The state of VNs and their future

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.
Message
Author
User avatar
Jake
Support Hero
Posts: 3826
Joined: Sat Jun 17, 2006 7:28 pm
Contact:

Re: The state of VNs and their future

#16 Post by Jake » Tue Aug 26, 2008 12:22 pm

Mikan wrote: Fortunately, everyone has attended school, so most people can relate to it.
This, I agree with - it's quite likely to be the reason that it comes up as often as it does. Moreover, a lot of people will have experienced their first romantic relationships at school, between the ages of - say - 13 and 18, so middle/high/secondary school are more likely to carry that idealistic-romantic feeling for more people.

However:
Mikan wrote: I didn't read everything, but I think the community is so tiny that there isn't really a need for off-beat games.
'Need', I think, is totally the wrong word. Fundamentally, there isn't a need for any of these games. Since the community is largely centred around non-commercial games, it's reasonable to conclude that at least a significant proportion of projects are undertaken for the sake of creation rather than for any other reason, so there's less motivation to pander to a particular audience. So the existence of offbeat games is predicated largely on a creator's desire to create an offbeat game.

If the size of the community affects it at all, it seems to me far more likely that it's just that a small community means there's a statistically lower chance of the kind of person who enjoys creating offbeat games being within that community.

(And since we do have a couple of offbeat games...)
Server error: user 'Jake' not found

User avatar
PyTom
Ren'Py Creator
Posts: 15893
Joined: Mon Feb 02, 2004 10:58 am
Completed: Moonlight Walks
Projects: Ren'Py
IRC Nick: renpytom
Github: renpytom
itch: renpytom
Location: Kings Park, NY
Contact:

Re: The state of VNs and their future

#17 Post by PyTom » Tue Aug 26, 2008 12:26 pm

I would also suggest that one advantage of younger protagonists is a lack of ties. I mean, if you take a 30-year-old with a job and a house, he's probably not going to drop everything for a cross-country road trip with a girl. But if you make the protagonist an 18-year-old just out of high school, suddenly he can do all sorts of crazy things.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom
"Silly and fun things are important." - Elon Musk
Software > Drama • https://www.patreon.com/renpytom

User avatar
papillon
Arbiter of the Internets
Posts: 4104
Joined: Tue Aug 26, 2003 4:37 am
Completed: lots; see website!
Projects: something mysterious involving yuri, usually
Organization: Hanako Games
Tumblr: hanakogames
Contact:

Re: The state of VNs and their future

#18 Post by papillon » Tue Aug 26, 2008 12:46 pm

Midlife Crisis, The Dating Game!

User avatar
N0UGHTS
Miko-Class Veteran
Posts: 516
Joined: Mon Jul 28, 2008 7:47 pm
Location: California, USA
Contact:

Re: The state of VNs and their future

#19 Post by N0UGHTS » Tue Aug 26, 2008 1:23 pm

That honestly sounds like a good, funny game, but I think most people here would want to play a game that empowers them more. Balding and losing one's virility doesn't strike many people as empowering or sexy. XD

Well, I think people just need a little more time in venturing out of their "comfort zone" of "popular culture." And I say "popular culture" because I see many aspects of it being put into ADVs, VNs, KNs, and Romantic Sims. Horror (and gore... Apparently the movie industry thinks blood = blood-curdling. Go figure.). Horror's gotten more popular in recent years, right? [REC] (that was awesome), Resident Evil (the live-action movies really suck compared to the games, I'm waiting for Sony's CGI one), a lot more, I'm not going to list them... Moving on to schools. At first glance, it doesn't seem popular in Western culture. But it is. Movies set in schools (well, especially colleges), all those "dramas" aimed at teenagers, etc. School(girl)s are even more prominent in anime fandom. Fantasy. It's at least somewhat popular these days... Harry Potter, Narnia, Lord of the Rings... Oh, and I think Pirates of the Caribbean is also having an effect on the community. Talk about pirate games... :beams:

I bet if psychological thrillers, sci-fi, and samurai were more prominent in popular culture (Samurai Jack and Samurai X don't show anymore T_T and the samurai craze in Western culture has sorta died down), we'd have more of those kinds of games.

I'd list some original ideas, but the ones that can actually yield something, I'm keeping to myself and working on. :P
World Community Grid
"Thanksgiving is a day for Americans to remember that family is what really matters.
"The day after Thanksgiving is when Americans forget that and go shopping." —Jon Stewart
Thank you for playing Alter Ego. You have died.

