Dear Internet,
Now,
the kinetic visual novel is something that I am much more used to. I do not mean in the sense that I have read
more kinetic visual novels than those with interaction or choice. What I mean is that I am much more prepared
to be able to make a kinetic novel than the other kind. From the smattering of short stories I have
scratched out, it is a better fit for myself to jump into. Also, it is overall easier to think and tell
a story in a straight line than one that has to curve around like a grape
vine. That is not to say that thinking
and storytelling is easy themselves, but I am sure you get the point.
While short
stories and endless ramblings of reviews might seem like a good experience to
prepare one's self to make a kinetic visual novel, I have to say it does not
help much at all. In fact, I would have
to say that it does not do a darn thing at all to aid you at all. The fact of the matter is that about the only
thing that will aid you is dialog writing, which is something that I needed no
help in as far as I am aware. No,
writing a visual novel, even a small one, is so far removed from the act of
telling a normal typed story that it would have been foolish to think that it
would be easy to transition. Thankfully,
I realized this and chose to make an already short story instead of making
something longer. The very foundation of
the visual novel as compared to a pure text story has to be altered in its handling
lest the medium be either wasted or untapped.
To
start off, the perspective has to usually be reworked. Most fictitious stories are told from an
outside perspective. The narrator is one
that is unconnected to any of the characters and is usually aware of everything
occurring in the made up world at any one time.
This allows the story to jump from one setting to another, sometimes to
locations that none of the story's protagonists could have possibly be aware
off. The audience can learn about an
impending doom that rides in from beyond the horizon without the protagonist
being aware of the threat. Or, the party
can split and continue by different roads.
Their actions can end up affecting each other but they can remain
unaware that their actions have far reaching consequences. We, the audience, will know because the
narrative is able to jump around. Can
you imagine how boring "The Lord of the Rings" films would have been
if they only followed around Frodo for six plus hours? In a visual novel, this ability to jump
around is made much more difficult due to the normal perspective being
altered. This is because a visual novel
will most likely follow around a single character. More so, it will most likely follow around a single
character who is also the story's narrator while the story progresses in real
time rather than being told about some time in the future.
Having
the main character act as the narrator is a tricky business. The audience will
only be able to get a single perspective of the world being created, and they
will only be able to see it through the eyes of a specific person, with all the
alteration that comes with that character's perspective of the world. This means that not only will the audience
only know that the house has got a porch in the front, never knowing that there
is a back porch or even a back of the house, but they will only be told that
the porch is colored blue according to the main character, never knowing that
the porch is actually a shade of Prussian blue with an underlying shade of
emerald green in certain parts due to the Prussian blue being a more recent
coat of paint. This all falls into the
"unreliable narrator" mechanic.
But
then, what happens when you know you cannot even trust the narrator? Well, not much, really. All you can do at that point is try to tell
if the narrator is either a liar or a mental case. There is the off chance that he is both, but
that can make for a rather confusing story.
If the narrator lies even to themselves, then how can the audience follow
along at all, especially since the point of view is of the main character
thinking to himself, not intentionally narrating to someone else. At that point the confusion usually overcomes
any sort of fancy that the story contains and becomes a myriad of horror and disgust. But I digress.
On top
of this change of perspective, there is the change of material that cannot be
mentioned. Instead of using words to describe
the face someone makes to hearing news, it is better to just show their face
outright. There is no point in having
the narrator describe something if it can be shown. The only thing that stops you from doing so
is a lack of skill or plain laziness, both of which you need to cast off when
making a work. I remember reading
recently a dream sequence of sorts from a visual novel styled game. Included in the dream sequence was a
terrifying description of a demon, complete with a rotting carcass and a body
incapable of being alive, but only one thing went through my head when I was
reading it. "Why is not the demon
being shown via sprite or still image instead of a lengthy and rather wordy
description?" The obvious answer was
because game was still in alpha and being made from a scrap team of
volunteers. Numerous background tiles
labeled as "Placeholder Image" was evidence enough of this. The less obvious answer was that the game was
being made by a team that was not planning well enough to eventually convert
the game script to reflect the final product.
Eventually, if all things go according to their plan, they would have a competent
artist to provide the various art assets.
However, putting all their art assets into the game would in turn force certain
portions of the game script to become pointless or redundant. You should not be telling the reader that the
flower the girl was holding was yellow if the image shown clearly has her
holding a yellow flower. Woe to you if
the flower being held is red.
That
does not mean that everything visual needs to be described through the use of
an image rather than with text. If the
scene is right outside a bar, clearly a bar façade should be shown. It is rather unsettling to see a hair salon
being displayed when the narrator is thinking of getting a pint to drink. The reader would then be lead to believe that
he was going to go inside and drink the anti-bacterial slush that the stylists
keep the combs in. Displaying a bar is
the ticket. Afterwards, the text needs
to elaborate on the picture, telling of all the nuances that the image is
unable to express. Sometimes the text has
to tell all the details that the artist was unable to express, but that is more
due to the artist's lack of skill or the misinformation between the artist and
writer. Either way, it does not mean
that the text has to completely rely on an image. An image cannot always tell the history,
minute detail, emotional impact, or manner of movement of what it
showcases. The text might not be able to
transmit the beauty, ugliness, humor, or villainy of what needs to be told. The image and text must work together without
stepping on each other's toes.
Yours in digital,
BeepBoop
Current Assets
Writing: ~300 lines
Coding: ~35 lines
Art: 0%
Audio: 0%
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