It was the tool with the least friction capable of making what I needed to make. I think an important rule for me is to choose not the most elaborate, fancy or feature-heavy tool, but rather the simplest one that’s capable of doing what I need for the project. Friction is the enemy of making multi-media projects, and I tend to become my own obstacle when choosing a needlessly complex tool for the job.
Kan Gao on why he chose RPG Maker VX as his game development tool of choice. He goes for "the simplest [tool] that's capable of doing what I need for the project..." Admirable in that he thinks of the project first.