Has OELVN development peaked?

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Re: Has OELVN development peaked?

#61 Post by yukipon » Thu Jul 05, 2012 5:41 pm

Dim Sum wrote:KS is unusual in that it was made in the English community, but approaches the scope of JVNs on a non-existent budget. Surely it's inspired many to think there is hope for the OELVN, and produced a number of idea guys who want to follow in its footsteps. However, from a game design perspective KS hasn't done much to break the mold.
I'd say, the only thing KS did do is prove that the EVN community can actually produce something decent. I would even say that it is its only milestone. As a VN, it doesn't do anything new or anything out of the ordinary. It basically took what's out there, made something good/decent out of it, and became really popular; a far cry from what most OELVN's have done in the past years prior to its full release.

But if I were to pick an example of what I think a "western" VN would look like, it would be Cinders. It breaks the mold JVN's have made and did something uniquely western.
Graph wrote:But since many of our games still have roots in JVN design, maybe a more interesting question is... have JVNs peaked?
Not really, but it really does look like it has.

So yes, if you consider that every month, new "brands" keep showing up that all use the same methodology with little or major differences that usually don't matter much, with the only real difference between these games lie in its art and how far they can spin the "one guy, multiple girls" premise. These would include the majority of bishoujo games that use the high school setting (or its equivalent) with, what I'd call, Factor X: "The factor(s) which we think makes this different from everything else!".

You can't really blame them since this is what sells in Japan.

No, in that, if they really, really wanted to, they could actually make something good. An example I'd name would be 428 and probably anything else made by the same company. For me, the most recent would be Koi de wa naku with its whole emphasis on story instead of moe characters and design with a few others I can't remember right now. -_-

Still, anything that does follow the formulaic high school setting isn't at all bad, it's just been overdone. So really, stagnation is probably more correct than peaked, but it really does look like it has.
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Re: Has OELVN development peaked?

#62 Post by AxemRed » Thu Jul 05, 2012 5:54 pm

yukipon wrote:But if I were to pick an example of what I think a "western" VN would look like, it would be Cinders. It breaks the mold JVN's have made and did something uniquely western.
What does it do differently then? I played the demo and other than the art it really didn't seem to do anything I hadn't seen before...

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Re: Has OELVN development peaked?

#63 Post by yukipon » Thu Jul 05, 2012 6:45 pm

...it ate my response. T_T
AxemRed wrote:
yukipon wrote:But if I were to pick an example of what I think a "western" VN would look like, it would be Cinders. It breaks the mold JVN's have made and did something uniquely western.
What does it do differently then? I played the demo and other than the art it really didn't seem to do anything I hadn't seen before...
It's not really the mechanics of the visual novel it breaks, but it's the entire presentation from the story, the characters, and even its overall design. The usual JVN conventions of having a bishoujo/bishounen character designs, stock eroge character personalities, Japanese tropes in storytelling, Moe-ge art, style and mechanics of decisions, and others I can't think of right now, it breaks away from most, if not all, of this. Of course, it doesn't do anything "differently", but it takes that and makes it its own. Suffice it to say, while every OEL/EVN has this "I'm not made in Japan, but I'm close enough!", Cinders has "NOT made in Japan" written all over it.

If I were to design a "western" VN, I would use Cinders as the standard.

Also, it's not a moe-ge, it's not a high school setting, it doesn't use Factor X, or sex to sell itself. I'm pretty sure that's enough mold-breaking, even for Japan. ^^;
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Re: Has OELVN development peaked?

#64 Post by Auro-Cyanide » Thu Jul 05, 2012 8:59 pm

@Dim Sum, Pulling back for a moment, I think you are doing an odd Renai=VN (or at least good VN). These two things are not the same thing. At best, Renai is a genre. Visual Novels are a medium. Visual Novels can be used for any type of story and message under the sun. Making the assumption that it somehow has to be related to human love is... a bit weird for me. I see no reason why you can't give many other types of messages. Humans in general are fascinated by human stories, but those stories can be as easily found in fantasy, action or sci-fi VNs as in a highschool slice of life, so I'm not really sure where you are drawing that conclusion from?

