VN but one-way all the same

A place to discuss things that aren't specific to any one creator or game.
Forum rules
Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
Post Reply
Message
Author
User avatar
megatuga
Regular
Posts: 68
Joined: Mon Jun 24, 2013 6:24 am
Projects: 6 days (name subject to change)
Location: Elysium.. uh I mean Portugal
Contact:

VN but one-way all the same

#1 Post by megatuga » Wed Aug 07, 2013 5:06 am

This is a matter that stuck in my head while I was writing the script of a Kinetic Novel.

I don't have much experience in visual novels as I only played a few when comparing to everybody else here (my tastes are hard to please, so finding any that I want is difficult :P) but I do know a bit already. And I do know that the main theme in visual novels is that all your choices have heavy consequences in the future, which leads to the various endings that anyone can obtain.

Later I found Light Novels that go to the whole process of manga/anime when they become popular and then they become Visual Novels... and that got me thinking... the visual novel will most certainly not be close to the original story but if it was, how could you even do the different endings and such?

For example, you can have a one-way/one-ending VN, however it probably would be weird if the ending is the same and the player feels that he/she has no interaction whatsoever. But strangely enough I fell a sudden urge to make a visual novel that can be called a visual novel but that only has one ending.

I've seen that is possible in VNs like Digital:A love story, where you use a computer interface to progress trough the story with only one ending, and that doesn't make you feel like you aren't in control. You can even have optional conversations with other people which might be considered as a bonus but they still make the game feel... interactive.

I think I've made my point to all of you by now. So I ask again.

Making a casual VN with only one ending and only one route in the story and yet making feel interactive so it doesn't fall into a KN category. WHat ways can we work around to make that possible?

User avatar
G3rman
Newbie
Posts: 15
Joined: Wed Aug 07, 2013 5:50 am
Contact:

Re: VN but one-way all the same

#2 Post by G3rman » Wed Aug 07, 2013 5:55 am

The entire point of a KN is that the player does not interact with the story but experience it through a visual medium. That said, you can have a VN that has only ending but give choices to the player that subtly influence the dialogue or tone of the ending in order to feel as though they had an impact.

gekiganwing
Lemma-Class Veteran
Posts: 2472
Joined: Wed Sep 29, 2004 1:38 pm
Contact:

Re: VN but one-way all the same

#3 Post by gekiganwing » Wed Aug 07, 2013 7:32 am

megatuga wrote:Making a casual VN with only one ending and only one route in the story and yet making feel interactive so it doesn't fall into a KN category. WHat ways can we work around to make that possible?
Avoid false decisions in which the player must select the correct choice, or else the question is just repeated. Instead, consider decisions in which every choice reveals some aspect of the characters and their relationships.

Optional exploration: give the reader options which will show them more of your fictional world.

Theme: if you're creating a story in which there are no clear answers for problems, or the characters can't escape their fate, this might make sense.

Elmiwisa
Veteran
Posts: 476
Joined: Sun Jul 21, 2013 8:08 am
Contact:

Re: VN but one-way all the same

#4 Post by Elmiwisa » Wed Aug 07, 2013 7:52 am

I am pretty sure that almost all non-VN adventure game (some people consider VN to be a kind of adventure game) is like what you are talking about. The game usually have only a single path, yet you have a wide variety of interaction. Of course, it depends on the adventure game, but for many of them, all interaction fall under one of the categories: (a) do nothing (this account for almost all interaction); (b) do nothing but explain why it have no effects; (c) have no effects on plot but provide more information (this account for a large number of interaction); (d) have non-critical effect (perhaps reward you with points to indicate that you are really clever to choose that option, but do absolutely nothing to the story); (e) have limited local effect (for example, there might be a minigame in the game but any decision you made during the minigame only affect that minigame and nothing else; or there might be 3 parallel plot and you get to choose which order to see them); (f) cause game over; (g) move the plot forward. It is in fact quite rare in a non-VN adventure game to see (h) branch out the plot; or (i) affect a subplot, even if it do nothing to the main plot. Multiple endings appear to be nearly exclusive to VN. :?
I don't know about you, but that always strike me as poor design for an adventure GAME (since being able to make meaningful choice is a large part of "game" but in these cases all choices there are illusory), but I think it is fine for a VN, since you are expected to have minimal decision making in the VN anyway.
Look up a large number of escape-the-room flash game for a large collection of adventure games where almost all choices are (a), (b) and (c) and there is just a single fixed sequence of correct choices (that is category (g)) that allow you to finish the game. You might find that interactive, but I would compare it to relocating your house to Arctic circle so you have the "freedom" to be mauled by a bunch of hungry polar bears. :lol:
I think the point of VN largely linear structure is that you only making choice that matter. Just like in real life people would not consider it an "option" to bump into the wall when you try to walk through the doorway, in a VN if something is needed to be done, well you just make the plot move forward just like that. You don't give the options to "put on clothes", "choke on food" or "yawn while waiting for the bus" unless it is going to affect the plot somehow, no you simply just make the MC go to school if that is what the plot is needed for. Do not add interaction for just the sake of interaction. So I think the best options is to not have any choices of type (a), (b) and (f) altogether. Type (c) is fine and is a good way to add flavors to the VN without affecting the plot. Type (d) seems out of place for a VN, and type (e) if used too often would be out of place too. Of course, since you want no branching, no variation on the endings, type (h) and (i) is out of the question. Type (g) is basically the 'Next' button which is already omnipresence in any VN.
Hence, if you want to make such a VN with interaction but still linear plot, it basically boil down to mostly type (c), with some sprinkle of type (e) and the mandatory (g).

