What makes a good Otome game?

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alberte
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What makes a good Otome game?

#1 Post by alberte » Tue Jul 30, 2013 7:18 pm

I made this thread because i'm in the process of making an Otome game myself, and I was hoping to hear what makes a good Otome game.

What are some common archtypes of Otome games? (guys or girls)

Thanks. :)

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Re: What makes a good Otome game?

#2 Post by Googaboga » Tue Jul 30, 2013 7:42 pm

Well in general what makes a good otome game is the same as what makes any VN good and that's quality. Good writing, interesting characters, visuals that work for this specific game and go well together, fitting music, etc. Of course you don't have to have the best of everything for it to be considered well made.

As for common features in otome games, setting the game in high school is a oft used theme. It is quite popular but many people would rather see something else. Still it is up to you whether you want to go with that setting or try something a little different. Character-wise common tropes are the average girl for the MC, a shota boy, the one guy who is a jerk but becomes nicer if you befriend him, a princely type, the flirty lady's man, the one bratty popular girl who is normally interested in one of the guys and who looks down on the MC, the more outgoing and or strange female (or sometimes male) best friend of the MC, a stoic guy who is probably a loner, etc. You can still use these tropes but you have to put in effort for them to seem like interesting well rounded characters. If you just go with the trope alone and don't go any deeper people will find them to be predictable.

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Re: What makes a good Otome game?

#3 Post by gekiganwing » Tue Jul 30, 2013 8:12 pm

I'd say focus on what makes a good story first. You want your reader to care about your world, characters, plot, and so on. Sure, your reader might like romance options and shipping possibilities... but you will benefit if there your VN has something more to offer. (For instance, if I were offering advice on creating a boy x girl game, then I would say "it's best if there is more than a childhood friend, a maid, a robot, and a slightly older/younger girl.") Therefore, look for general advice on writing. For more specific recommendations, consider reading TVTropes' article on creating a visual novel. Just beware of the site's addictive properties. :D

If you decide to include gameplay, make sure that it blends well with the story. Strive to avoid gameplay mechanics which are boring, frustrating, or distracting.

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Re: What makes a good Otome game?

#4 Post by papillon » Tue Jul 30, 2013 8:18 pm

Picking out common archetypes is a good way to make a bad otome game. :) Not because you should avoid common types at all costs, but because simply picking a handful of generic character types in an attempt to make something people will like is likely to end up feeling like it was patched together out of generic bits rather than created as a whole story.

Try looking at the problem from a different angle. If you want to make a game with a lot of different types of romanceable characters, you need to create an environment in which it makes sense for those different characters to exist and interact with the player character. (And REALLY try to avoid high school unless you have a strong idea for something that you want to do there that hasn't been done before.) Where's a good place to meet people other than school? The workplace? A vacation? A club for some sort of hobby? (Probably not a bar, unless your protagonist is a bartender. Which you could do.)

For a simple game, once you have a setting and a theme the characters will practically suggest themselves.

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Re: What makes a good Otome game?

#5 Post by ShippoK » Tue Jul 30, 2013 8:20 pm

alberte wrote: What are some common archtypes of Otome games? (guys or girls)

Thanks. :)
No, avoid this! Avoid the archetypes of Otome games.
Make a character you want to make without limiting yourself because of the media you put yourself in.
The same goes for the story and relationships as well.

That is what I believe is a good first step of making a game; knowing you can never limit yourself from making anything possible.

(But if you want to know the Archetypes it's;
Weak-willed Virgin-girl MC's and Datable boytoys who have emotionless personality's besides being just a Jerk, Silent or Genki boy).
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Re: What makes a good Otome game?

#6 Post by Hazel-Bun » Tue Jul 30, 2013 8:49 pm

I'd say study up on the genre first and foremost. The more you know the genre you're trying to write, the more you'll understand what works and what doesn't work in the eyes of it's fan base. Don't pigeon-hole yourself into the Indie VN scene on this fourm either as there are many, many professional and non-professional Otome games (from both hemispheres) which will offer much more variety for you to pull from ^^ Or, pull from more well know and completed Indie VN's here to a). Support/Study them and b). Get an idea of what has and hasn't worked here. There are whole sections here to dedicated to how to write a good story, make nice art, actually program a VN, etc.

As the others have said, making a compelling storyline and cast needs to be the core of any story for it to gain an audience. But that, what makes a good story, heroine, obtainable, side characters, plot, etc. is all very biased depending on who's view point you pull from. Take the often times face-less and more meek MC of most otome games that stream here from over yonder. While it is almost universally hated to some degree here, in it's place of origin, it is a common trope used and liked so you can place yourself inside the heroine's shoes. Here, at least from what I've come across, having an MC that stands alone as a character (either by being "stronger-willed" or and having a set personality) and not as a reader substitute is much more preferred. But, I'd recommend before trying to please an intended audience/learning the basics of writing a compelling story of any genre, to know what you like best and what works best for your story.

