quiltedcorgi wrote:It will probably be hard, however; I think it's just narration is comfortable so we tend to use it more. It's a useful tool to convey the surroundings. When people say "show versus tell" in traditional novel writing, what they are saying is to make the most of your narration. We *need* it to tell the story. However, in visual novels, we also have the art to back up our writing. I add a picture of a park to a scene - and now I don't need to describe the time of day, the greenery, whether there's a playground, etc. I don't need to tell you how happy character A is, his sprite is smiling for me.
That's definitely how I feel about it, too! I'm not saying that's the only valid way to construct a VN, but yeah... we have lots of visual and audio tools in addition to text, so even if we enjoy having narration (a perfectly valid preference!), we should still be mindful of how we can use those other tools to communicate. Not just sprites and BGs, but also animations/transitions, lighting, sound effects, background music, text size and weight/emphasis... everything the engine can do! And in how we present the dialogue, also - distinct "character voice" can say a whole lot about a character, and expressive use of punctuation and styles can help the reader understand the context and emotion behind a particular line of dialogue.
Come to think of it, I wonder, do people approach writing for a VN as if it's an actual novel? I always saw it as being more like making a comic book, trying to use every visual tool I can, in addition to the actual words. I'm sure that's not to everyone's tastes, but it interests me that I never even really
thought about approaching it like prose.
( ACtually, now that I think about THAT, I should probably specify that my responses to this topic overall are thinking about "adventure mode" VNs (like, characters standing around delivering a script) rather than "novel mode" VNs (which follow a more conventional prose structure). I think I ignored the possibility of novel mode entirely when I started responding ^_^; For the record, I wasn't meaning to suggest that it'd be a good idea to try to minimise narration in that sort of game! )
I wonder if part of the struggle also come from the fact that usually when an author is writing for a game, the art is not yet in hand - so you don't know if you need to describe something or if there will be art there for you to rely on?
Yeah, I bet that comes up working with a larger group - I've only done solo projects so far, so I've always been in direct control of implementing everything. I guess I might see another side of it if I were working with somebody else's art or script! ^_^; I imagine word counts might factor into it, too, especially if the writer was being commissioned and the script was expected to come in at a predetermined size.