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Link: Automaton interview with Kan Gao.

I was happy to come across this article today. In it, the creator of To The Moon, Kan Gao, talks about the process of making games, specifically within the confines of RPG Maker. He even used XP, one of the more "basic" editions.

One of the things about using RPG Maker for a commercial title is that there's a huge stigma - this idea that if you are using a certain tool, your creation is bound to, well, suck. I will leave it to the player to determine if Rora specifically sucks or not, but even if it does, I don't think this stigma is fair.

Anyway, here's a piece of the interview that stuck out to me:

And one practical advice would be that while you should know where the game’s going – its spine and ending – don’t plan every detail out in advance. Planning and details are fun and creative; if you get all of them done first, what’s left is pure grind. Save some fun for scattering throughout the project, not all upfront.

Yes! This happened organically with me, partially due to subpar planning. And I have talked about this before! But I would agree that those pockets of fun really got me through some tough spots. This is great advice.


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