J. Datie wrote:
A story should be as short as possible without sacrificing anything that contributes to it (ie. anything that develops the plot, characters, theme, atmosphere, ect.)
This. So much this.
One of the common pieces of writing advice from professionals is this:
Start as close to the end of the story as you can, and end the story as soon as you can. Or, in the words of my grandmother:
Your writing should be like a woman's skirt - long enough to cover the topic but short enough to be interesting.Being obsessed with hours of gameplay is the exact wrong way of handling things. You've got a story to tell and there is likely only one "best way" to tell it. You should write it and then figure out how many hours of gameplay you have afterward - and then NOT change it. Seriously, what are you going to do? Add padding and filler, which will dilute your story? Most likely during editing you'll need to cut things out and
shorten it in order to tell the story best.
Far better to have 2 hours of pure awesome than 6 hours of mediocre melodrama. I believe it was Orson Scott Card that once gave the warning to new novelists not to try and stretch one book worth of story into a trilogy. He said not to hold anything back for sequels, because if the first book isn't as good as it can be, there probably won't be a second book. And if the first book is full of filler, people may not even finish it.
And I don't know how true this is for VNs, but only 10% of gamers finish the games they play, so there is a lot of argument for going short and packing the story with awesome. I know that I often don't finish VNs that go on too long. Most of the time this is because it is a lot of filler and padding - why do I need to be told about what happened during the week at school if NOTHING HAPPENED? I chalk most of it up to simply bad writing - there is only so much I can endure. And pro tip - you have to be a VERY good writer to make "slice of life" work and be compelling. That is where I see VNs fail the most - the author is attempting slice of life, but without any of the deeper meaning and design behind it like the "slice of life" genre requires, and the result is boring and ironically, lifeless.
Another thing to think about - I've played a couple of VNs where I enjoyed the story and writing enough to finish, but it was so long that I only ever finished one path because the thought of going back and reading another 10 hours for a different path made me want to shoot myself. 10 hours is about 150,000 words at my reading rate and that is too long. That's more than the first two Harry Potter books
combined. (And not nearly as good.) For ONE path. So EDIT yourself and kill your darlings.
Why care how long or short your game is anyway? If your game is non-commercial, so what if it is short? It's free! If it is commercial, charge accordingly.
If your game is meant to be replayed, the shorter you can make it the better. And the shorter your game, the tighter the writing we be, and the less art you will need.