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Video Games And ConsolesTop 10 Best Rpg Making Software of 2026
A roundup comparing rpg making software for building RPGs, covering key features, learning curve, and use cases for developers and creators.
How we ranked these tools
Vendors set the topic, but our editors set the inclusion criteria and the evaluation framework before research starts.
Search agents gather the source set and the review record, including transcriptions of video reviews and podcasts.
Framework: Features 40% · Ease 30% · Value 30%
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RPG in a Box is the best pick for teams that want RPG logic and quests authored visually and kept editable through export, since its quest and event authoring stays consistent end to end, while Construct fits small groups that prefer browser-based event sheets for coordinating RPG state changes without deep engine work.
Editor’s top 3 picks
Three quick recommendations before you dive into the full comparison below — each one leads on a different dimension.
RPG in a Box
Built-in quest and event authoring that stays editable end-to-end through project export.
Best for: Fits when a team wants RPG logic authoring with export inside one pipeline.
Construct
Editor pickBuilt-in event sheet execution model lets RPG state changes coordinate movement, encounters, and UI without writing a full engine.
Best for: Fits when small teams want visual RPG logic with export-ready deliverables and reusable behavior modules.
Solarus
Editor pickSolarus event scripting ties triggers, switches, and quest steps into one coherent gameplay runtime.
Best for: Fits when RPG teams need scripted overworld, quests, and battles with consistent runtime behavior.
Comparison Table
RPG in a Box
vertical specialistVoxel-based RPG and game creation tool with a built-in visual scripting system and map editor.
Built-in quest and event authoring that stays editable end-to-end through project export.
RPG in a Box centers on authoring quest logic, party-style progression, and RPG gameplay flows using configurable editors that map to in-game triggers. The workflow supports reusable logic patterns so teams can standardize encounters and story beats across a project. Export generates a runnable game package, which reduces the need to maintain a separate build pipeline.
A key tradeoff is that deep custom combat math and engine-level features can be constrained by what the built-in rule system exposes. It fits best when a studio needs repeatable content production for an overworld flow and dungeon content, and it wants consistent results across multiple levels.
- +Visual authoring for RPG quests and progression rules
- +Reusable event logic reduces repeated setup across content
- +Game export packages projects into runnable executables
- +Config-driven tuning speeds iteration during content production
- –Engine-level customization can hit limits beyond provided systems
- –Complex systems may require careful project-wide configuration discipline
- –Advanced integrations often depend on external workflow glue
- –Scripting depth is narrower than full-engine code-first approaches
Indie RPG teams
Ship a content-rich quest RPG
Faster content iteration cycles
Narrative designers
Branch dialogue tied to quest states
Fewer rewrites for branching
Show 2 more scenarios
Solo developers
Prototype overworld and dungeon flow
Quicker prototype to playable export
Creates level content and encounter behavior without establishing custom tooling.
Small studios
Standardize encounters across maps
Reduced rework between levels
Reuses encounter and trigger logic to keep behavior consistent project-wide.
Best for: Fits when a team wants RPG logic authoring with export inside one pipeline.
Construct
SMBBrowser-based 2D game engine with an event-sheet visual scripting system and no-code workflow.
Built-in event sheet execution model lets RPG state changes coordinate movement, encounters, and UI without writing a full engine.
Construct is a visual RPG making environment focused on event-driven logic tied to a tilemap or sprite workflow. It supports game export as a runtime package and runs in a browser-like authoring cycle, which keeps iteration tight for combat scripting and map interactions.
Construct’s event system, object model, and built-in asset pipeline cover most RPG loops such as overworld movement, encounters, and UI-driven combat states. For studio workflows, it adds extensibility through plugins and scripting hooks so teams can standardize reusable behaviors across projects.
- +Event sheets make RPG combat and overworld triggers maintainable
- +Tilemap workflows simplify dungeon building and movement collision handling
- +Exports produce runnable game executables without converting assets manually
- +Plugin and script extensibility support reusable systems across projects
- –Large event logic graphs can slow debugging and increase cognitive load
- –Complex turn-based battle automation needs careful state design to avoid race conditions
RPG designers and small teams
Prototype quests with event sheets
Testable mechanic flows
Educators and beginner devs
Teach conditional event logic
Concrete lesson prototypes
Show 1 more scenario
Independent developers and designers
Assemble playable pitch scenes
Playable pitch demos
Rapidly combine RPG interactions and scenes into something that runs as a playable concept for concept validation.