The other thing is the view on KS. KS has done very little that hasn't been done before. Maybe not in the west, but it sure as hell been done time and time again in the east. It's a testimony to dedication and collaboration, but really that's about it. At the end of the day it's a Renai visual novel revolving around a japanese highschool and a guy who gets to go after girls and learn about them. If we are seeing less of these types of games in the overall pool, that isn't a bad sign, it isn't a sign we have peaked. It is a VERY VERY good sign! It means that people are a) looking to do more than just copying Japan, which means that people are looking to inovate and create unique work that pulls from their own cultures and experiences and b) we are thinking of the potential of VNs as a story telling medium instead of showhorning ourselves into thinking that a VN MUST be like this certain thing.

I have no idea how that can be seen as a bad thing?

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Re: Has OELVN development peaked?

#65 Post by Dim Sum » Fri Jul 06, 2012 1:46 am

Thank you for pulling back. I think a bit of the thread topic has been lost because what at first seemed like a warning of the influence of KS became about KS.

I don't know if you pulled back because we have similar criticisms with the current direction but thank you nonetheless.

Nope. Sorry to say I disagree.

Saying visual novel is a medium is the one that messes up the whole IF (Interactive Fiction) vs. VN.

I'm not sure if it's necessary to nitpick this though. As with any slang, it can be up to the viewers opinion of it's history and how they were introduced to the word. One thing remains common in VN though is that VN is just a PC slang for Dating Sims when most translated games came over and grew a niche.

Objectively visual novel fails in being a medium because:

1) Visual here means pictures but all videogame is guaranteed to have pictures and Simulations/Adventure Point and Clicks/Roguelike and IFs predated the Visual of CYOA type game.

2) As Beliar once wrote, irony of most VNs is that they aren't novels.

3) VN is too underground to be a medium. Game script or game engine is much closer to being it's medium. Even KN is much closer to being a medium than VN despite it being regarded as a subset of VN.

...but again this isn't set in stone. Just highlighting the far inferiority of calling a VN a medium compared to TV, the web, books, etc.

2nd, it's not that RenAi is related to human love. It's that in Chinese, Ren is the Chinese character for human. Ai is the chinese character for love. Not that this means exactly the same in Japanese but again to pull back, it was simply to highlight what impression Ren has on me.

I think it's more odd to say to say humans are fascinated by human stories. Unless you personally know of an Alien, all you've ever read came from a human touch first and foremost. :P

I don't really understand the context of the KS post. I guess that's for someone else but if it's for me, I don't know the particular sentence that gave that reaction. Plus as someone previously stated, KS has a different culture and point of reception in Japan than in the English community.

I also don't really get what KS is supposed to do. It would be like saying all novels have done nothing new to the medium of the book. Well...that's not the point. There's technical factor like game engine updates, programmer manipulated interface, artist oriented unique style and well...just text. KS strongly belongs to that text part much like actual novels. It's not supposed to do anything innovative from the technical side though improvements can be done.

Again, the Ren vs. Py analogy fits here IMO. What you're criticizing the KS genre for lacking is linked toward it's engine or it's art rather than it's meta-. To this aspect, even things that has peaked will continue to improve but only on the technical side.

For example, even if everyone is on Facebook ...someone is going to try to be a Facebook clone rather than experimenting on another service. Sometimes if this works, this proves the concept hasn't peaked but for other things like online notebooks and social bookmarks and start pages, despite the continued innovation, Google abandoned IGoogle, Google Notebook and Delicious only pissed people off by missing the point of the original model and many bookmarking sites have fallen by the way side. This is only a loose analogy however since I don't follow specific web development news and I don't know the specific reasons why those were dropped but that's an example where peaked did not stop the technical improvements but certain meta qualities (the analogy of Ren as Py = Python which is easier to equate to technological improvements) could be peaking (I'm not sure, hence the thread is a question).