EDIT: oh and if you have only (c) and (g), it still count as KN, because I'm pretty sure that many KN still have stuff like character profile page, a diary, or such.

Just to drive the point home, here is example of these type of choice in a VN:
(a) options to walk into a wall and retry when you want to exit the room.
(b) same as above, but now you get a physics lesson on Newton's 3rd Law.
(c) inventory system (that only allow you to examine the item, not use them for anything), character profile page, dialogue options that is only there to give you information.
(d) same as (a) but you get +5 stupidity points, and after the ending you will get to see how many stupidity points you got.
(e) dialogue options again, you get to choose which information to hear about first.
(f) options to walk out of the window of your room at the top of a skyscaper when you want to exit the room.

User avatar
megatuga
Regular
Posts: 68
Joined: Mon Jun 24, 2013 6:24 am
Projects: 6 days (name subject to change)
Location: Elysium.. uh I mean Portugal
Contact:

Re: VN but one-way all the same

#5 Post by megatuga » Wed Aug 07, 2013 9:22 am

gekiganwing wrote: Optional exploration: give the reader options which will show them more of your fictional world.

Theme: if you're creating a story in which there are no clear answers for problems, or the characters can't escape their fate, this might make sense.
Ooh. So the reader will have access to optional information and/or trivia to explore. Might as well add more interaction between the characters that doesn't exactly advance the plot but gives a better insight on their personalities. How does that sound?
Elmiwisa wrote: Look up a large number of escape-the-room flash game for a large collection of adventure games where almost all choices are (a), (b) and (c) and there is just a single fixed sequence of correct choices (that is category (g)) that allow you to finish the game. You might find that interactive, but I would compare it to relocating your house to Arctic circle so you have the "freedom" to be mauled by a bunch of hungry polar bears. :lol:
I don't know why this has never passed trough my mind. In fact, I wonder why I haven't thought of things like the "escape-the-room" kind of gameplay. Also using a correct sequence also sounds great.

I was also reminded by your post of VNs like Tsukihime where in any route you take there are chances of "game over" which do not lead towards the ending or to a different ending. It's just a game over just like in an adventure game. I will also consider that.

User avatar
trooper6
Lemma-Class Veteran
Posts: 3712
Joined: Sat Jul 09, 2011 10:33 pm
Projects: A Close Shave
Location: Medford, MA
Contact:

Re: VN but one-way all the same

#6 Post by trooper6 » Wed Aug 07, 2013 10:27 am

You can play the iOS game "Cause of Death." I think it is a superlative VN...but I think ,soy people here don't know it because...I'm not sure why not. Maybe because it is in no way related to anime, and the company moves in different circles?

Anyway, the game is episodic, so each episode is going to end one way...the way that leads into the next episode. The game does have some possibilities of choosing so poorly that you die...but then you have to replay from checkpoint. The game also tracks your choices and gives you a score. It you score high enough, you get a bonus scene. You would be surprised how motivating getting the "Detective Score Up" graphic can be after you've picked the best choice. And some choices are character revealing choices.

The key to Cause of Death, is that it is really well written. I think you can get away with so very much when something is well written/drawn/voice acted/etc.

