Choices in Kinetic Novels

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vociferocity
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Choices in Kinetic Novels

#1 Post by vociferocity » Sat Nov 16, 2013 5:19 am

Recently I've played two games I'd classify as pretty much KNs - one storyline, no routes, but with a couple of choices. The choices didn't lead to different endings, but more like....failing/succeeding at the current scene. If you fail, you just try again until you pick the correct choice.

Now I'm starting to work on a short KN (I know, I know, it's nanowrimo and I have a larger VN project and a story to work on, what am I thinking??), and I guess I'm wondering....should there be choices? I know people don't like completely meaningless choices, but do you prefer mostly meaningless choices to none at all? There's going to be some hidden object gameplay, and probably a little fight minigame, but most of it's just going to be clicking through dialogue. Would that bore you guys, or do you not mind if the story is good enough?

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Re: Choices in Kinetic Novels

#2 Post by Taleweaver » Sat Nov 16, 2013 5:37 am

The definition of a kineno is "no branching paths". Even a small side branch that immediately routes back into the main story qualifies, so if you add choices, you no longer have a kineno. You have a VN with little variation :)
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Re: Choices in Kinetic Novels

#3 Post by vociferocity » Sat Nov 16, 2013 5:45 am

oh huh, ok. I thought it was more of a sliding scale, rather than a binary, but that makes sense!

I might just see what happens when I write the script, then. the plan doesn't have any choices, so I won't try to shoehorn them in.

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Re: Choices in Kinetic Novels

#4 Post by Sakai » Sat Nov 16, 2013 6:17 am

Well however choices can happen, just to make it fun however they will not change the story line whatsoever just as in my game we are making a KN however we have some choices that create no routes or changes in the story or game but to entertain the player :)

Indeed it is hard to call it KN but more of a VN.

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