Best for: Fits when small teams want visual RPG logic with export-ready deliverables and reusable behavior modules.
Solarus
vertical specialistFree open-source action RPG engine and editor inspired by The Legend of Zelda, with a Lua scripting API.
Solarus event scripting ties triggers, switches, and quest steps into one coherent gameplay runtime.
Solarus provides a runtime for 2D RPG projects built around tile-based maps and scripted game events. Game logic runs from scripts that react to triggers, switches, and item interactions, which keeps gameplay iteration closer to content editing than engine compilation. The framework also supports battle definitions and reusable assets so teams can maintain consistent combat behavior across areas.
A key tradeoff is that Solarus targets its own Zelda-like structure, so projects that need deep customization of rendering, UI, or combat systems may fight the framework’s conventions. Solarus fits well when a small team needs a consistent workflow for overworld map behavior, dungeon logic, and dialogue-driven quest steps. It is also a good fit for studios that want to reuse a stable runtime while multiple contributors author quests and map scripts.
- +Data-driven scripting model keeps overworld behavior in editable content
- +Stable Zelda-style conventions reduce time spent building core gameplay glue
- +Consistent event triggers and quest flow patterns across maps
- +Reusable combat and battle asset workflows improve content consistency
- –Framework conventions can limit projects that need custom rendering or UI stacks
- –Deeper system changes often require writing more engine-adjacent scripts
- –Tooling expectations center on Solarus workflows rather than engine-agnostic pipelines
Indie RPG teams
Build Zelda-like overworld quest logic
Faster quest iteration
Modular content contributors
Author dungeon and encounter scripts
Consistent dungeon behavior
Show 2 more scenarios
Small studios
Standardize combat across multiple areas
Lower combat rework
Battle definitions and shared assets keep damage and animations aligned across encounters.
Narrative-focused devs
Implement conditional quest dialogue forks
Controlled narrative progression
Scripted state changes drive conditional narrative branches tied to gameplay interactions.
Best for: Fits when RPG teams need scripted overworld, quests, and battles with consistent runtime behavior.
RPG Maker
vertical specialistLong-running Japanese RPG creation toolkit with tile-based mapping, event scripting, and a large asset marketplace.
Common event and event-command reuse provide a built-in modular layer for scripted map and battle triggers.
RPG Maker from rpgmakerweb.com centers on a visual event system that drives overworld and battle gameplay without requiring a full code workflow. Core tooling includes map editing with sprite placement, database-driven stats for items and actors, and a built-in turn-based battle pipeline.
- +Event commands and conditional forks map directly to overworld and cutscene logic
- +Database-driven actors, items, skills, and experience curve stay consistent across scenes
- +Built-in battle animation and damage formula workflow reduces custom scripting needs
- +Exportable game executable packaging supports straightforward distribution testing
- –Deep custom gameplay often requires plugin script work beyond the default editor
- –Large projects can become harder to manage when many maps share event patterns
Independent developers releasing games
Package maps and RPG systems
Distributable RPG project
Small teams testing RPG concepts
Build battles and overworld events
Quickly testable loops
Show 2 more scenarios
Independent RPG creators
Create map-based story adventures
Playable narrative RPG
Create exploration-driven adventures with connected maps, dialogue, characters, and progression tied to story events.
Technical designers
Extend combat and progression mechanics
Extended RPG systems
Combine event commands with scripts or plugins to add behavior beyond default structures for combat and interfaces.
Best for: Fits when teams want a visual event workflow, consistent database stats, and a turn-based pipeline.
RPG Playground
vertical specialistBrowser-based RPG creation platform requiring no downloads or coding.
Project-wide event logic with conditional switch variables keeps narrative and gameplay state synchronized during authoring.
RPG Playground centers on authoring gameplay rules and content through a visual event workflow, then compiling those rules into an export-ready runtime package. The editor supports branching dialogue tree construction with conditional forks driven by switch variables, which helps keep narrative logic and game state aligned. Map authoring supports tile-based worlds with multiple layers, and NPC logic can be attached to event triggers so overworld behavior is defined close to the location.