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Re: Has OELVN development peaked?

#66 Post by AxemRed » Fri Jul 06, 2012 2:01 am

yukipon wrote:
AxemRed wrote:
yukipon wrote:But if I were to pick an example of what I think a "western" VN would look like, it would be Cinders. It breaks the mold JVN's have made and did something uniquely western.
What does it do differently then? I played the demo and other than the art it really didn't seem to do anything I hadn't seen before...
It's not really the mechanics of the visual novel it breaks, but it's the entire presentation from the story, the characters, and even its overall design. The usual JVN conventions of having a bishoujo/bishounen character designs, stock eroge character personalities, Japanese tropes in storytelling, Moe-ge art, style and mechanics of decisions, and others I can't think of right now, it breaks away from most, if not all, of this. Of course, it doesn't do anything "differently", but it takes that and makes it its own. Suffice it to say, while every OEL/EVN has this "I'm not made in Japan, but I'm close enough!", Cinders has "NOT made in Japan" written all over it.

If I were to design a "western" VN, I would use Cinders as the standard.

Also, it's not a moe-ge, it's not a high school setting, it doesn't use Factor X, or sex to sell itself. I'm pretty sure that's enough mold-breaking, even for Japan. ^^;
There are plenty of Japanese VN that aren't generic high-school moe-ge. Cinders indeed largely avoids copying overused clichés, but you said it was uniquely western. Other than the art-style, I really can't find anything uniquely western about Cinders...

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Re: Has OELVN development peaked?

#67 Post by MaiMai » Fri Jul 06, 2012 2:28 am

Dim Sum wrote:I don't really understand the context of the KS post. I guess that's for someone else but if it's for me, I don't know the particular sentence that gave that reaction. Plus as someone previously stated, KS has a different culture and point of reception in Japan than in the English community.

I also don't really get what KS is supposed to do. It would be like saying all novels have done nothing new to the medium of the book. Well...that's not the point. There's technical factor like game engine updates, programmer manipulated interface, artist oriented unique style and well...just text. KS strongly belongs to that text part much like actual novels. It's not supposed to do anything innovative from the technical side though improvements can be done.
I don't think it was even about the game engine or technical sides to be honest. What Auro was talking about was the story content of KS and what it does in terms of contributing to this OELVN peak (story content wise, not much which was the point of her post).
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Re: Has OELVN development peaked?

#68 Post by Auro-Cyanide » Fri Jul 06, 2012 2:35 am

I... think we are on totally different sides on this because I don't agree at all and I can't really understand your point (I don't mean that is a bad way, I just don't really... get it)/

Medium (in this instance as opposed to middle) is defined as: a means of comunication. A visual novel is not only a means of comunication, it is a distinct and unique form of communication compared to other similar mediums (relatively static imagery, heavy use of words, music and sound, branching paths). I have no idea how you can argue otherwise.

The use of the word originally in this case is unimportant. Currently it has been well and truly appropriated to mean a game with lower interactivity and branching storylines. At the end of the day it's just a commonly used word that we all understand to mean a specific medium. The word could change but it wouldn't change what we are talking about.

I'm just really confused about where you are coming from. I have seen some fantastic VNs come out and I have seen people doing some really interesting things. I see a hell of a lot of potential especially as people come to realise just what this medium can do. Even from the stand point of graphics, which I do, I can do plenty of different things. I CAN be a better artist. I CAN figure out better ways to design things. I CAN understand visual storytelling better. So if I can be so much better, how can that mean I can't, through work, do better in this young medium?