Also, I'm curious how you are defining Kinetic Novel that you don't want to associate your one plot game with that genre?
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

User avatar
Semienigma
Regular
Posts: 102
Joined: Sun Apr 14, 2013 11:25 pm
Projects: Cerebral Hinderance: Inner Iniquity
Location: South Carolina USA
Contact:

Re: VN but one-way all the same

#7 Post by Semienigma » Wed Aug 07, 2013 10:44 am

Huh, I was wondering the same thing the other day. I like the explanations here. I would think that having one ending wouldn't be that bad. You could make many choices that just so happen to have the same result. I think...maybe? I like Elmiwisa whole post explains way better anything I can come up with.
Working On:
Improving my art and my first Kinetic Novel Cerebral Hindrance: Inner Iniquity(more info coming soon)
Visit my Tumblr! to see my art

User avatar
megatuga
Regular
Posts: 68
Joined: Mon Jun 24, 2013 6:24 am
Projects: 6 days (name subject to change)
Location: Elysium.. uh I mean Portugal
Contact:

Re: VN but one-way all the same

#8 Post by megatuga » Wed Aug 07, 2013 12:15 pm

trooper6 wrote:You can play the iOS game "Cause of Death." I think it is a superlative VN...but I think ,soy people here don't know it because...I'm not sure why not. Maybe because it is in no way related to anime, and the company moves in different circles?
I'm guessing it is maybe because of the platform. Iphones and whatever... meeeh.
trooper6 wrote:Also, I'm curious how you are defining Kinetic Novel that you don't want to associate your one plot game with that genre?
Oh no. I am just looking for an alternative. I very much realize that a KN is basically a movie, or a book, that plays by itself.
I would like to make a VN with only one route but that could still be called "a game", since most people's opinion on VN is that they don't have anything in them that they can call a game but those are just opinions after all. Maybe I wanted to change things up a little by offering the same written style of a VN but that would offer more "gaming" aspects.

User avatar
trooper6
Lemma-Class Veteran
Posts: 3712
Joined: Sat Jul 09, 2011 10:33 pm
Projects: A Close Shave
Location: Medford, MA
Contact:

Re: VN but one-way all the same

#9 Post by trooper6 » Wed Aug 07, 2013 2:29 pm

megatuga wrote:
trooper6 wrote:Also, I'm curious how you are defining Kinetic Novel that you don't want to associate your one plot game with that genre?
Oh no. I am just looking for an alternative. I very much realize that a KN is basically a movie, or a book, that plays by itself.
I would like to make a VN with only one route but that could still be called "a game", since most people's opinion on VN is that they don't have anything in them that they can call a game but those are just opinions after all. Maybe I wanted to change things up a little by offering the same written style of a VN but that would offer more "gaming" aspects.
I feel like the difference between KN and VN sometimes is a bit loose. I also feel like what counts as "gaming aspects" is really loose. I've seen VN lovers say that KNs don't have any gaming aspects, unlike VNs. But then I've see first person shooter fans say that VNs don't have any gaming aspects. So...I suppose I'm a bit philosophical on "gameplay aspects."

Some of this discussion of branching makes me think of the debates around JRPGs and WRPGs. JRPGs tend to have more linear storylines while WRPGs tend to have more branching storylines...and people argue left and right which is better--and which one is a "real" RPG. I find the arguments tiresome. Both can be RPGs, just different types...you know?

So, of course VNs can have only one story branch...having only one story branch doesn't mean that the player has no agency, or that there is no gameplay, or that it is boring. The motto of my college alma mater was "Una Destinato, Via Diversae"--One Destination, many paths. Or, like that old swing song says, "Tain't what you do, it's the way that you do it!"
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

User avatar
Sharm
Miko-Class Veteran
Posts: 558
Joined: Mon May 07, 2012 4:39 pm
Projects: Twin Crowns, Weather Wizard
Contact:

Re: VN but one-way all the same

#10 Post by Sharm » Thu Aug 08, 2013 11:40 am

In one of my VN's I'm planning on having the MC have the ability to find items that will open up areas to explore (more information) or give more options in mini games. It doesn't add anything to the storyline but I'm hoping it will add to the interaction levels that it'll be more fun to play.
Works in Progress: Twin Crowns | Weather Wizard

Elmiwisa
Veteran
Posts: 476
Joined: Sun Jul 21, 2013 8:08 am
Contact:

Re: VN but one-way all the same

#11 Post by Elmiwisa » Thu Aug 08, 2013 1:34 pm

trooper6 wrote:I feel like the difference between KN and VN sometimes is a bit loose. I also feel like what counts as "gaming aspects" is really loose. I've seen VN lovers say that KNs don't have any gaming aspects, unlike VNs. But then I've see first person shooter fans say that VNs don't have any gaming aspects. So...I suppose I'm a bit philosophical on "gameplay aspects."