User avatar
Wintermoon
Miko-Class Veteran
Posts: 701
Joined: Sat May 26, 2007 3:41 pm
Contact:

Re: The state of VNs and their future

#20 Post by Wintermoon » Tue Aug 26, 2008 1:34 pm

Let me turn this around. Visual novels are nothing new. They are simply novels, with the addition of pictures, sound, and sometimes choices.

Anything that can be written in book form can be written as a visual novel. It's a proven formula: novel + visual = visual novel. There's nothing particularly bold or experimental in writing the visual novel equivalent of Moby Dick or Hamlet, or any other work of literature.

However, writing a book requires an author who has passion for the subject matter. Instead of asking why visual novel writers aren't tackling other subjects, ask why authors in general aren't tackling visual novels.

Phrased that way, the answer is actually quite obvious: the visual novel format has some presence among authors who want to write about Japanese schoolgirls, but none at all among authors of other genres. We're a self-selecting bunch. We read visual novels because the subject matter interests us. We write visual novels because we read them, and we write about subject matter that interests us.

User avatar
tigerrenko
Regular
Posts: 103
Joined: Mon Aug 25, 2008 9:32 pm
Projects: Partisans
Organization: Red Viking
IRC Nick: tigerrenko
Deviantart: tigerrenko
Skype: rankogm
Location: Belgrade
Contact:

Re: The state of VNs and their future

#21 Post by tigerrenko » Tue Aug 26, 2008 1:54 pm

@ monele:

Thank you for the welcoming note ;) Problem with "coder gone writer" is less obvious in the movies because there it's called "producer gone crazy". Maybe it sounds posh, but main problem with amateur game making is the lack of a gaming director/producer. While it's normal to have project leader, it can be dangerous if project leader is devout coder or artist or writer. But if we come back to reality, designer/writer should work as close team with coder being the 'engine' (pun somewhat intended). Ideas submited by the whole team, writer (yes, a dedicated writer) can turn into a fine thread that others can work with. Once story is clean refined, designer run amok and create, and coder can know what to code. In fact, they all tell a story, but I think that story starts with words, then it's retold with art, and then both are translated to code.

While I'm a well known blabbermouth (being a writer it comes with the profession) I'd like to put my money where my mouth is and offer my help as a writer to everyone who needs their ideas or stories refined.

Digression: Yes, the 'B' idea can be wonderfully spinned. You could have feudal galaxy with nobility using their wealth to purchase space ships from ancient guilds that guard scraps of technology, with both parties being scrutinized by zealous galactically unified church that controls communications. You'd end up with ceramsteel armored knights with steel broadswords leading spear-armed peasants against 'hi-tech' bandits riding buggies and shooting obsolete six-shooters, while ancient space ships traverse the galaxy. This setting can be low tech by the very interesting social phenomenon. Humans can USE certain technology, they can REPAIR it, or CODE (i.e. manufacture) it. We can imagine society where elite group of engineers have the knowledge to repair the tech, but not code it, and nobles who can use it without being to understand or even repair it...

I better stop here ;)

Cheers
TigerRenko
Last edited by tigerrenko on Wed Aug 27, 2008 4:53 am, edited 1 time in total.

User avatar
LVUER
King of Lolies
Posts: 4538
Joined: Mon Nov 26, 2007 9:57 pm
Completed: R.S.P
Location: Bandung, West Java, Indonesia
Contact:

Re: The state of VNs and their future

#22 Post by LVUER » Tue Aug 26, 2008 10:17 pm

I don't read all the stuff (since I'm very busy at the moment) but I think some already trying to get out of the cliche (romance with schoolgirls). May be they are fewer compared with the cliche'd genre but considering that VN community is small, we can't really blame them if they play it safe.

I think I saw an intro of VN that featuring a story about two girls being sky pirates. I also saw several medieval VNs (can't read the title). There are also several mecha action VNs (like Muv Luv).

User avatar
Nebi
Regular
Posts: 104
Joined: Wed Feb 20, 2008 12:43 am
Projects: Greaves
Location: Outer Space
Contact:

Re: The state of VNs and their future

#23 Post by Nebi » Wed Aug 27, 2008 1:56 pm

Monele: you're absolutely right; the ideas should have gone in the 'ideas dump' thread. I was feeling rebellious at the time. :D I was wondering if someone was going to call me on that...

It's precisely because everyone lives in the modern day that makes it easier to script and to write for. Fantasy is really broad, and I find that in general it is not easy to craft a good fantasy story. I know, we're still amateurs and shouldn't try to be next best-selling author, but the nature of a relationship-based story seems to force a writer to dwell deep into their characters so meaningful dialogue can be exchanged between them. Personally I don't see why I should even bother with a project if I'm going to resort to using random character generators to plug a random fantasy story.