The feeling I'm getting is that you are missing Bishojo stories that revolve around romance? Is there other indicators that you see which means we can't do better or that there has been something created that can not be improved upon? If VNs have somehow peaked in the tiny amount of time the have been the west, what do you say to TV, film, music, comics, books? (Then again, this could just be a case of you being Modernist and me being Post-Modernist XD)
AxemRed wrote:There are plenty of Japanese VN that aren't generic high-school moe-ge. Cinders indeed largely avoids copying overused clichés, but you said it was uniquely western. Other than the art-style, I really can't find anything uniquely western about Cinders...
There are a couple points, apart from being set in a more western setting and being based on a western fairytale, it also contains heavy (sometimes blunt) instances of feminine independence and sexuality that you don't often find in Japanese visual novels from what I know. It's more in the content than anywhere else since the actual excution follows standard VNs pretty closely. The art style is a big giveaway though.
MiaMai wrote:I don't think it was even about the game engine or technical sides to be honest. What Auro was talking about was the story content of KS and what it does in terms of contributing to this OELVN peak (story content wise, not much which was the point of her post).
Yep, that is what I meant. They were almost formulaic in a lot of instances to Japanese visual novel style, right down to overdone monologue and single quirky male friend. That is what they admired and that is what they wanted to create and it shows in a lot of places. It doesn't technically make it bad or anything from that stand-point but it is very easy to see where their influences come from.
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Re: Has OELVN development peaked?

#69 Post by Samu-kun » Fri Jul 06, 2012 3:17 am

Much of Western fiction is just as formulaic as Japanese fiction. It's just that those formulas are so engraved into society's consciousness that people accept them more passively. I would imagine someone outside of American culture to find American entertainment's repetitive fixation on glorifying horrific violence and sexual promiscuity to be overdone. Most people outside of American culture would probably be in dismay that American media has hit a critical point of being nothing more than a retelling of the same plot with the endless fixation on explosions, sex, and gun violence.

What I mean is that being unique is not something people should even strive for. What you're actually looking for is unpredictability. I can make a story using familiar tropes which have been used endlessly in other stories and still have a story which has surprising plot developments. What people are complaining about is an artifact of cultural desensitization. There's nothing wrong with the Japanese visual novel industry. It's not any more unoriginal than the American PC game industry, or any other entertainment institution.

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Re: Has OELVN development peaked?

#70 Post by Auro-Cyanide » Fri Jul 06, 2012 3:27 am

Samu-kun wrote:Much of Western fiction is just as formulaic as Japanese fiction. It's just that those formulas are so engraved into society's consciousness that people accept them more passively. I would imagine someone outside of American culture to find American entertainment's repetitive fixation on glorifying horrific violence and sexual promiscuity to be overdone. Most people outside of American culture would probably be in dismay that American media has hit a critical point of being nothing more than a retelling of the same plot with the endless fixation on explosions, sex, and gun violence.

What I mean is that being unique is not something people should even strive for. What you're actually looking for is unpredictability. I can make a story using familiar tropes which have been used endlessly in other stories and still have a story which has surprising plot developments. What people are complaining about is an artifact of cultural desensitization. There's nothing wrong with the Japanese visual novel industry. It's not any more unoriginal than the American PC game industry, or any other entertainment institution.
(EDIT: Retyping because I don't even)

I agree. Cliches and troupes are everywhere. Plus, Japan has been doing VNs for a long time, there is much to be learnt there. However there will always be more than one way to do something and that is very exciting. Japanese high school romance is only a fraction of the stories to tell. Understanding what to keep and what to drop or change for the sake of the story or audience is important.

Having english VNs inspired by Japanese VNs is important because it is a way to make those types of games and the stories they contain more accessible. But I also think it is really important to explore other types of stories and methods as well, preferably as many as possible.
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Re: Has OELVN development peaked?

#71 Post by Dim Sum » Fri Jul 06, 2012 5:20 am

MaiMai wrote:
Dim Sum wrote:I don't really understand the context of the KS post. I guess that's for someone else but if it's for me, I don't know the particular sentence that gave that reaction. Plus as someone previously stated, KS has a different culture and point of reception in Japan than in the English community.