Some of this discussion of branching makes me think of the debates around JRPGs and WRPGs. JRPGs tend to have more linear storylines while WRPGs tend to have more branching storylines...and people argue left and right which is better--and which one is a "real" RPG. I find the arguments tiresome. Both can be RPGs, just different types...you know?
I thought that the difference between KN and VN are pretty clear to me, since it is just a matter of technical details. A completely linear VN can still be not KN if there are fake choices. So inserting a menu in the middle of nowhere that do absolutely nothing is enough to change from a KN into a VN. For example, let's say in your story, the MC get captured, and have to wait for outside rescue. If the game just say that is what happened, then it is a KN. If the game give you a menu with a bunch of options for the MC to escape, where clicking on anything will just repeat the menu again, until you clicked 10 times before the rescue scene come, then it is a VN. Same thing happened, just difference in technical details.
Now regarding the issue of gameplay element. One important element of gaming is that: you get to make meaningful decision, and it is because you aim to achieve a goal. And of course, there is the challenge aspect: it might be difficult to make the correct choice to achieve the goal. Meaningful choice is of course is in contrast to illusory choice, which appear to make a difference but is not.
So this is why people think that a VN is more of a game than KN, and a RPG is more of a game than VN:
-In KN, there is no goal. Really, you are just reading a story. And of course, there is absolutely no meaningful choices (or any illusory choices either), since there is no choices in the first place, and so there is also no challenge. Hence KN is pretty much a computer version of a book.
-In VN, there might be some goals, there might be not. What type of goal you get are very varied. "Get that guy's ending" is a very common goal. "Avoid bad ending until the end" is another, though people might want it anyway if it is interesting enough (which is why some games distinguish between a "bad ending" and a "game over", by making the bad ending very elaborated and the game over a boring standard scene, just so people know which one is supposedly there for player to try to get, and which one is just there as an obstacle to make the game harder). Then there are subgoal such as "figure out the backstory" or "unlock this romantic scene". Once there are goals, and there are choice that logically linked to the goals, then you have meaningful decision. And these could be very challenging, by the sheer amount of combinatorial explosion once the player is presented with enough choice. I think some people think there are little gameplay aspect in a VN is because the typical VN have too few meaningful choices, hence less decision making, and further more, there are not enough possibilities to try, so if you want to get some goals, you can usually get it.
-In a RPG, the player tend to be overwhelmed by the amount of choices. Even though lots of those choices are illusory as long as that illusion is strong enough player would think that a RPG is more of a game than a VN. That is not helped by the fact that a lot of VN have lots of illusory choice too.

And I do not think that WRPG have more branching storyline than JRPG at all, that is just another illusion by overwhelming people with choices. Mainly true branching in WRPG would come in the form of angel vs devil morality system which is hardly sophisticated at all, and I am pretty sure that there are JRPG that do the same.
In the end, branching boil down to cost problem.
Adding more branches means:
-Logical logistic nightmare (ie. figuring out which event, which choices, should logically trigger what event later, at what time, such that they are all interesting) is already a big problem in any storyline with branching (which is why many VN have the same try-and-true method of affection point+single branching point), but at least this one plague RPG and VN the same way.
-Content: notice how VN are tended to be advertised by the total game play time and the complexity of the stories, while RPG tend to be advertised by the single playthrough time and the amount of choices? In a VN, more branch usually means a few more dozen BG, CG, a few more sprite and BGM+SFX, and says a hundred thousand word worth of a decent story. In a RPG, this means a whole lots of new enemies design (from stats, to sprite, to animation, and of course testing), a few more line of dialogue, and perhaps some new maps. It is hard to see which one cost more (and it really depends on a lot of other factors), so let's assume that the cost is the same on each side now, but now that we look at the player's point of view things change. In a VN, the player can easily skip quickly over the lines they already read and only go to something new. In a RPG, the player might end up going through dozen of hours of the same old content doing grinding and leveling up just to try out a different branch. Needless to say, a RPG player is much less interested in playing the same game multiple time than a VN player. However, adding more branch still add more cost, and thus price, to the game. If RPG player have to pay for the price of a 5 branches but is only playing 2 branches, they lose money, so of course, they are less likely to buy the game, so subsequently creator have to cut down cost, but cutting out the branch. On the other hand, a VN of the size of War & Peace can be completed in less time than a medium size RPG, so it is expected that VN player pay for all the branches.