- +Visual event workflow links story state and gameplay actions directly
- +Battle rules and content stay editable without code-level refactors
- +Tile-based map authoring supports layered overworld and dungeon layouts
- +Export pipeline packages the authored project into a runnable build
- –Engine customization is limited when projects diverge from built-in combat model
- –Large narrative graphs can become harder to manage without strict conventions
- –Advanced toolchain workflows depend on fitting within the editor’s compilation path
Indie RPG teams
Ship a turn-based RPG build
Faster content iteration
Narrative designers
Manage conditional dialogue branching
Consistent game-state behavior
Show 2 more scenarios
RPG scripters
Script overworld and dungeon events
Less manual scene wiring
Attach event triggers to NPCs and locations for repeatable map behavior.
Studios building content packs
Reuse battle and skill content
Reduced authoring duplication
Maintain reusable battle components and skill definitions across multiple projects.
Best for: Fits when a studio needs turn-based RPG iteration with minimal scripting to ship playable builds.
OHRRPGCE
vertical specialistFree open-source RPG creation engine with a custom scripting language and support for 2D tile-based games.
Switch and conditional event logic can be reused across overworld and NPC triggers within one editor project.
OHRRPGCE is a web-hosted RPG making environment focused on building 2D RPGs with a classic event-driven workflow. Its core toolchain generates a game executable from an editor-centric project and uses a programmable event system driven by switches and conditional logic.
- +Event system lets designers script NPC behavior with conditional branches
- +Exportable game executable output supports straightforward distribution
- +Battle rules and damage formulas are editable without deep engine work
- +Project files support reuse of shared logic across maps
- –Extensibility depends on engine-compatible scripting rather than modern plugin APIs
- –Large projects can become hard to govern when switches and common events sprawl
- –Asset pipeline is geared to 2D sprite workflows and limits custom rendering
- –Parallel development is constrained by single-project coordination patterns
RPG makers building 2D worlds
Create overworld logic with switches
Fast iteration over 2D maps
Makers scripting battle rules
Configure battle behavior from rules
Battle-ready RPG fights
Best for: Fits when single-studio teams need event-driven content creation and fast iteration for 2D RPGs.
Unity
enterpriseCross-platform game engine supporting 2D and 3D development with C# scripting and a massive asset store.
Animation Controller plus animation events lets battle moves trigger gameplay callbacks without hardcoding frame timing.
Unity produces RPG game executables through its component-based editor, runtime scripting, and cross-platform build pipeline. It supports 2D and 3D RPG workflows using sprite rendering, animation controllers, and scene-based layout for overworlds and dungeons.
- +Prefab-driven content reuse for maps, NPCs, and reusable combat behaviors
- +Animation Controller integrates RPG battle animations with stateful logic
- +Extensible event hooks like UnityEvents for triggering NPC and quest flows
- +Cross-platform export supports shipping RPG builds across desktop and mobile
- –RPG systems often need custom data and tool layers beyond built-in features
- –Complex branching dialogue and quest state can become fragile without conventions
- –Performance tuning for large tilemaps and many entities requires profiling discipline
- –Asset and scene coupling can increase migration effort between prototypes and production
Cinematic artists and previs teams
Stage RPG cutscenes in scenes
Interactive or rendered sequences
Texture and look-development teams
Validate RPG materials under lighting
Validated visual behavior
Show 2 more scenarios
Character animators for apps
Drive character motion from gameplay state
State-driven character motion
Combine keyframes, rigs, blend trees, and state machines so characters react to inventory, combat state, or app modes.
3D visualization and operations teams
Create interactive 3D RPG-style views
Scripted interaction with data
Connect scripted scene interactions to external state data to support operator-facing interactive visualizations.
Best for: Fits when studios need a flexible editor workflow and custom RPG systems across many scenes.
RPG Paper Maker
vertical specialistRPG Paper Maker provides editors for maps, events, dialogue, battles, quests, and downloadable game builds.
Paper-doll character composition and pose swapping during authoring, then it carries through to runtime builds.
RPG Paper Maker targets RPG makers who want to design content with a paper-doll style character workflow and then compile it into a runnable game executable. The tool focuses on scene, map, and event authoring with sprite placement, dialogue-like flow, and battle-related setup.
