with it? Publish it here — rough and unfinished is welcome.