octalot: Two of your recent posts have been long, but with a major factual error / lack of research in one of the points that you made. I found myself thinking "75% of that is insightful and should be upvoted, but with that other 25% I'm not going to vote at all".
"nobody tried to outlaw gangster movies for having cursing and robbing, nobody refused to sell horror flicks because of killings" - do you need counterexamples for this one?
"RPG-Maker was a great amateur engine in late 90s ... frankly outdated", and then arguing a point based on that without any suggestion that you're considering the later engines of the same name.
I find you confrontational. If you agree to the most of the post and not to everyhing in it, just don't upvote and don' t downvote.
Also, using selected quotes from other threads is not so fair, and even the objections are a bit of splitting the hair.
Porn has been banned way more frequently, especially in games, than violence, generic lawlesness or scaring scenes.
They all had their own moral panic phase, especially in the earliest times, but if I think of something invoking censorship in the last ten or even twenty years in gaming is porn or nudity, plus, only recently, discrimnation issues or something that has to do with protecting vulnerable categories (or something that is perceived as such: these panics always start out of something relatively small): scenes with bullying, children, women, ecc. But porn is somewhat "officially" and sistematically filtered, to the point that is a whole different kind of censorship. It's sometimes justified as a reaction to generic "porn spam" to make a meh game look cooler without making a fully enjoyable adult game or a well filmed porn out of it, or to inclusion of porn scenes without a context, so that the user is taken by surprise.
These are shortcuts when making a good product, and the point is not refusing porn as itself. It's not accepting anything because is porn out of fear of refusing it *for other shortcomings* and being called a prude.
I thought about RPG-Maker XP or VX (was it called "VX"?) and I'm not familiar with them. I came to think they're refinement of a basic structure, not engines so new to change the whole gaming experience and making it something else. The games I referred to seem to confirm this, at least from screenshots. Classic world-map, side vs side turn-based battles on a separate screen (or even a front battle screen, which is older, as in earlier Might&Magic games)
and an equip and skill menu, maybe; sprites, ecc. If these limits weren't enough, they're not using very detailed or original artwork or a deep narrative, afaik, and the two factors combined make the whole feel outdated (after all, you can make a great RPG in spite of these, like in the past, it just will look quite stiff to modern standards, especially in graphics, resolution, models' animation and interface).