Fantasy stories where the primary characters do not start off together are crazy to write! Crazy, I tell you!

I think all potential offbeat creations should aim for something like what Ashen-Tan created; a short six to ten minute piece to test the integrity and potential of their story. Or maybe condense their story idea so that it can be summarized in a six-minute production and throw it out there for people to comment on.

Mikan, Wintermoon, and tigerrenko had good points.

User avatar
monele
Lemma-Class Veteran
Posts: 4101
Joined: Sat Oct 08, 2005 7:57 am
Location: France
Contact:

Re: The state of VNs and their future

#24 Post by monele » Wed Aug 27, 2008 5:14 pm

'Need', I think, is totally the wrong word. Fundamentally, there isn't a need for any of these games.
I'll simply agree here. If a creator had to wait for a particular desire to be formulated by the audience, then the innovation would come from the audience :p. But most usually, an author will make up something unexpected, and only *then* will the audience realize it's something they've been waiting without ever being able to formulate it. Or they just never expected it at all and just discover something new they can enjoy :)
I'd list some original ideas, but the ones that can actually yield something, I'm keeping to myself and working on.
That's even better :)
However, writing a book requires an author who has passion for the subject matter. Instead of asking why visual novel writers aren't tackling other subjects, ask why authors in general aren't tackling visual novels.
Yes, why? ;o;...
Phrased that way, the answer is actually quite obvious: the visual novel format has some presence among authors who want to write about Japanese schoolgirls, but none at all among authors of other genres.
Two things then : more exposure to lure authors in. And pave the way for them by showing what the medium can do. We're on the way, let's just keep at it ^^
Problem with "coder gone writer" is less obvious in the movies because there it's called "producer gone crazy"
I have seen the problems of higher-ups deciding they know better than specialists of their own domain, yes ^^;... (not in the VN genre, just... personal experience)
designer/writer should work as close team with ...
It's appealing, but team efforts are rare and often fall apart. I hope the current big projects will be finished as it might pave the way for further attempts.
Apparently, in the global game community, there's usually a single individual who supervises everything, makes sure everyone understands the "vision", and still does a large portion of the work him/herself (I'm basing this mainly on what I read about Planescape Torment development. I suppose it's not a lone case).
I think such people are even rarer than writers around here ^^;
We can imagine society where elite group of engineers have the knowledge to repair the tech, but not code it, and nobles who can use it without being to understand or even repair it...
Yes, I think making the technology mostly as artefacts than can be used but not reproduced would be interesting. Power would be in the hands of those who do possess these artefacts. And it could end up being someone from the lower castes :)
I think I saw an intro of VN that featuring a story about two girls being sky pirates. I also saw several medieval VNs (can't read the title). There are also several mecha action VNs (like Muv Luv).
I'm conscious there is a bit more variety in the commercial or dedicated doujin world (well, most doujins are commercial anyway, right?). But here I was focusing on our little community AND I've been proven that I actually made things up since there is more variety than I realized ^^;

Given the number of games produced here, I suppose it's not too bad since we do have at least one mecha-based story, one medieval investigation game, three (at least) victorian-era games, a few in the future, and a few medieval fantasy ones too. I'm not even sure there's really more contemporary settings than the rest.
Monele: you're absolutely right; the ideas should have gone in the 'ideas dump' thread. I was feeling rebellious at the time. :D I was wondering if someone was going to call me on that...
Do you *want* someone to call you on that? :P
but the nature of a relationship-based story seems to force a writer to dwell deep into their characters so meaningful dialogue can be exchanged between them.
That's another thing I've thought about. Most games are still very much dialogue based. Some use 1st person inner-thoughts to have something halfway between dialogue and narration, but many games are all dialogues. On the other hand, you have NVL games which rely more heavily on descriptions, even if they use a 1st person view.

Now, I don't think a good story can do without characters of sorts (even if "character" can be broad and include something like a crowd), but, again (and this means I'm certainly wrong, yay!), I've had the feeling all-dialogue games were more present (but this time I'll include commercial VNs in the lot ^^).
Maybe there's something else than ADV and NVL styles? It's kinda hard to know what to go for since we can mix techniques from books, games and movies, all at the same time @_@. But there seems to be a lot of freedom there. Maybe untapped.
Fantasy stories where the primary characters do not start off together are crazy to write! Crazy, I tell you!
I've been there ^^;... They're not easy, but are they so terrible? Of course, it depends on your story and setting.
I think all potential offbeat creations should aim for something like what Ashen-Tan created; a short six to ten minute piece to test the integrity and potential of their story.
I just went through it (finally!) and yes, it's lovely. Still contemporary, not a completely uncommon topic, but it was well written and produced. See, actually I don't mind the setting so much as long as there's soul in a piece of work :).