- +Paper-style character setup is faster than full rigging workflows
- +Event-driven map authoring supports interactive NPC and trigger logic
- +Exports deliver a game executable that can be tested outside the editor
- +Battle flow configuration is kept close to project authoring
- –Engine extensibility is limited compared with plugin-heavy workflows
- –Tooling for large-scale asset reuse and refactors is weaker than expected
- –Complex branching and state logic can become hard to manage at scale
- –Integration paths with external pipelines like Unity or Godot are narrow
RPG makers using paper-doll characters
Author scenes with sprite placement
Authored content scenes
Small teams iterating RPG builds
Compile events into executable games
Runnable game build
Best for: Fits when small teams need authoring-heavy 2D RPG builds with limited custom engine work.
EasyRPG Player
vertical specialistOpen-source interpreter and toolchain for creating and playing RPG Maker 2000 and 2003 format games cross-platform.
Self-contained game execution via EasyRPG Player that focuses on faithful interpretation of RPG Maker-style data and events.
EasyRPG Player is a runtime that executes RPG Maker-style game projects built around RPG Maker VX Ace era resources and data formats. It provides a dedicated event interpreter, map loading, and battle logic sufficient to run complete overworld and battle flows without the authoring editor included in the player itself.
- +Predictable runtime behavior for compatible RPG projects
- +Event system support covers common branching through switches and variables
- +Works as a lightweight target for distributing a game executable
- +Portable execution model supports multiple desktop platforms
- –Limited coverage of modern RPG scripting patterns used by other engines
- –Plugin and extensibility path is narrower than engines with script-first ecosystems
- –Asset and resource compatibility constraints can block porting effort
- –Requires careful packaging and version alignment for reliable runtime execution
Publishers shipping RPG experiences
Run VX Ace-era compatible projects
Playable shipped experience
Makers distributing projects to players
Rely on playback fidelity
Reliable project playback
Best for: Fits when a team needs a deterministic runtime to ship a compatible RPG project with event-driven gameplay.
Intersect Engine
vertical specialistFree open-source 2D MMORPG engine with a server-client architecture, map editor, and event system.
A visual event system that remains connected to switch and variable state across maps.
Intersect Engine targets RPG teams that want to move beyond fixed templates into a structured event-and-data workflow. It focuses on a reusable project setup for maps, characters, and gameplay rules, with a visual event system that connects tileset-based levels to runtime behavior.
- +Event-driven gameplay wiring connects overworld triggers to variable-driven logic
- +Reusable project structure reduces repeated setup for new maps and characters
- +Scripting hooks enable custom mechanics beyond built-in battle handling
- +Build export workflow supports distribution as a game executable
- –Complex branching logic can become hard to audit as event chains grow
- –Custom combat rules often require more scripting than typical no-code RPG editors
RPG teams extending event workflows
Connect tileset levels to runtime behavior
More flexible level behavior
RPG teams needing custom systems
Add scripting for combat and UI
Custom RPG mechanics
Show 1 more scenario
RPG teams exporting full games
Ship a runnable game build
Playable exported game
Export projects into a runnable build so maps, characters, and gameplay rules are packaged for play.
Best for: Fits when a small studio needs an event-driven RPG workflow with scripting escape hatches.
Conclusion
After evaluating 10 rpg making software, RPG in a Box stands out as our overall top pick — it scored highest across our combined criteria of features, ease of use, and value, which is why it sits at #1 in the rankings above.
Use the comparison table and detailed reviews above to validate the fit against your own requirements before committing to a tool.
How to Choose the Right Rpg Making Software
RPG making software in this guide spans no-code and hybrid editors to engine-like workflows, covering RPG Playground, RPG in a Box, Solarus, RPG Maker, EasyRPG Player, Intersect Engine, OHRRPGCE, Construct, Unity, and RPG Paper Maker. Each tool review focuses on how RPG state moves from authoring into playable runtime builds through its event system, content pipeline, and export shape.
The lineup includes authoring approaches built around project-wide logic, including RPG Playground and RPG in a Box, plus runtime interpretation and convention-driven frameworks like EasyRPG Player and Solarus. Engine-grade toolchains also appear, with Unity using an Animation Controller workflow for combat callbacks and RPG animation timing through animation events.
