Cliche vs. Original, Game vs. Novel, and Marketing OELVN
Posted: Sun Sep 02, 2012 4:23 pm
So I've spent a lot of time browsing through the forum, considering ideas and pitfalls I may run into as I am embarking on my first VN project. I find the future of VNs an intriguing subject, and I'd like to share some observations that I need to get off my chest.
First, the desire for VN to reach a larger audience in the west seems a bit confused and misguided. There's a move to have VN more acceptable in the gaming industry, or perhaps shed a bit of its Japanese aesthetic influence to appeal to western tastes, improve the quality and expanse of the writing to appeal to those with more polished literary tastes and prove itself as a legitimate storytelling medium, get rid of or enhance the eroticism, more or less choices, etc, etc. Are you going to convince gamers to read more? Or would it be better to convince readers to play more? Get gamers to try romance? Get romance readers to look at pictures? Get anime lovers interested in multiple choice endings? All of the above at the same time???
That's just crazy.
This Ted talk pretty much illustrates the main identity crisis I see with the future of OELVNs:
http://www.ted.com/talks/malcolm_gladwe ... sauce.html
(Please watch the whole thing!)
Visual Novels won't succeed just by being well balanced with a decent story, decent art, decent programming, decent this, decent that...Quality is important, but no one is looking for well rounded and safe across multiple categories, people are looking to get their fix, and it's important to know specifically what that is. It could be the anime art, the genre of the story, tentacle porn, Christian Grey, interactivity, or game play. Instead of trying to make visual novels as a category in itself more diverse and 'legitimate,' simply introduce fans of [your favorite already established western genre] to a new way of enjoying what they already love.
It's not like there are two people in the world: those who play VNs and those who don't. These categories will not help you. There is a tendency to place a VN featuring attractive bishounen into the same category as a puzzle solving VN, even though they are entirely different products. And, even though it may hurt the creator's pride to admit it, the former is more in line with Twilight than it is with the gaming industry. This isn't a bad thing.
Speaking of Twilight, let's take a specific but very popular shoujo category. There may not be a lot of people who are aware of VNs in the west, BUT, there is a huge market for paranormal fantasy romance fiction featuring hot guys. And fans of this genre are not so technically picky like a gamer might be. They will hunt down their perfect fantasy male in books, movies, online fiction, graphic novels, celebrity photos, and, I would presume, visual novels. But you can't sell it to them as a game, you sell them the romance experience which just so happens to be in a different format than what they are used to. (And for those who are already groaning at the fact that visual novels will likely continue to appeal such low brow adolescent fantasies:
Just because it falls under a certain genre does not mean it can't be a great product or story. It'll be as good as you can make it.)
Now that I think about it, there probably isn't a faster way to shoehorn VNs into a mainstream audience than to make ones based on existing popular fiction. In other words, fan fiction with pretty pictures. It would be a mainly female audience of course, but that isn't surprising considering the vast majority of fiction readers are women.
What do you think? (I kind of went all over the place)
First, the desire for VN to reach a larger audience in the west seems a bit confused and misguided. There's a move to have VN more acceptable in the gaming industry, or perhaps shed a bit of its Japanese aesthetic influence to appeal to western tastes, improve the quality and expanse of the writing to appeal to those with more polished literary tastes and prove itself as a legitimate storytelling medium, get rid of or enhance the eroticism, more or less choices, etc, etc. Are you going to convince gamers to read more? Or would it be better to convince readers to play more? Get gamers to try romance? Get romance readers to look at pictures? Get anime lovers interested in multiple choice endings? All of the above at the same time???
That's just crazy.
This Ted talk pretty much illustrates the main identity crisis I see with the future of OELVNs:
http://www.ted.com/talks/malcolm_gladwe ... sauce.html
(Please watch the whole thing!)
Visual Novels won't succeed just by being well balanced with a decent story, decent art, decent programming, decent this, decent that...Quality is important, but no one is looking for well rounded and safe across multiple categories, people are looking to get their fix, and it's important to know specifically what that is. It could be the anime art, the genre of the story, tentacle porn, Christian Grey, interactivity, or game play. Instead of trying to make visual novels as a category in itself more diverse and 'legitimate,' simply introduce fans of [your favorite already established western genre] to a new way of enjoying what they already love.
It's not like there are two people in the world: those who play VNs and those who don't. These categories will not help you. There is a tendency to place a VN featuring attractive bishounen into the same category as a puzzle solving VN, even though they are entirely different products. And, even though it may hurt the creator's pride to admit it, the former is more in line with Twilight than it is with the gaming industry. This isn't a bad thing.
Speaking of Twilight, let's take a specific but very popular shoujo category. There may not be a lot of people who are aware of VNs in the west, BUT, there is a huge market for paranormal fantasy romance fiction featuring hot guys. And fans of this genre are not so technically picky like a gamer might be. They will hunt down their perfect fantasy male in books, movies, online fiction, graphic novels, celebrity photos, and, I would presume, visual novels. But you can't sell it to them as a game, you sell them the romance experience which just so happens to be in a different format than what they are used to. (And for those who are already groaning at the fact that visual novels will likely continue to appeal such low brow adolescent fantasies:
Just because it falls under a certain genre does not mean it can't be a great product or story. It'll be as good as you can make it.)
Now that I think about it, there probably isn't a faster way to shoehorn VNs into a mainstream audience than to make ones based on existing popular fiction. In other words, fan fiction with pretty pictures. It would be a mainly female audience of course, but that isn't surprising considering the vast majority of fiction readers are women.
What do you think? (I kind of went all over the place)