I also don't really get what KS is supposed to do. It would be like saying all novels have done nothing new to the medium of the book. Well...that's not the point. There's technical factor like game engine updates, programmer manipulated interface, artist oriented unique style and well...just text. KS strongly belongs to that text part much like actual novels. It's not supposed to do anything innovative from the technical side though improvements can be done.
I don't think it was even about the game engine or technical sides to be honest. What Auro was talking about was the story content of KS and what it does in terms of contributing to this OELVN peak (story content wise, not much which was the point of her post).
That would have little to do with any OELVN peak though. It would be dealing with KS total contribution to the genre.

+IMO this isn't story content but prose criticism: Yep, that is what I meant. They were almost formulaic in a lot of instances to Japanese visual novel style, right down to overdone monologue and single quirky male friend. That is what they admired and that is what they wanted to create and it shows in a lot of places. It doesn't technically make it bad or anything from that stand-point but it is very easy to see where their influences come from.

It still came from left field. Why even limit it to KS story content? Non KS VNs are ripe with text on dialogue boxes, people staring at the player for no reason, quirky transitions and a buxom girl that may or may not have sex with you but still come off like they are a hentai character more than just an anime character even in those better depicted ones. That has little to do with peak though.

No, medium in the context you're using it isn't a means to communication. That would be something like a telephone, PC, audio, RenPy, monitor.
Meaning "intermediate agency, channel of communication"
See means mean immediate agency or source of communication.

Imagine it is a vortex that leads to another dimension opened by a remote control device. The vortex is not the medium. The remote is not the device. The experience between the worm hole is the medium.

If it feels like a slide, you're a Slider. If it feels like a ride, you're probably in Back to the Future. If it feels like an explosion, you could be part of the "boom" effect of a "boom tube".

Same mechanic, different medium.

For VN: the most general basic "medium" is the difference between portable controller + mini-screen to keyboard + normal sized monitor to console controller + TV. It is this way because optimally it can produce a different general experience and expectations even on the same game.

In fact, you'd be more partially correct if you just saw it as a middle.

I'm not saying my version is better or more correct than yours but if we took your version:

A visual novel is not only a means of comunication, it is a distinct and unique form of communication compared to other similar mediums (relatively static imagery, heavy use of words, music and sound, branching paths). I have no idea how you can argue otherwise.

It'd be too elitist ...and unhelpful. Truthfully if VNs were such a distinct and unique form of communication, then adding sex scenes would change the whole thing but many VNs do those for marketing purposes without most of the content suffering.

...so there goes distinct and unique

Now if you're comparing it to similar mediums, Adventure Games utilizes relatively static imagery too. It's just a more complicated environmental version where a click may lead to more dynamic effect than a mere transition.

Compared to actual novels or even better written videogames, most VNs don't even utilize heavy use of words predominantly. In fact, the more popular a VN is, it often times become the most guilty of this. The illusion of words is only provided for by gimmicks such as post-ending branches, introductions, UI tweaks.

Music and sound is also not exclusive to VNs under your interpretation since all it is involves adding it to menus as ambience. Maybe voice but that's not even a staple requirement for VNs yet and if it is, then VNs loses and leaves behind something.

Branching paths (along with dialogues with half body sprites) are the only unique aspect here under your interpretation and yet...branching paths are more associated with rpgs than visual novels. After all novels don't usually have choices, role playing usually is all about that.

It doesn't mean VNs are not special but under your interpretation of mediums, VNs accumulate aspects of different actual mediums rather than become a medium to itself when in truth, I agree with what you're getting at. They just aren't enough qualities for a medium.

A medium isn't just a category that is placed. It has to stand apart on itself as a tag that no other tags can fit.

It's not just a "viewer" or a "reader" or an "entity". It's a totally different attack on the senses that can only be brought about on itself. Like if you put a videogame on a TV, even though it's coming from the TV, the input gives it a different feel from a remote. It can't just be a different remote nor can it just be limited to one game or one tweak of a genre.

