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this post was submitted on 28 Nov 2025
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Nearly all games use assets, would be pointless.
Asset flips refers to low quality project that use all store-bought assets without providing any uniqueness whatsoever on gameplay.
Problem is there are legitimately good games that do this, usually ones that focus exclusively on writing but still. At that point it's better to let the reviews handle it.
I said "low quality project", that means games with "focus exclusively on writing" are not belongs to this category.
Huge chunk of RPG Maker games are using generic reusable assets provided by RPG Maker yet still cool af, as they focus on writings.
Sure but the problem is that distinguishing between a shitty asset flip and a proper game that is just using generic assets is moreso a matter of effort. There is basically no way to distinguish the two short of actually playing it, which is different from tracking say AI which is pretty objective in it's separation. The only tag that could work is a "strong usage of generic asset" but that doesn't really distinguish between say a shitty asset flip and a game that is a generic asset flip in everything but it's writing.
Like what?
Early access version of ATOM RPG was pretty damned close. I'm talking way back when it was the first world map or so when going to death tunnel would crash my game if I entered and exited it enough because of an infinitely respawning rat.
Mind you that was pretty early in it's development but it very well could've stayed in polished form of that and still been good.
yes, but how do we define an asset flip? whatever definition is used will be something avoided by scummy developers or will apply to all games on steam.
Okay, so, complex projects having a small part you didn't make doesn't matter?
it's not that it doesn't matter at all but what problem does it solve if nearly every game on steam has it? It wouldn't even help identify actual asset flips.
Okay, so, every game on Steam having some generated asset wouldn't matter?
No. It's a lot easier to define that and restrict it.
That was not the question.
"No." Was the answer, the part after was an explanation of why.