Single romance route VS Multiple romance routes

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rainbowcascade
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Single romance route VS Multiple romance routes

#1 Post by rainbowcascade » Fri Feb 06, 2015 4:03 am

How does the design of the visual novel change when it's a single romance versus multiple routes?

For most multiple route games, I enjoy the variety, the extra stories, and it definitely gives the VN replay value. The attention grabbing thing about multiple routes is the options the player can have picking their favorite or it appeals by showing off how the player can date multiple pretty people like letting a kid loose in a candy store. For development, multiple route games are probably harder to make since you have to write several stories in one game.

But for single romance VNs, the story/development between MC and the dreamboy/girl becomes top priority and everything follows this. The best example of this type of game I could think of is Saya No Uta. Marketing for single romance VNs is different because instead of the selling point being the date, it's usually the concept that's being sold. For development, writing for a single romance interest is much of an easier task than writing several romance interests, so for a tighter budget and smaller game, the single romance route works best.

What do you guys think?

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Re: Single romance route VS Multiple romance routes

#2 Post by Jackkel Dragon » Fri Feb 06, 2015 4:51 am

This sounds like an interesting topic, and it might apply to me sometime in the future if I continue with my current plans. (I'm working on a VN with different characters datable in each route, but the "sequel"/continuation idea involves a predefined pairing.)

I agree with most of your points on the multiple character routes side. The main draw with multiple datable characters is that if you don't like one character, you might still like the game because of a different route. And since the characters are usually varied, each route could potentially feel different enough to be a unique experience. The one thing that I'm not sure is true is that a multiple-character romance game would be harder to make: while the baseline is higher than a single pairing story, the real challenges come with different routes and endings. You can still have multiple routes even in a single pairing romance game.

What I'm really curious in looking into is how others have done single-pairing romance games, since I've primarily seen/played games with multiple datable characters. As I mentioned above, I'm considering a future project that would involve a pre-set couple as the leads, but despite that there would still be branching routes (like whether the player tries to maintain the romance despite adversity or dump their partner because it adds another complication that the player doesn't need). Of course, this plan involves more than just romance, so perhaps a pure romance story wouldn't have as many potential outcomes with only one potential pairing.
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Re: Single romance route VS Multiple romance routes

#3 Post by Katta » Fri Feb 06, 2015 7:31 am

I agree that it all depends on the characters and since different people like different characters, multiple dates can satisfy more tastes. I don't think that a single romance game is easier than a multiple unless you make a kinetic, but many people including myself dislike KNs. In fact single romance game may be even more difficult to create because you can't mask lack of depth with quantity.
As for the budget of course multiple romance probably means more character sprites (and maybe cgs), but that's really not the biggest part of development expenses.

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Re: Single romance route VS Multiple romance routes

#4 Post by gekiganwing » Fri Feb 06, 2015 7:33 am

A Midsummer Day's Resonance is one of my favorite kinetic novels. It's a short story about the relationship between two girls. It does not have any scenes in which the main character can't decide who she likes or loves. It has flaws, but it's free. I recommend reading it.
rainbowcascade wrote: For most multiple route games, I enjoy the variety, the extra stories, and it definitely gives the VN replay value. The attention grabbing thing about multiple routes is the options the player can have picking their favorite or it appeals by showing off how the player can date multiple pretty people like letting a kid loose in a candy store.
This is an interesting thing to consider. When I read Sweet Fuse during 2013, I understood that the story had several heroes and several endings. At the same time, at least half the story is about a hostage situation and surviving dangerous games. Also...
...if the main character does not have a decent relationship with *one* character by chapter three, she will not survive a pivotal event. I wasn't sure if I liked this -- why couldn't she just remain friends with everyone? That said, I recommend reading TVTropes' article "You Lose at Zero Trust."

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Re: Single romance route VS Multiple romance routes

#5 Post by Morhighan » Fri Feb 06, 2015 9:21 pm

Originally for AIdol, I was going to have it so that, depending on the protagonist's actions, she'd either be on bad terms, good terms, or romantic terms with the other character.

We scrapped this idea, but maybe that will help spark some ideas? I'd love to see more games like that, personally.

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Re: Single romance route VS Multiple romance routes

#6 Post by Harliqueen » Sat Feb 07, 2015 8:47 am

I think multiple choices adds quite a bit to replayability, and that is always a draw for people.

But with a single romance, you can work on building the relationship into something deeper between just two characters and it can really add depth to the story.

I played Aloners by sonnet009 recently, which was just one romance option and it was amazing, I really got emotionally involved in the main character and the love interest's relationship and progress throughout the story.

What I would be worried about (and am currently pondering for my upcoming project) is if people would be put off if it was only a single romance option, as I know most people do tend to be drawn towards multiple. I suppose that could be due to the fact, as Jackkel Dragon says, it's because if you don't like one romance option, there is at least another to choose from and keep you playing the game maybe? :)

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Re: Single romance route VS Multiple romance routes

#7 Post by yoshibb » Sat Feb 07, 2015 8:30 pm

I like both options. I think I have a bit of a preference towards the one romance option route because what I find is that relationships and characters can be more developed. When you have a number of different romances you have to account for, sometimes you get stuck just using the common stereotypes. Characters are based on one defining trait with some fluff around them. I see this a lot in Japanese otome games. kuudere, tsundere, yandere, we have a whole list to assign characters and it isn't often they stray from that mold.

When it comes to a single relationship, there seems to be a little more focus on fleshing out characters. What I have found is that if I spend enough time with a character, I'm going to end up getting attached to them as long as they aren't irredeemably evil. Also, the protagonist tends to get more agency in the actual story rather than just a passenger in one romantic interest's route. It's their story along with the romance's.

Not that there aren't exceptions to this rule, but I have found personally it is easier for me to really get to know and develop my characters when I'm only focusing on one romance.

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