User avatar
Kokoro Hane
Eileen-Class Veteran
Posts: 1218
Joined: Thu Oct 27, 2011 6:51 pm
Completed: 30 Kilowatt Hours Left, The Only One Girl { First Quarter }, An Encounter ~In The Rain~, A Piece of Sweetness, Since When Did I Have a Combat Butler?!, Piece by Piece, +many more
Projects: Fateful Encounter, Operation: Magic Hero
Organization: Tofu Sheets Visual
Deviantart: kokoro-hane
itch: tofu-sheets-visual
Contact:

Re: VN but one-way all the same

#12 Post by Kokoro Hane » Fri Aug 09, 2013 9:36 pm

Reply to original post;

I believe one-ending visual novels, but have choices, are known as linear novels. You might see different angles of the story with more information or a different event, but ultimately it cannot change your ending. Even I have a little project that is more linear, since I only want one ending, but I do have interaction because interaction is fun. Plus, less to program (you don't have to go crazy with labels, new .rpy scripts, and flags or stat points).

Re:Set is sort of a good example of a very interactive linear. It has two variations of the same ending, so in the end it really ends the same way. You have lots of interaction, with investigation, interrogation, and actual battle gameplay...but there are extra "side quests" that are not needed, but adds more interaction and extra events, but in the end, you *really* only get one ending, even if there are slight variation to them based on your choices. Some vital information might be skipped if you didn't investigate enough, so you play again just to understand the story more, but not to get a different ending. It's very interactive, there is a lot to do, even with the ending pretty much appearing the same with slight difference.

So even if it only has one outcome, it can still be interactive and fun, with fresh new things to discover. Sort of like a video game with one story. You have a level, but there is a lot to explore. Your next run through, you might find a secret area~ That's why you keep playing ^o^ A visual novel can be just as fun and interactive with one ending.
PROJECTS:
Operation: Magic Hero [WiP]
Piece By Piece [COMPLETE][Spooktober VN '20]
RE/COUNT RE:VERSE [COMPLETE][RPG]
Since When Did I Have a Combat Butler?! [COMPLETE][NaNoRenO2020+]
Crystal Captor: Memory Chronicle Finale [COMPLETE][RPG][#1 in So Bad It's Good jam '17]

But dear God, You're the only North Star I would follow this far
Owl City "Galaxies"

Elmiwisa
Veteran
Posts: 476
Joined: Sun Jul 21, 2013 8:08 am
Contact:

Re: VN but one-way all the same

#13 Post by Elmiwisa » Sat Aug 10, 2013 6:33 pm

Kokoro Hane wrote:Reply to original post;

I believe one-ending visual novels, but have choices, are known as linear novels. You might see different angles of the story with more information or a different event, but ultimately it cannot change your ending. Even I have a little project that is more linear, since I only want one ending, but I do have interaction because interaction is fun. Plus, less to program (you don't have to go crazy with labels, new .rpy scripts, and flags or stat points).

Re:Set is sort of a good example of a very interactive linear. It has two variations of the same ending, so in the end it really ends the same way. You have lots of interaction, with investigation, interrogation, and actual battle gameplay...but there are extra "side quests" that are not needed, but adds more interaction and extra events, but in the end, you *really* only get one ending, even if there are slight variation to them based on your choices. Some vital information might be skipped if you didn't investigate enough, so you play again just to understand the story more, but not to get a different ending. It's very interactive, there is a lot to do, even with the ending pretty much appearing the same with slight difference.

So even if it only has one outcome, it can still be interactive and fun, with fresh new things to discover. Sort of like a video game with one story. You have a level, but there is a lot to explore. Your next run through, you might find a secret area~ That's why you keep playing ^o^ A visual novel can be just as fun and interactive with one ending.
I think that an interactive linear story like the way you put it just stop remaining a VN altogether. I means, it is pretty standard for any games now to have a complex but linear behind everything happened, and the interactive part is the game play and that would determine which type of game it is. So let's say you have total of 10 hours of VN-style cutscene in a game that feature a linear sequence of RPG-style battle, with no random encounter what-so-ever, just a bunch of bosses. I am pretty sure it would still be called a RPG, not a VN, as long as the RPG element does not seems to be hastily tackled in.
As for optional side quest, for me I always feel like it does destroy the linearity of the VN, whether it have any effects on the ending or not. For example let's say in the middle of the story, you have the options to kill or spare a suspicious character, who will never appear again either way, and won't be counted toward the ending or anything else later in the story either. I for sure would still feel like the ending is different simply from knowing which options I chose for the MC, whether or not that is ever mentioned again in the ending. If later in the story it is revealed (independent of the choice) that the suspicious character is your secret admirer who helped you from the shadow all along, and if I chose to kill, it would still feel like a downer ending. It would still be more poignant if that choice was acknowledged of course.

Post Reply

Who is online

Users browsing this forum: No registered users