Oh No, There Was An Easier Way To…

in Advice

One thing to remember when eventing in RPG Maker, is that there are usually multiple ways of doing the same thing. In a lot of cases event touch and player touch are pretty interchangeable (there are cases where they aren’t though), you can also use event pages instead of conditional branches sometimes.

And inevitably, you’ll run into the situation that there was an easier and more efficient way to do something you’ve already done.

It happens to us all.

No matter how much you use RPG Maker, you’ll almost always be picking up new little tricks to make things easier. And after making an entire game, it is almost inevitable that you will find SOMETHING that you know a better way to do now.

I literally realized there was a batch option only a couple of months ago, and I'e been using RM for 15+ years.

I literally realized there was a batch option in Control Variables only a couple of months ago, and I’ve been using RM for 15+ years.

So what do you do?

Your first instinct is probably to rip into it and fix it… but is that the right thing to do? I think it depends on the situation.

When You Should

There are several situations where it probably is a good idea to fix it. Most of it has to do with one of two things.

Situation #1: It doesn’t work as is.

Ok, if you have a situation where the Event doesn’t even work as it should or fixing it would make it work better for the end user, then that is a good time to recode the event. Even if this is just that recoding it would improve the UI it is a good opportunity to improve the game for the player.

This is obviously a no-brainer.

Situation #2: Leaving it as is will cause more work in the future.

The other situation is one where if you don’t change it, you are making more work for yourself. Say more events tie into the way that event works. Everything intertwined with that event means that if you have to bug fix it later, if the base event isn’t as efficient as it could be, you’ll have even more of a mess to fix.


For instance, a farm system is one with both a lot of possibly interlinking events, as well as events that need to be copied over and over. (Rural Farm Tiles by Celianna)

Or for instance. if it is an event where if you leave it as is, each event like it would need heavy editing to copy and paste to make a new event like it, but if you change the eventing it will just require minor edits. Go ahead and make the changes. Efficiency is important here: Is it going to make my game making faster and or easier to redo?

When You Shouldn’t

Pretty much any other case.

Look, if it works, and its an isolated event without a lot of dependency from other events, there is literally no reason to change it. If you find bugs in it later? Yeah, change it then, but if not, just let it go. No game is perfectly efficient, and the player doesn’t CARE if the game is perfectly efficient, only that it works. The player isn’t going to marvel at your brilliant eventing, because he won’t know it even exists.

I mean, this is what my desk at home looks like all the time. But that doesn't affect how you enjoy my blogs right? Wait, you do enjoy these? Don't you?

I mean, this is what my desk at home looks like all the time. But that doesn’t affect how you enjoy my blogs right? Wait, you do enjoy these? Don’t you?

Going back and redoing and redoing and redoing older parts is the fastest way to never finish a project. Only work on fixing things that are ACTUALLY broke.

What do you think? Am I missing a situation where you should redo an event in a more efficient way? Or are you the type that recodes every event no matter what? Share your experiences in the comments below.

Comments on this entry are closed.

  • Brennan Laurence Smith

    Yes. Two other times:

    First, you are experiencing some sort of slowness. Inefficient eventing can cause game lag, especially on events that run autonomously. This is even more important if your target platform is mobile.

    Second, you are working on a team. When on a team, making events work in a logical, readable, and intuitive way will help your team-mates fix problems when they arise. (RPGMaker MV, due to the way it stores maps and data in JSON, has opened up diff merging to the RPGMaker sphere, making it way easier to work in teams of designers using some sort of source control. We can no longer assume these projects are done by single, independent individuals.)