Thanks for the response (and article link); I actually did decide to comment some on the characters below... but first...
Carassaurat wrote:Hey, look, someone wrote an
article that's much like my argument a mere handful of days after I released
Jones. Perhaps it's more coherent. If nothing else, I can comfort myself with being "current".
Hehe... yes, I think it explains things pretty well. I have the impression it's rather trendy right now to be including choices in games (in general, not just VNs) and some developers may consider it the be-all and end-all of storytelling. (Kind of like lengthy unskippable opening 3D cinematics seemed to be a few years ago.) And, of course, it's not.
Carassaurat wrote:
Thank you for the kind words! It's funny indeed how many games don't bother to mention the choices you made, because it's not very difficult at all and quite fun.
Yeah, probably because it takes extra planning and isn't the priority, but still.
Carassaurat wrote:
I don't actually dislike games at all! What I dislike is when games try to represent the human condition, which I don't think they properly can because they're systems and within such a game system, there is one opinion that is absolutely, unquestionably, objectively 'right'.
I'll just throw in a tangential comment here about how I loved Knights of the Old Republic (the 2003 one, not the MMO), but was always annoyed that (a) there was no benefit to being neutral (gameplay-wise the "right" choice was to commit to either light or dark), and (b) the logic of "light side" powers and "dark side" powers made little sense... case in point, "stun" was a light side power and "fear" (a shorter stun) was a dark side power. Of course, this is kind of the fault of the Star Wars universe...
That game gave dialogue options, although some of them only determined which questions you asked the NPC first. But others gave light/dark side points, and I remember when I decided to go dark side and made my first really evil choice. The NPC started crying and I actually felt
bad. It really surprised me, because here I was feeling empathy for a computer program! But then, I guess it's as logical as feeling empathy for any fictional character.
I got over it
very fast though and from then on whenever I did something evil I just laughed maniacally. Dang, what are video games teaching kids these days?!?!
Carassaurat wrote:
So within, the author is omnipotent and you can only talk in options that he or she allows and get reacts that he or she thought up. The participation of the player, I don't think it really matters; all options are contained within the game, it is complete in that sense. An interpretation is an act of the recipient and is always outside of the piece — and it's the infinity of interpretation that might be what makes something art. (This, if I understand correctly, is also pretty much the argument in the article I linked above)
I think the part I actually disagree with isn't the limitation of the game, but the idea that the interpretation of other pieces of art/writing is so broad. I mean, if I just painted a rose, I'm sure you could come up with an effectively infinite number of things to say about it. In a way, it is you ascribing meaning to it, because it is
not a rose, but merely pigments arranged on a 2D canvas. BUT, I have chosen to arrange those pigments in a particular way, such that the viewer will look at it and think "rose" and not "elephant" or any number of other things. So, I am specifically attempting to communicate something. The more specific I get, the fewer choices you have for interpretation. For example, if it's a person handing the rose to another person, any proper interpretation would be limited to emotional symbolism (likely, but not necessarily, romantic). If it's a rosebush planted at the end of a row of grapevines illustrating an essay about using roses to gauge the water needs of wine grapes, then you'd be daft to say it's about romance. (Although I admittedly would not be able to give you a "bad ending" if you did!) If it's a rose that is sprouting wings, then I clearly do not intend a viewer to apply the laws of physics to it. (Although, in the end, it is all in the viewer's imagination -- there is no rose. It is merely pigment. I'm merely using semiotics to send some sort of message, whether it's as broad as "rose" or as specific as "the role of rosebushes in a vineyard." You can claim it's an "elephant" if you want, but I would go ahead and call that wrong in the context of my painting... unless I'm a bad painter, then all bets are off!

)
Run, Lola, Run is an interesting parallel. More for VNs I think than dating sims, which use points. (Perhaps point systems could be compared to my painting a rose but labeling it "not an elephant." Besides being unsubtle, it would cause somebody out there to assert that they can think of it as an elephant if they please! Or maybe... "Not an apple," because if I'm not a very good artist it might actually look more like an apple than a rose, even though I might consider apple "wrong.")
Carassaurat wrote:
Games are more problematic because they're about problem solving.
Yes... you're limited in what actions you can do (and therefore how creative you can be). (Of course, it doesn't mean that players don't sometimes find ways to do something that the developers didn't think of, particularly in MMOs. Not so much dating sims. That is, until somebody decides to make a *dating sim MMO*!!! Ha ha ha!!)
I think it takes a certain amount of game writing skill to not break the illusion. But again, I think there are cases like that in other media, just not having to do with "choices." For example, a big plot hole can break the illusion in a movie.
Carassaurat wrote:I wouldn't dare ask of you to spend yet
more time writing up your opinion on my game, especially considering how little thought I had put into the characters, but if you felt the uncontrollable urge, I'd be more than eager to read it! Thank you for your lengthy and intelligent post

.
LOL.... Well, I know you meant for them to be flat characters, it's just that...
The Chief and the Doctor don't fall neatly into the usual cliches. I
have to wonder what kind of people they would have to be to create and program a particularly complex android who, as far as they know,* has to be able to respond seamlessly to a wide variety of possible conversational approaches that this Jones guy might take.
*In the story, they do not know they are video game characters, so their work goes way beyond the bounds of a simple dating sim. It would "all make sense" if they were your typical mad scientists who can plead insanity, but they appear to have a different motivation: they want Jones to have fun. There is no evidence in the story that this isn't genuine. It's like making a dating sim, except that (a) it would be way more work, and (b) they aren't selling it to people. Unless, of course, Jones was just a playtester and they were going to sell it, but they don't say that. In fact,
they are employing
him, so they're out the cost of the android, its development,
and Jones's time.
I also wonder about Jones. He's delightfully faceless. What kind of work, exactly, does he normally do?!? Seems to be some sort of dream job if they think he's great at seduction.... on the OTHER hand... the sarcasm of the story lends itself very well to the interpretation that he's a socially inept geek (who is, perhaps, gullible enough to buy the story about needing to go after Eve). For all we know, he's fat and ugly, too. And he likely has an irritating sense of entitlement.
I actually went back and skimmed a little bit ... I just noticed that at the end, when the Chief and Doctor are telling Jones this is like those dating sims, they explicitly mention "picking the correct answers"... but this is before they "know" they are in a game. And yet given their early dialogue it doesn't seem they have been feeding him choices of answers. This does not come across as a "plot hole," because it all makes sense for
you, the author, of course, but you are speaking through these characters and not directly. This makes it reflect extra poorly on their "intelligence" (or perhaps "wisdom") when they refuse to acknowledge that they are characters.

One last consideration is that Eve "herself" appears rather more intelligent than her programmers. They don't seem like "the type" that would invent complex conversations about synesthesia and the like. Obviously, they don't need to be, because they're not the author... However, because the story is what it is, part of their job is to tell the player that he's a rock star, he's got teh skillz, etc. In other words, there's no need to think that the personality they've shown the protagonist is more than a surface one... hinting that their characters are more complex than they seem (even to YOU, haha!). Although they set up your message, they are not "voice of the author" characters -- the player is (rightfully) forced to take that role! That's what leaves the possibilities open.
Anyway, that about sums it up... I'm probably weird for being interested in characters that are programmed metaphors, but there ya go!