If you like a reader insert then go that route, if you want the reader to more go along for the ride than be apart of it than go right ahead. Pick male tropes (the aloof, the foreigner, the older man, the friend, the glasses, the pop idol, the pirate, heck the alien) that you yourself like. It's nothing more awkward than trying to write a romance with a character you yourself wouldn't like to romance haha. From there, know what your shooting for. A light hearted comedy? A fantastical other world? A murder-mystery? An intense thriller? Shameless wish fulfillment?

Whatever you do or whatever tropes you use, before you attempt to craft a selling point, know yourself and your characters and you'll more than likely make a good... something along the way! (ex. The premise of an ex-military, older, not so attractive and jaded MC, battling on an alien plant being terra-formed and romancing a fellow officer, aliens, cyborgs, etc... sounds coolbeans. But if all she does is stay jaded, doesn't act her age or out of character and every one is a one-hit wonder... then even this cool and edgy premise falls prey to the one-dimensional, time-space monster~! And if you don't like writing sci-fi or like the idea of dating cybernetic beings, then this probably isn't a story you should attempt. Unless you want to test yourself!)

I've found the best romance novels and VN's I've read and enjoyed not only had strong characters and guys, but an even more compelling plotline and sub plots. Don't get me wrong, I love romancing the pixels as much as the next gal but, also being a sci-fi fan, if I can blast some alien tail along the way and save a galaxy that's a bonus 8D!

So maybe make a sort of list of Pros and Cons, compare it to info you gather and find the right tools to write a good story/person. Because you have to remember, the MC is a person who you either channel your wishes and wants through or *view from a side seat. If her wishes, purpose, etc. are boring/stale or downright outlandish, then it's much harder to feel the emotion, the romance, the suspense or even the comedy! (ex. MC: I want to be loved by all the menz because life if boring here on planet Earth! And ride a unicorn into space that shots laser out its butt!! And never have to come across any trouble because Mr. Beefcake will swoop in and drop his whole life/wishes/wants/dreams for me in the process!!! Me: Who doesn't MC? And while I feel for you and have many the same desires, that makes for a boring 3+hours of text and wasted money)

Hope that helped some ^^ I'll keep an eye out on this thread as I often wonder the same question(s) you are asking.

* Though some people do feel like they can be in the readers shoes even if they have an established personality. I'm just painting two extremes on both sides.

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Re: What makes a good Otome game?

#7 Post by lemonscent » Wed Jul 31, 2013 12:01 am

I don't mind VNs set in high schools as long as it's done well. It's not a VN, but Dice: the cube that changes everything (a webcomic by Yun Hyun Suk. A scanlation group has been fairly fast at translating it so it can be found on Batoto/Mangafox/etc - the quality of the scanlation might suck, though, I haven't seen it for myself... if you decide to pick it up, make sure to remember you have to scroll down a lot) is an amazing example of a high school setting done well. And this is coming from the girl who couldn't stand Starry Sky: in Spring (which is like one of the most famous/liked otome titles to the non-Japanese-speaking community) despite the fact that she's a major otome fangirl, so... yeah. But then again, Dice: the cube [..] is fantasy, so that might have something to do with that...

Like with Hazel-Bun, plot is really important to me - moreso than characterization. I'm not a sci-fi person, though, more a fantasy/action fan. Which just goes to corroborate the fact that different people have different tastes; you can't aim to please everyone. There are people who actually take the role of the MC or w/e in the VNs they play, and there are others who think that's really silly. There are also the people who really don't care either way. So... yeah.
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Re: What makes a good Otome game?

#8 Post by azureXtwilight » Wed Jul 31, 2013 4:04 am

Do not make a main character whom, for some reason, everyone (Or all the boys) adores and all of her actions, however stupid, are completely excusable and always leads her to bump into problems which the guy who has most points will save her from.

Also do not make the guys do something out of character just for the plot. it's really bad.

... And no bitchy/useless/non-existent other females, please? Pretty please?
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Re: What makes a good Otome game?

#9 Post by Kokoro Hane » Wed Jul 31, 2013 6:03 am

A good otome game would have an awesome main heroine, I don't like them to be flat. Rather than "make her become what you will her through choices", I want the main character to have her own personality. I want the possibility of the MC to be one of my favorite characters. And that goes for any game/story, really, 'cause a lot of times I find myself liking anyone but the main, so I want a good main to follow.

Also, not all the guys presented have to be obtainable. In fact, it'd be cool if there was an otome game where you don't know which ones are obtainable. True, some are gonna be obviously obtainable, but maybe not all of them. I find this a plus...'cause naturally, some guys you meet will always be just friends, or forever can't stand...things like that. Or they belong to another female character (I like canon pairings). Makes it more of a challenge when you don't know!
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