Does a long intro disinterest you?
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- meiri
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Does a long intro disinterest you?
At the start of my visual novel, there is an intro that pretty much is an argument between the MC and her parents. So far, I'm looking at it being about 580 words, although it might get a little longer.
My question for you: Would this turn you away from the visual novel? Would having to click through a short argument that introduces the setting/background of the story make you less willing to play?
I've been thinking that I could simply provide the option for a user to skip the intro and go into the game with a short little inner monologue reviewing the important details of the argument i.e. "I can't believe how old fashioned my parents are...They told me I had to get a boyfriend because it's the 'only way I'll mature'...But they've never even let me within ten feet of a guy beforehand!"
My question for you: Would this turn you away from the visual novel? Would having to click through a short argument that introduces the setting/background of the story make you less willing to play?
I've been thinking that I could simply provide the option for a user to skip the intro and go into the game with a short little inner monologue reviewing the important details of the argument i.e. "I can't believe how old fashioned my parents are...They told me I had to get a boyfriend because it's the 'only way I'll mature'...But they've never even let me within ten feet of a guy beforehand!"
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- trooper6
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Re: Does a long intro disinterest you?
How is the gameplay in the intro different than the gameplay in the rest of the game?
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*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
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Re: Does a long intro disinterest you?
It depends on how well you do it. If you are able to skip the argument and not have that impact the story or game play, I'd say you have a not very useful piece there.
What does the argument accomplish? Could that be done elsewhere in the game? There are so many other way to info-dump; and unless you are very skilled at writing dialogue, a dump via dialogue may not work.
What does the argument accomplish? Could that be done elsewhere in the game? There are so many other way to info-dump; and unless you are very skilled at writing dialogue, a dump via dialogue may not work.
Re: Does a long intro disinterest you?
"Would this turn you away from the visual novel? "
A long intro would probably not turn me away from a VN. Winterwolves Games' "Vera Blanc - Full Moon" and "Vera Blanc - Ghost in the Castle" both had fairly long intros. The player has the option to skip them.
A long intro would probably not turn me away from a VN. Winterwolves Games' "Vera Blanc - Full Moon" and "Vera Blanc - Ghost in the Castle" both had fairly long intros. The player has the option to skip them.
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Re: Does a long intro disinterest you?
It really depends on many factors, including the pacing of the story, and how relevant the intro is to the story.
As you described, I believe it would be better to start with the actual argument (show don't tell). I don't think that as described it would turn someone away. The argument doesn't seem overly long or emo, it's more like the call to adventure for the female MC.
As you described, I believe it would be better to start with the actual argument (show don't tell). I don't think that as described it would turn someone away. The argument doesn't seem overly long or emo, it's more like the call to adventure for the female MC.
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Re: Does a long intro disinterest you?
Your intro in particular doesn't sound that long, but in general, yes, long intros turn me off.
Every time I see a game start by staring at the sky and dumping wave after wave of text in front of me, telling me all about some mopey teen whom I haven't even laid eyes on yet, I skip right through it.
On the other hand, rushing into dialogue doesn't sit well with me either.
I played a VN a couple of months ago where the game started with the MC talking to his friends as they're on a boat ride to some island. Long, pointless dialogue with the usual "comedy relief" characters.
I've just started the game! I don't know or care about these people! I don't need comedy relief! Get to the story already!
But that was far longer than 580 words, and it wasn't at all relevant to the story. By the time they did get to the actual plot (thousands of words later...), I'd lost interest.
Personally, I prefer games that ease into the character's daily life, let me get a feel for the main characters, THEN start giving me information in bits and pieces. Make me want to hear more about the character. Leave me wondering, then get back to it later and make me say "Oh, so that's what happened".
In your case, I'd consider at least a short wind-up before starting the argument. I'm assuming the driving point behind the argument will be made evident during said argument, but for a long argument it'd be nice to have some kind of precursor to the event. Maybe the character knows the argument is coming? Maybe she's sitting in front of her parents, waiting for them to speak up first. Build a little atmosphere before unloading.
Every time I see a game start by staring at the sky and dumping wave after wave of text in front of me, telling me all about some mopey teen whom I haven't even laid eyes on yet, I skip right through it.
On the other hand, rushing into dialogue doesn't sit well with me either.
I played a VN a couple of months ago where the game started with the MC talking to his friends as they're on a boat ride to some island. Long, pointless dialogue with the usual "comedy relief" characters.
I've just started the game! I don't know or care about these people! I don't need comedy relief! Get to the story already!
But that was far longer than 580 words, and it wasn't at all relevant to the story. By the time they did get to the actual plot (thousands of words later...), I'd lost interest.
Personally, I prefer games that ease into the character's daily life, let me get a feel for the main characters, THEN start giving me information in bits and pieces. Make me want to hear more about the character. Leave me wondering, then get back to it later and make me say "Oh, so that's what happened".
In your case, I'd consider at least a short wind-up before starting the argument. I'm assuming the driving point behind the argument will be made evident during said argument, but for a long argument it'd be nice to have some kind of precursor to the event. Maybe the character knows the argument is coming? Maybe she's sitting in front of her parents, waiting for them to speak up first. Build a little atmosphere before unloading.
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Re: Does a long intro disinterest you?
It depends on whether the intro impacts the overall plot/development or not. If it doesn't do anything to serve important information about a character or the plot, it should be left out. However, if it establishes the premise of the game/plot and provide important information regarding certain things, I'm all for it.