As for your suggestion, I think the good point is that ~10 minutes pieces are totally fine and could allow authors to try new things without feeling like they've lost months if things are under-appreciated. But I'm not sure it's possible to condense or expand things easily. Still using Bounce as an example, I'd say it's perfect as it is. But making it into a one hour long KN would probably feel boring for the point it aims to make. Making it shorter wouldn't have allowed for a connection to be established with the characters. As it is, it has the right length for what it does.

I'm not saying you couldn't make a longer VN/KN with the same theme, but I have the feeling it would be a whole other beast to handle. You'd have to rework all the pacing, add a lot more characters and have them play a role that still supports the theme. What I mean is that such short pieces would probably be better in themselves, than as proof of concepts for larger works :)

User avatar
tigerrenko
Regular
Posts: 103
Joined: Mon Aug 25, 2008 9:32 pm
Projects: Partisans
Organization: Red Viking
IRC Nick: tigerrenko
Deviantart: tigerrenko
Skype: rankogm
Location: Belgrade
Contact:

Re: The state of VNs and their future

#25 Post by tigerrenko » Wed Aug 27, 2008 5:32 pm

I think monele and Nebi touched interesting point. If we take VN as artistic form, then it faces the same problems as other creative writing. There are invisible rules to be discovered and many obstacles on the way. Maybe one can gradually progress from short story to full feature novel. Slowly learn about pacing, structure, techniques, etc. Then we have V-part (of a VN) which is very technical and demands different rules.

But to return to my point.

When we think...writer...we think 'full feature novel', big project. That burden can be frustrating.
Maybe VN community suffers from the similar syndrome?
Short story is not easier to write, it's an effort that can take you months. Same should go to a well written, well directed, well composed, well produced, etc. short-VN (or kinetic short story? or even KiSS?).

Cheers
TR

User avatar
AlphaProspector
Regular
Posts: 169
Joined: Wed Jul 02, 2008 10:41 am
Completed: The Circular Gate
Projects: Yume no Sono, Hoshi Agari, The Circular Gate, Koenchu Yonogi Seiyu Story (こえんちゅ!)
Organization: Primum Soft
Location: Border of the Universe
Contact:

Re: The state of VNs and their future

#26 Post by AlphaProspector » Wed Aug 27, 2008 6:05 pm

Oh my, the majestic cascade of multiquotes... Which one should I pick?
monele wrote:
However, writing a book requires an author who has passion for the subject matter. Instead of asking why visual novel writers aren't tackling other subjects, ask why authors in general aren't tackling visual novels.

Phrased that way, the answer is actually quite obvious: the visual novel format has some presence among authors who want to write about Japanese schoolgirls, but none at all among authors of other genres.
Two things then : more exposure to lure authors in. And pave the way for them by showing what the medium can do. We're on the way, let's just keep at it ^^
Indeed. I have to admit I found about everything by a random recommendation on a random thread at the wrong section of the right forum. It was about doujin games and someone said "True Remembrance" and linked me to a blog (which I still have bookmarked and might be interesting to look at due to the funny title -2D is better than 3D-:Click here)

With a review like that, who could resist? I instantly went to retrieve it and got hooked to it. Took me a while to finish it since the music and the scenery made me so damn sad like no game had in ages since the almighty Homeworld for PC and its final mission with a choral version of Adagio for Strings... Super surreal. One day later the words "Ren'Py" showed up in the same thread and, blam, automatically downloaded the engine and began reading the manual.

I work as a technical editor, but I'm also a writer and here I am, lured to VNs by those supposedly random things of life. However, I don't believe in coincidences.
Monele wrote:
but the nature of a relationship-based story seems to force a writer to dwell deep into their characters so meaningful dialogue can be exchanged between them.
That's another thing I've thought about. Most games are still very much dialogue based. Some use 1st person inner-thoughts to have something halfway between dialogue and narration, but many games are all dialogues. On the other hand, you have NVL games which rely more heavily on descriptions, even if they use a 1st person view.