Yes, the origin is not that important but a bit of a depth has to remain. If you omit that, it leads to a bad out of place criteria that seems to fit only when the notability isn't addressed at all. In this case, even a light analysis of why a VN is a medium becomes problematic because it assumes an assumption of deliverance when the facts it is delivering simply doesn't hold strong enough. (I didn't say it's wrong or fell apart).
I'm just really confused about where you are coming from. I have seen some fantastic VNs come out and I have seen people doing some really interesting things. I see a hell of a lot of potential especially as people come to realise just what this medium can do. Even from the stand point of graphics, which I do, I can do plenty of different things. I CAN be a better artist. I CAN figure out better ways to design things. I CAN understand visual storytelling better. So if I can be so much better, how can that mean I can't, through work, do better in this young medium?
It doesn't. First of all, it might not have peaked or it might have...but assuming a what if of it having peaked, your work can still do better because audiences change, technology improves, acceptance improves, communities grow, people will continue to use the product, etc. etc.

Stagnation doesn't mean stop. Stagnation means a downward but downward doesn't always mean quantity. It can demotivate quantity but it doesn't mean it in itself will decrease the quantity.

Downward does not also mean free fall. It can be a slow decline that takes years before the bad stuff manifests. It can be a static flat line wall that at times has something jutting out only to flat line again.

Potential is also prediction. For something to have peaked means some people can perceive it has arrived and they can explain it. That's not my position so I can't explain what I wasn't explaining. I'm just raising the question and pointing out what I've seen. It's the people who know better to answer yes or no and here's why.

The feeling I'm getting is that you are missing Bishojo stories that revolve around romance? Is there other indicators that you see which means we can't do better or that there has been something created that can not be improved upon? If VNs have somehow peaked in the tiny amount of time the have been the west, what do you say to TV, film, music, comics, books?

Um...nope??? Why romance?

Also why "cant do better"?

See those are things unrelated when something has peaked.

IMO, and this is just a general view,

TV has peaked. That's why certain shows that are rehashed became quite popular. Certain good shows are not given a chance and gets cancelled too often. Certain other shows that have decline are consumed by addicts. It's no longer a medium for entertainment but a medium for addiction. What few qualities it continues to have are a product of people who are already part of the industry and gaining the street sense to pull some new talent in but as a general medium that gathers producers, there's not much space for actual works. It has been this way for a long time and what is currently happening is that in a bid to survive, there's an increase on the surface layer of experimentation as a post-TV bid to continue to get viewers interested but it's based on a model where if you slightly suck, we'll sabotage or cancel your show and only un-cancel it with strong demand.

Films ironically have unpeaked but this is mostly because of the monopoly of Hollywood where now they have suddenly figured out that they can legally plagiarize other films. Not just old films. Quarantine being the most blatant I know of. What results is that as soon as something is made popular, there's bound to be more copycats and this is fueling new interest in attention whoring of "actor fame" as far as who gets not the "Best" but the "Memetic Indy Films", the "Memetic Award Films", the "Memetic Fun Films".

The result is that there's less classics but there are more buzz worthy films and those buzz give more room for lesser quality/lesser lucky actors to try their quality in quirky/experimental/lesser known films if only so that they'd become the new Arnie or the new Tom Cruise without needing to reach that status of best or most memorable or great actor + memorable face. It's kinda like a reverse effect. You won't really ever reach the status of those guys for their generation in your generation and you're still living in a peaked reality where piracy could reduce interest for lesser films but at the same time, you hit it big and you get job offers even though you're not really as good or as famous and only hardcore fans will remember you...but hey, more jobs = more opportunities.

It's also a weird symbiotic relationship with TV. Kinda like how mobile gaming has attracted most of the praise and games like 999 are most mentioned because they're unique experience VNs appearing in other gadgets than just your keyboard.

Like nowadays, the old tournament of quality found in movies now go to the TV series that can be unanimously the best of the season...because that means that can extend a show to 1-2 seasons even if it becomes crappy. The problem is that there aren't enough new shows of this quality to "unpeak" it so what happens right now is a sort of the best are often the serials and the rest of the best are often comedy shows especially random based ones.