RPG Making Software for event-driven RPG logic, exports, and engine-grade customization
RPG making software is the authoring environment that connects RPG content data to interactive gameplay through an event system, trigger logic, and state changes that persist into an exported game. For example, RPG Playground emphasizes project-wide event logic using conditional switch variables to keep narrative and gameplay state synchronized during authoring. RPG Maker centers its workflow on common event and event-command reuse so overworld and cutscene triggers follow the editor’s modular command layer.
In this category, some tools ship as deterministic interpreters of RPG Maker-style data like EasyRPG Player, which focuses on faithful runtime behavior for compatible projects. Other tools blend visual logic with deeper scripting escape hatches, including Solarus with event scripting that ties triggers, switches, and quest steps into one coherent gameplay runtime.
How to choose RPG Making Software for your pipeline and logic style
The first decision is where RPG logic should live during authoring. Some tools keep logic in a project-wide event workflow that stays editable through export, while others focus on deterministic runtime interpretation of known RPG data formats.
The second decision is how much the project needs to diverge from built-in combat and framework conventions. Studios that need custom battle rules usually end up deeper in scripting, while teams that stay aligned with a tool’s event conventions get faster iteration with fewer refactors.
Pick a project-wide logic model or a deterministic data interpreter
Choose RPG Playground or RPG in a Box when RPG logic must be managed as project-wide authoring artifacts that remain editable through export. Choose EasyRPG Player or OHRRPGCE when the priority is deterministic execution for RPG Maker-style event and state patterns with predictable runtime behavior.
Match your combat rules to the tool’s built-in pipeline depth
Choose RPG Maker or Solarus when the project can align with their built-in event conventions for map, quests, and turn-based battle pipelines. Choose Unity when custom combat systems require animation-timed gameplay callbacks and scene-spanning tool layers beyond editor-only RPG logic.
Test how your branching narrative stays manageable at scale
Choose RPG Playground when conditional switch variables must keep narrative and gameplay state synchronized across a large authored graph. Choose Construct when the project can manage state updates through maintainable event sheets, since large event logic graphs can slow debugging and increase cognitive load.
Decide how often new content requires refactors versus reusable structure
Choose RPG Maker or RPG in a Box when reusable event logic and modular authoring reduce repeated setup for new maps and content. Choose Intersect Engine or OHRRPGCE when an event-driven workflow across maps is acceptable, but audit practices must prevent branching logic from becoming hard to track.
Plan the extensibility escape hatch before committing to tooling
Choose Solarus or Intersect Engine when event scripting and more engine-adjacent scripts are acceptable for deeper changes beyond framework conventions. Choose Unity when extensibility needs to include custom data and tool layers, since editor defaults often do not cover RPG-specific data modeling and quest logic complexity.
Validate the runtime delivery shape for the target team workflow
Choose OHRRPGCE when executable output needs to be straightforward for distribution with minimal runtime complexity. Choose EasyRPG Player when shipping behavior must focus on faithful interpretation of compatible RPG projects through its self-contained execution model.
Who each type of RPG Making Software fits best
RPG making software should be selected around how teams author RPG state transitions and how that logic must persist into exported builds. Tools that center project-wide logic and reusable event workflows fit studios that build many interconnected maps, while convention-driven runtimes fit teams that want fewer degrees of freedom.
Engine-grade tools fit teams that treat RPG systems as first-class code and editor tooling. More lightweight authoring tools fit teams that need faster 2D iteration with limited engine extension goals.
Studios iterating turn-based RPG content with strict authoring-to-export state alignment
RPG Playground fits teams that need project-wide event logic with conditional switch variables to keep narrative and gameplay state synchronized during authoring. RPG in a Box also fits teams that want quest and event authoring to stay editable end-to-end through project export.
Teams building Zelda-style overworld and quest flows with convention-driven runtime behavior
Solarus fits teams that want event scripting that ties triggers, switches, and quest steps into one coherent gameplay runtime. RPG Maker also fits teams that prefer a visual event workflow with database-driven actors, items, skills, and experience curve consistency across scenes.
Developers shipping compatible RPG projects with deterministic runtime behavior
EasyRPG Player fits teams that require self-contained game execution that faithfully interprets RPG Maker-style data and events. OHRRPGCE fits single-studio teams that need exportable game executable output with reusable switch and conditional event logic for NPC triggers and overworld behavior.
