What is your primary key on making a visual Novel?

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Re: What is your primary key on making a visual Novel?

#16 Post by milkteebaby » Fri Mar 23, 2018 8:11 pm

I think the most important thing for me to deliver as far as game goes, is the character development. I want Character A to have evolved in some way, even if it's small, by the end of the story. I've played too many VNs and otome games where the characters remain static and that to me, is so boring.

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Re: What is your primary key on making a visual Novel?

#17 Post by Kokoro Hane » Thu Mar 29, 2018 11:55 am

Reading the explanation to the question, I guess my "primary key" to making a visual novel is the characters.. It is always important to me to make interesting characters to follow, including the main! Things like interesting dialogue and narrative thoughts for me are what make a good, memorable story, so for me... that is the "primary key". Secondary would be good voice work.
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Re: What is your primary key on making a visual Novel?

#18 Post by GoldBrows » Sat Apr 07, 2018 5:28 pm

Violet_Isoindolinone wrote:
Fri Mar 23, 2018 10:31 am
Interesting, i've learned a lot of thing from this thread
Thanks guys ~

i haven't see someone from "Commersial PoV", i would like to see one if possible
If you were to design a game simply on the concept that you want it to be profitable and make money? There's a couple of different ways, but I guess in a simplified form you'd pick your target audience (i.e. women between the ages of 18-30), look at what that target likes (ex: otome games), look at the most popular and profitable games in that genre and specifically what key points that target audience likes about those games, and then replicate that in your own game.

You see this all the time in video games. Whenever one game is popular, another company pumps out an exact replica to compete against it like PUBG vs Fortnite, Destiny vs The Division, or any of the thousands of candy crush clones out there.

If you look at it from this perspective though, your game would probably be boring and easily lost in the crowd. Even if you looked at game development as simply as "otome games are popular and profitable, I'm going to make an otome game," you should still focus on the elements that players enjoy in those games and figure out what you can do that is unique or solves a problem that other games haven't.

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