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PostPosted: Thu May 16, 2013 11:46 pm 
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Rare, Medium or Well Done?


Seriously though, there's a lot to be discussed about story branches, and a lot of it has been discussed, but I'd like to raise one specific point in particular, and particularily towards readers (so if you're a creator, just put on your reader hat for a minute):

What do you think is more important? A single, conclusive playthrough, with all the good bits and all the information that makes the story whole, or do you think it's important that a second playthrough should be able to significantly differ from the first, essentially meaning a lot of content is locked off for you to discover the second time?

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PostPosted: Fri May 17, 2013 12:09 am 
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Location: Tokyo, Japan
Projects: Untitled Japanese study game
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It partially depends on expectations. If I expect a lot of freedom of choice and there is none, I'll be very disappointed. If I begin with the understanding that the story will be relatively linear, then it's fine. I'm not the kind of person who plays games twice if they are story-based.

On paper, having dozens of branches sounds great, but in reality it's better to spend the time polishing a smaller number.

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PostPosted: Fri May 17, 2013 12:21 am 
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I think I am particularly noticing games where branches compliment each other with pieces (viewpoints) of the same timeline or story. One obvious example is how StuStutheBloo's "no-one has to die." does it (though you have to play every branches anyways before merging to the final timeline). Getting a good ending in "Elvine" is sort of complete on its own, but you *should* play the other.

Greeny wrote:
[...] or do you think it's important that a second playthrough should be able to significantly differ from the first, essentially meaning a lot of content is locked off for you to discover the second time?

E.g., in comparison to above, Katawa Shoujo has a totally different story after Act I for each character's branch, but I wasn't compelled to read two of them... See below.

TrickWithAKnife wrote:
It partially depends on expectations. If I expect a lot of freedom of choice and there is none, I'll be very disappointed. If I begin with the understanding that the story will be relatively linear, then it's fine. I'm not the kind of person who plays games twice if they are story-based.

On paper, having dozens of branches sounds great, but in reality it's better to spend the time polishing a smaller number.

Personally, I haven't developed a preference for certain types of branch execution. Good stories are just done in various ways. TrickWithAKnife does make a good point about polishing a smaller number of branches.


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PostPosted: Fri May 17, 2013 2:47 am 
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In my VN Homeworlds, there are five routes that are taken concurrently (my way of organizing the story). The choices of each route influence each other and each route has several endings. (For example, to get a yuri ending (good or bad), you must break up with your boyfriend)
It is somewhat like Mass Effect because you are faced with the same set of choices for each playthrough. The biggest difference is that there are two Phase 2s: one for the trip to China and one for the trip to low earth orbit. I don't need a conclusive playthrough, I just need to make sure that the Exposition 101 is delivered regardless of the route. Most of the information in my story are about setting and characters, but if it's a plot detail, it affects the ending.
In one sentence: Because everything happens in a school, I can tolerate similar things happening in subsequent playthroughs.

I have another VN idea Half Earth. The story is mainly political and it is expected to be plot and setting-driven. I expect it to be branching a lot, but the urge to explore places you you haven't been to in the first playthrough contributes to the replay value.
In other word, exploring new places on the map, voluntarily or as demanded by plot, makes the story divergent.

I think people would be disappointed if Mass Effect is made into and advertised as a VN. Not because of the endings, but because you face the same set of scenes, dialogues and choices each playthrough.


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PostPosted: Fri May 17, 2013 11:55 am 
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Period which is my favorite Visual Novel has eight romancable characters. While the story is linear for each route, ounce you played through every route you pretty much had to pick every single choice. I like the fact that in Period in every route you learn a little bit more about the main character other than that i dont mind that its semi-linear i just gotta wait till i forget the details so i can enjoy it again.


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PostPosted: Fri May 17, 2013 2:44 pm 
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I really don't care either way, as I'm the kind of person who would play the story through to the "true end". If it means playing different segments or one story, so be it. But, they would have to be significantly different to make me want to replay it. For example, I wouldn't replay Mass Effect to see the renegade or paragon choices, since the plotline is generally similar either way.

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