Comics and books, I don't really follow as much but comics have kind of peaked a long time ago in that there's little room for the guy who don't want Superman and Spider-man but don't know any better unless they spend money on lots of comics or do a Google for the popular graphic novels but there's no room anymore to just leave the Spider-men and Supermen alone. You're pretty much bound to know and go to them first. It can no longer acquire the unique quality of manga where you can leave behind a popular title and still be for another title.

Books are the opposite. The idea of books as bestseller are pretty much dead. It's become more on what is often placed in Amazon or what is often placed in bookstores. It's still possible to be popular with great content but the idea of books as just books has peaked. It's become more of an intellectual property game. Which e-book is notable enough to be widely shouted and spammed? Which book is the top of it's class? Which book is most talked about on the cult level.

It's a unique peak because technically books don't really have a peak especially as publishing gets cheaper. The problem is that there are entities linked to books in general that are causing the gridlock so it kind of is in the same place as the VN community despite being of a bigger fanbase and cult following especially with regards to how a book is legitimately seen. If there's one plus, is that books are not trapped in one location and readers tend to be hardcore reviewers so it has left most of the problems with peaking and replaced it with more of a question on whether things should go commercial, whether it should be an e-book, whether it should be a blog first, just things that in the end would still guarantee enough of an audience because it's a much bigger niche than VNs.

The problems remain the same though: problems with discovery, problems with educating the masses, problems with controversial entries, problems with too much spamming of one type...still it can't be said that it hasn't gone from novels to pseudo-novella more and more often. Most of the recent top sellers even come off like graphic novels without the graphics and pop culture entries and the idea of best most wanted tends to be judged by a good sensationalist book and not in its content anymore. Its pretty much been salvaged by the length of existence making up for the size which lends to certain informative Amazon reviews or certain demands as to keep your advertising screams purely towards those interested in the genre and not towards an entire book reading community. It has also gone past most of it's critics as a medium.

Edit:

Sorry, forgot about music.

Music has become about the promo and the standards. Much like script writing if there ever was a script writing competition that didn't involve getting into the industry.

The thing that makes music impossible to really stay peaked is that music producers love to branch out and they have a much faster way of doing this than other mediums because they are naturally symbiotic. I hate music so I am most guilty of this effect and I get mostly suckered in by music I don't care for but I would love if it gets AMV'd into a particular image or scene.

As a theory though, now if you're not part of the proactive art group you can't really step away from certain things. Like if you're not into concerts but would love a pseudo-concert feel, the idea of it is kind of not allowed. If you were to try on music with people on the subways passing by, you'd piss people off and the audience would suddenly become all marketers and say wrong demographics or wrong timing. Everything about music production nowadays in many ways is dead but I don't know if it ever was unifiably alive.

It's more like Elvis made music alive then the Beatles made pop music not just classics but bubblegum chewable (enjoy it in almost any place when you hear it) then Rock made the stage play alive then fast forward to modern day and the Ipod made it into a new medium despite being the same thanks in part to digital formats that made people different audiophiles. Music is just that jumpy but as an art form, it still could not escape killing it's non-music loving critics so it remains to have elements that have peaked. Just that there's so many ways one piece of music can be tagged unto different other mediums that even in it's peak, it's so dynamic and flexible. The down side is that it has the same down side as the original OELVN community where it might feel diverse but it also feels like you can say a well beloved project like how you really feel about it if you feel it is cheap, hollow, isn't as good as you think without drawing questions on your intellectuality. That's kind of the key deal because flames are always there but there's pissing off fanboys and there's pissing off intellectual giants and no one who hates music can ever claim as an intellectual giant unless their hate for music is shielded behind loving some well beloved music of the past especially if it's close to the same genre.
Last edited by Dim Sum on Fri Jul 06, 2012 5:46 am, edited 1 time in total.

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Re: Has OELVN development peaked?