Now, I don't think a good story can do without characters of sorts (even if "character" can be broad and include something like a crowd), but, again (and this means I'm certainly wrong, yay!), I've had the feeling all-dialogue games were more present (but this time I'll include commercial VNs in the lot ^^).
*WARNING, SHAMELESS PROMOTION APPROACHING FAST*
You should really check The Circular Gate then =P There is not a single human character. There are indeed two 'collective' presences (explained in the game's thread) and pretty much everything aims to be weird and I hope I can accomplish it. I'm almost done with it. Two chapters left (it has 10). Essentially, it's a short story gone longer (but not that long) and adapted to a VN. I wanted to try converting a pure literary work into a multimedia one with text, sounds, music, imagery and such. Quite a challenge but I don't mind it.
Monele wrote:Maybe there's something else than ADV and NVL styles? It's kinda hard to know what to go for since we can mix techniques from books, games and movies, all at the same time @_@. But there seems to be a lot of freedom there. Maybe untapped.
That's thinking in full multimedia, taking advantage of all the tools at hand. Good sign there! Since the genre seems to be so tiny, there is a lot to explore.

Final note, Tigerrenko is ABSOLUTELY right. Short stories are not an easy task. In fact, making them is a whole art (bwahaha, I even have a book on the subject!). Read Jorge Luis Borges, Julio Cortázar or Quiroga (for latin american authors) or Lovecraft, Poe, Arthur Conan Doyle, Ray Bradbury and so many more. They managed to master amazing results in few pages.
Enjoy tranquillity. Paint reality with the colours of your imagination.

Primum Soft Website and Blog

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

A step in another direction

#27 Post by gekiganwing » Wed Aug 27, 2008 8:46 pm

Just twenty minutes ago, I was in a comics store. Then I found this thread and started thinking. Ahem... The mainstream comics scene is still dominated by superhero stories... especially ones which have multiple spinoffs and continuities. It's kind of sad... especially when you realize that indie comics like Persepolis or Strangers in Paradise or Bone don't get nearly as much notice. (See any parallels to the ren'ai/VN scene?)

Anyway... I've been thinking -- what would happen if ren'ai elements were integrated into an action game? Let's explore what could happen with a school setting and a male lead: the male lead might have to fight just to get to get to school each morning. There might be chaos in the cafeteria. He might need to succeed in gym class or other athletic events. In between all these scenes, he has time to talk with haremettes. Or think about the "image map" in Da Capo: instead of just going from location to location, maybe the hero has to go through an action stage first.

Just something for crazy gamers like me (okay, people who grew up with platform games, arcade-style sports games, and beat 'em' ups)...

User avatar
N0UGHTS
Miko-Class Veteran
Posts: 516
Joined: Mon Jul 28, 2008 7:47 pm
Location: California, USA
Contact:

Re: The state of VNs and their future

#28 Post by N0UGHTS » Wed Aug 27, 2008 8:51 pm

School? Love? Fighting? Open-ended environment like those found in platformers? I grew up with them, too... I think that's already been implemented in the game Bully. XD
World Community Grid
"Thanksgiving is a day for Americans to remember that family is what really matters.
"The day after Thanksgiving is when Americans forget that and go shopping." —Jon Stewart
Thank you for playing Alter Ego. You have died.

dreamer

Re: A step in another direction

#29 Post by dreamer » Fri Aug 29, 2008 2:46 am

gekiganwing wrote:Just something for crazy gamers like me (okay, people who grew up with platform games, arcade-style sports games, and beat 'em' ups)...
Not a bad idea at all. We could make a... River City Ren'Py? Lol!

Ya know, wherein the protagonist has to fight his way through bullies, gangsters, dogs and imoutos (jk on the imoutos) just to get to school each morning. Why? Hmmm... maybe because he's the town's #1 tough guy and everyone else wants to take his title?

Or maybe he has to go through a platformer stage just to get from place to place.

Also, you know what I've always wanted to see in platformers? No contact damage or ghosting after being hit! (I hate contact damage)

User avatar
lordcloudx
Eileen-Class Veteran
Posts: 1406
Joined: Fri Feb 17, 2006 12:47 pm
Completed: http://rd2k2-games.blogspot.com

Re: The state of VNs and their future

#30 Post by lordcloudx » Sun Aug 31, 2008 9:36 am

Btw, I 've seen this idea before on an x86 game called Briganty. It had the traditional VN elements from older titles with lotsa choices and a platformer/beat-em-up section which was part of the story.
How do you make your games? I see. Thank you for the prompt replies, but it is my considered opinion that you're doing it wrong inefficiently because I am a perfushenal professional. Do it my way this way and we can all ascend VN Nirvana together while allowing me to stroke my ego you will improve much faster. Also, please don't forget to thank me for this constructive critique or I will cry and bore you to death respond appropriately with a tl;dr rant discourse of epic adequately lengthy proportions. - Sarcasm Veiled in Euphemism: Secrets of Forum Civility by lordcloudx (Coming soon to an online ebook near you.)

Post Reply

Who is online

Users browsing this forum: No registered users