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gekiganwing
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Re: Does a long intro disinterest you?
1. Does the story intro set up conflicts, the world, and/or who the characters are?
2. It's possible that your prologue or first chapter might occur too early in the story. You might benefit by starting as close to the action as possible. Writing Excuses has talked about this.
3. A modest amount of humor can go a long way. For example, let the narrator talk about stars and fate and destiny for a couple lines. Then let someone interrupt him, and tell him to cut to the chase.
Compare and Contrast: Within its first few minutes, the Hakuouki visual novel places the main character into a dangerous situation, introduces her to the main cast, and shows the story-relevant theme of madness. Likewise, it takes only a few minutes of reading Sweet Fuse before the hostage situation starts. The important characters all meet each other quickly, and then start playing the first survival game in about half an hour.
2. It's possible that your prologue or first chapter might occur too early in the story. You might benefit by starting as close to the action as possible. Writing Excuses has talked about this.
3. A modest amount of humor can go a long way. For example, let the narrator talk about stars and fate and destiny for a couple lines. Then let someone interrupt him, and tell him to cut to the chase.
That would be Edelweiss. I read it around 2010 or 2011, and liked it enough to finish a route. You can find a few other people's opinions about it by searching for "overdrive edelweiss review" or a similar phrase. Make sure to look for ones that focus on Mangagamer's much-improved 2011 re-translation. But that said, I understand what you mean -- it takes a while before all the important characters are introduced. Likewise, the main character's three friends continue to seem like pathetic losers until over halfway through the story (after the player chooses a route).Zetsubou wrote: I played a VN a couple of months ago where the game started with the MC talking to his friends as they're on a boat ride to some island. Long, pointless dialogue with the usual "comedy relief" characters.
I've just started the game! I don't know or care about these people! I don't need comedy relief! Get to the story already!
But that was far longer than 580 words, and it wasn't at all relevant to the story. By the time they did get to the actual plot (thousands of words later...), I'd lost interest.
Compare and Contrast: Within its first few minutes, the Hakuouki visual novel places the main character into a dangerous situation, introduces her to the main cast, and shows the story-relevant theme of madness. Likewise, it takes only a few minutes of reading Sweet Fuse before the hostage situation starts. The important characters all meet each other quickly, and then start playing the first survival game in about half an hour.
- meiri
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Re: Does a long intro disinterest you?
I'm not sure exactly what you mean, but I'll say this: The intro is merely some exposition reading to understand the story of the game.trooper6 wrote:How is the gameplay in the intro different than the gameplay in the rest of the game?
gekiganwing wrote: 1. Does the story intro set up conflicts, the world, and/or who the characters are?
2. It's possible that your prologue or first chapter might occur too early in the story. You might benefit by starting as close to the action as possible. Writing Excuses has talked about this.
3. A modest amount of humor can go a long way. For example, let the narrator talk about stars and fate and destiny for a couple lines. Then let someone interrupt him, and tell him to cut to the chase.
1. It does.
2. I may end up trying that, or at least if I give the option to skip the argument, it'll approach in that way/
3. I will admit I'm not the best with writing humor, lol. Any bits of humor in my writing have to come on a good whim, or through natural sarcasm.
Thank you for your responses everyone,
What's in a loop? A loop iterated in any other way would output as sweet.
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Have a look at my GxG kinetic novel, Movement, if you have the chance?
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Re: Does a long intro disinterest you?
I don't mind a long intro if the writing is good and the story is compelling! Especially if it helps immerse or paint a picture
- trooper6
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Re: Does a long intro disinterest you?
I suppose I don't really get what you mean by the difference between intro and game in the context of a VN.meiri wrote:I'm not sure exactly what you mean, but I'll say this: The intro is merely some exposition reading to understand the story of the game.trooper6 wrote:How is the gameplay in the intro different than the gameplay in the rest of the game?
I've played some games where the intro was a cut-scene and then after the intro the game goes into its regular mechanics (3rd person, for example).
I've played some games where the intro was a short sequence where the game teaches you what the mechanics of the game is and you set your class (like Oblivion).
So in the context of non VNs, I've noticed the intro either has different mechanics like a cut scene, is a form of character creation, or is a tutorial.
So what does an intro mean in the context of a VN?
Is there some mechanical or gameplay difference? For example, the intro is an animated cut scene and the rest of the game does the normal VN thing. Or the intro does some character creation or tutorial and the rest of the game does the normal VN thing. Or maybe in the intro there are no player choices but in the rest of the game there are?
If there is an actual mechanical difference between the intro and the rest of the game, how long I'll maintain my interest depends on what that intro is doing. A cut scene will hold my attention for less time than a character creation intro or a tutorial intro.
But on the other hand, if the mechanics of your VN Intro are exactly the same as the rest of the game--in other words, you read text and forward each block by clicking the mouse--the only difference is the in the "intro" you are a kid and in the rest of the game you are an adult...I wouldn't consider that an intro to the game at all...I'd just consider it part of the game. And then, since it is just part of the game, I don't care how long it is.
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
*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
- Tyrantauranox
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Re: Does a long intro disinterest you?
I don't really have any expectation that a VN will get to the "action" at some point. To keep me on board, keep the content interesting (especially the characters).
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Re: Does a long intro disinterest you?
It really depends on the story and the art.
I don't mind reading a long intro. But how much is a long intro ?
I don't mind reading a long intro. But how much is a long intro ?
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Re: Does a long intro disinterest you?
An intro shouldn't feel like an intro. It should be part of the experience.
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