#72 Post by Auro-Cyanide » Fri Jul 06, 2012 5:45 am

Okay, I think we are going to have to agree to disagree. You and I are looking at different worlds it would seem. I'm going to go with 'no, it hasn't peaked' and continue producing work that proves just that.

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Re: Has OELVN development peaked?

#73 Post by Dim Sum » Fri Jul 06, 2012 8:20 am

You go ahead and do that. I never said one group can't break the mold. Problem is, one group is not even one group. Just one product.

For example, I feel Elevator did more things than Cinders at bringing a unique Western taste to VNs but it's hard to see anyone talk about it except for liking the end. In the old days, I bet certain posters would have pointed out that if it added length, reduced the initial nudging towards the elevator scene and had the same quality of VAs as Eastern studios had, it would be top 3 uniquely themed Western VNs.

Especially from a critical standpoint, it isn't held back by the things holding back Cinders:

1) It isn't hampered by the fact that there are too many fairy tale releases out there so it just seems like it's jumping on a bandwagon.

2) Fairy tales are more of a German/Euro feel audience. Most Westerns are attracted to the Disneyfication of such fictions. When non-Disneyfied, the look is still much closer to the anime direction of Fairy Tales only with a darker shade. The Elevator not only has that gritty graphic novel feel but it also has a certain "celebretian" feel that gives a certain photorealistic look to it that makes it stand out as a Western work.

3) The elevator is a motif of comedy or breaking the ice in most Asian themes. I could be wrong but I don't think any Japanese show even non VNs treat the elevator quite like how it is treated in this VN. It doesn't mean there aren't elevator transitions here and there but the only other Western show that I really feel ever treated the Western scenes this way was the early to mid NCIS.

If few to none (easily spotted) posters talk about this particular point however, it's just another short VN with the kewl graphics and a great unique end that's too short. There's a low chance "in-depth" VN blog reviewers would pick it up and there's an even worse chance that a crowd would gather past the "This is made by Cyanide Tea" fanbase to the "This is how Western VNs should be!" fanbase.

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Re: Has OELVN development peaked?

#74 Post by Showsni » Fri Jul 06, 2012 8:31 am

Now "TV has peaked"? I'm sorry, but I feel that's a very shallow mindset. It may well be that you're seeing a pattern of stagnation in TV or any other medium, but to write anything off fully would be a mistake, in my view. You can't account for what progress might be made in the future, what new trends might emerge, what new prodigies in the field might come forwards and so on. Human history is full of individuals who looked at particular achievements and said "This is it; this will never be bettered." and time and again history has proved them wrong.

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Re: Has OELVN development peaked?

#75 Post by Auro-Cyanide » Fri Jul 06, 2012 8:44 am

Dim Sum wrote:You go ahead and do that. I never said one group can't break the mold. Problem is, one group is not even one group. Just one product.

For example, I feel Elevator did more things than Cinders at bringing a unique Western taste to VNs but it's hard to see anyone talk about it except for liking the end. In the old days, I bet certain posters would have pointed out that if it added length, reduced the initial nudging towards the elevator scene and had the same quality of VAs as Eastern studios had, it would be top 3 uniquely themed Western VNs.
That's kind of what I'm getting at. We made that game in a month AFTER the marathon that is Nanoreno. If we can make that small success in something so short and rushed and that had a word limit because it was a school project, can you imagine what Camille and I could do if we really tried to take down something? I can really see not only us, but also others finding very interesting directions to take VNs. I don't believe we have even begun to scratch the surface of what we can do. And sometimes we all have to experiment a bit before we hit our stride. The Elevator got more attention than I thought it would. At the end of the day it was short and rushed and I didn't have anywhere near the time to spend on it as I wanted to. But it did perk interest in a couple places, including an offer to translate it into French. We did get some really discerning comments and really I'm just happy people play it and enjoy it. Even someone saying 'it was too short' is a good sign since it means they were interested enough to want more. All I can really say is just give us all a bit of time and we will show you what VNs can really do :) (I'm glad you like it by the way!)

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