Monday, March 10, 2014

Log 001



Dear Internet,

                Last week, I said that I was in the beginning steps of making a kinetic visual novel.  I also said that I was going to detail the progress of said novel about once every week.  So, whether you like it or not, I am going to ramble off here every Monday or so.

                The visual novel, as a genre, is something that I have known about for some time.  It is also something that I have admired as a mechanic for story telling since I became aware off.  I was introduced to it from the game side initially rather than the narrative side.  Summed up, I thought of it as a game type where the story takes precedence over the gameplay.  In many ways this is true.  Many visual novels are designed to the point where there is no gameplay at all, just a minute amount of choices that often boil down to two or three choices per conundrum.  I have often seen them compared to "Choose Your Own Adventure" books.  The only difference is that visual novels have audio and many more pictures to accompany their stories.  

                Like the physical books, visual novels have a limitation to themselves that work against themselves as being categorized as games.  They share a few elements that would get themselves easily grouped together with video games, but there is also a strict distinction that makes me hesitant to call visual novels "video games."  Both visual novels and games have some sort of win/lose condition.  There must be victory and there must be defeat.  Chess has a set of rules that the two players must follow until one player wins or the game ends in a draw.  Rock, paper, scissors has rules that dictate a victory or a draw.  "Super Mario Bros." has a set of rules that determine if the player has succeeded.  Visual novels have these, too, to a certain extent.  The player must navigate a set of choices that lead to a happy ending, a true ending, or just survive long enough to get out alive.  Whether or not you agree to the definitions of a "happy ending" or "true ending" can be argued or even disregarded depending on the player or the maker of the visual novel, but the fact remains that the player is well enough made aware that they have reached an end of the novel.  It is usually clear enough when an unfavorable end is reached, which prompts the reader to try again.  That win/lose mechanic is there is some effect.

                But what about that distinction that separates them from games?  Unlike a game such as checkers or chess, visual novels must follow a strict script that is rigidly bound to travel a set direction each and every time it is run.  Checkers and chess have enough variety within the possibilities of play that a person cannot comprehend by themselves all the ways the game could go when examining the game from the start or looking at the game as a whole.  Visual novels only have a set number of endings and possibilities that are clearly defined and figured before they are even released.  The player has little control to say that the player can dodge a punch if the option to do so is not made available to them.  It is not like a skill based game like "Super Mario Bros." where the player can gain a higher score depending on the abilities of the player.  Unless you get a better ending depending on how quick you make a decision, skill plays very little into the visual novel's mechanics.

                Visual novels are in many ways just interactive fiction, but that is precisely what makes them great.  A story heavy video game that places more emphasis on gameplay than on story, such as the "Tales of" series, wants to focus more on the game aspect.  "Tales of the Abyss" has got one of the most generic and annoying plots that I have come across.  The characters are generally unlikable, the themes are handled badly to the point that characters swerve haphazardly with their dialog, and the plot is one that has been beaten to death by its own series and other games in the JRPG genre.  Despite all this, I found myself entering battles and fighting monsters because the gameplay was enjoyable.  I was not even doing it to grind for money or experience.  The gameplay, itself, was what was enjoyable and made me continue to play the game.  Visual novels, or at least visual novels without a game mechanic, cannot get me to say the same thing.  The story is what the player is interested in when they start up a visual novel.  You do not get the thrill from making a decision in a visual novel.  You get the thrill by seeing how that decision impacts the story.

                Of course, a certain question must have popped in your mind by now.  What does any of this have to do with a kinetic visual novel, which separates itself by negating any sort of story changing mechanic?  Well, not much, really.  But knowing all of this is something that made me realize that I need to start off a step lower than a full visual novel.  A short attempt to try and make a barebones visual novel prototype resulted in realizing that I was biting off more than I could chew, especially considering the limited amount of time I have.  The first step is to make a straight road.  After that I can worry about making one with dead ends.

Yours in digital,
BeepBoop

Current Assets
Writing: 170 lines
Coding: 25 lines
Art: 0%
Audio: 0%

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