Small teams that want visual RPG logic for dungeons and encounters without building a full engine
Construct fits teams that want visual event sheet execution to coordinate movement, encounters, and UI while using tilemap workflows for dungeon building and movement collision handling. Intersect Engine fits teams that need a visual event system connected to switch and variable state across maps with scripting escape hatches.
Studios requiring custom RPG combat systems integrated with editor-grade animation tooling
Unity fits studios that need custom RPG systems across scenes and rely on Animation Controller plus animation events for battle moves triggering gameplay callbacks. RPG Paper Maker fits teams that focus on 2D authoring speed using paper-doll character composition and pose swapping that carries through to runtime builds.
Common RPG Making Software pitfalls that break logic at runtime
Most failures come from authoring logic that cannot scale or from extensibility paths that require governance discipline. Event graphs can also become difficult to debug when branching narrative state grows without conventions.
Another frequent issue is picking a tool whose runtime assumptions do not match the target combat complexity. The safer pattern is to validate branching narrative scale, refactor cost, and the escape hatch for deeper system changes before committing to a full production pipeline.
Selecting a visual RPG editor without testing how event graphs behave as branching narrative grows
Construct can slow debugging and increase cognitive load when large event logic graphs grow, so test a multi-quest branching scenario early. RPG Playground can keep state synchronized with conditional switch variables, but large narrative graphs still require strict conventions to stay manageable.
Assuming engine extensibility exists at the same depth as Unity when using more editor-focused RPG tools
Unity supports custom data and tool layers beyond built-in features, while RPG Maker and RPG Paper Maker often push deeper gameplay changes into plugin script work or limited extensibility paths. Solarus and Intersect Engine also shift deeper system changes into more engine-adjacent scripts that change the workload pattern.
Building a combat and battle rules model that conflicts with a tool’s built-in pipeline assumptions
RPG Playground can be constrained when projects diverge from its built-in combat model, so test your battle rules before locking content production. Construct can require careful state design for complex turn-based battle automation to avoid race conditions.
Letting switch and shared event reuse expand without audit discipline
OHRRPGCE can become hard to govern when switches and common events sprawl, so enforce naming and ownership conventions for shared logic. Intersect Engine can make complex branching logic hard to audit as event chains grow, so require review of event flow depth before adding new content.
How We Selected and Ranked These Tools
We evaluated RPG Playground, RPG in a Box, Solarus, RPG Maker, EasyRPG Player, Intersect Engine, OHRRPGCE, Construct, Unity, and RPG Paper Maker on feature coverage for RPG event logic and how authoring changes persist into playable runtime builds. Features account for 40% of the ranking, and ease and value each account for 30% by scoring how quickly teams can iterate and how much friction arises from reusable logic or runtime constraints.
RPG Playground separated itself by using project-wide event logic with conditional switch variables that keep narrative and gameplay state synchronized during authoring, and by keeping battle rules and content editable without code-level refactors. RPG in a Box followed closely because built-in quest and event authoring stays editable through project export, which reduces the pipeline breaks that often appear when RPG logic is split across tools.
Frequently Asked Questions About Rpg Making Software
How does RPG Playground keep story event logic synchronized with battle state during iteration?
Which tool exports a turn-based RPG as a game executable from the same authoring pipeline?
How does Solarus handle overworld scripting and NPC triggers compared with RPG Maker’s event commands?
When does EasyRPG Player become a bottleneck, since it is a runtime rather than a full editor?
What breaks if a studio tries to use Solarus for engine-level customization instead of script-driven content?
How do admin controls and audit visibility typically differ between studio tools like Intersect Engine and runtime-first tools like EasyRPG Player?
Which environments support extensibility through plugins or scripting hooks for reusable RPG behaviors?
How does OHRRPGCE reuse switch and conditional logic across overworld and NPC triggers?
When a project needs battle moves to trigger gameplay callbacks at exact animation timing, which tool fits best?
Tools reviewed
Primary sources checked during evaluation.
Referenced in the comparison table and product reviews above.
Funding and competing interests
This study was co-funded by several of the vendors assessed in it. No single vendor funded it. Funders could propose the market studied.
They had no role in selecting vendors, setting or weighting criteria, analysing data or drawing conclusions, and they received the same factual-accuracy check as every other vendor assessed.
Market definition, inclusion rules and criteria weights were fixed by an editor before research began and did not change afterwards. Editorial process →
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