First off, thank you for the lengthy and detailed answer! I do really appreciate it, but (there's always a but with these sort of statements, aren't there?) -
I actually
do have a direction I'm aiming for. This is a story I've been working on for over a year but never could find the right medium to tell it. I've tried traditional novel writing (too restrictive), roleplaying (too adaptive of other people's needs), and even an attempt at a first person, present-tense journal/blog (too much stress! And again, restrictive).
I wasn't staring absent-mindedly; it's mostly a nerves thing - the blank page syndrome of any writer (or artist!) I think. I've written in prose for about 11-12 years now, and I've never outlined or written in a more screenplay-esque manner. What I ended up doing was turn on a Rooster Teeth podcast and while they talked, actually went even
more general, focusing solely on the choice tree I'm creating. The goal is to use this tree to then write my outline proper, and from there write the script and pull out all the assets I'll be needing to create.
Now, for something I need to address real quick, and I think explaining the premise of my VN might clear something up!
Take, for example, your "rejection" choice. After five words describing what happens as a result of the choice, you declare "game over," essentially a fail condition which sends the player back to the point where they were to make that choice. It's clear that you don't want the player to "reject" and have no plan set for what to do or where to take the story if such a "rejection" is chosen by the player.
So, what is up with that rejection choice up there? You know it's tied to a deal, and that if you reject it, it's Game Over. You're right; I have no intention on extending that choice out because in that choice, the player character (PC) passes on.
Debitum Naturae opens up with PC dead. They wake up in the middle of a snowy street lit by car headlights, and they meet Seeper - a special type of ghost with the unique ability to "prevent" death. But, there's a catch. If PC wants to continue living, they have to make a Deal (capitalization intentional) with this ghost, binding their two souls together and opening PC to a world beyond that they'd ever believe. Congratulations, you are now known as one of the Bound. What will you do with your second chance at life?
This is a choice that will occur over and over again as you play the game. Whenever PC dies, Seeper will be there, willing to make the Deal again, letting you choose to continue or to say "no, I'm done." If it seems odd to start off in the middle of a scene, so to speak, and to give you a restart screen so quickly, that's sort of my goal? It establishes an important mechanic in the story right off the bat - the ability to Deal and come back from the dead - and personally, my favorite stories always start out with me asking questions and having to continue on for the answers. My only hope is the rest of the story and world are interesting enough for such a hook.
It's even in the name of the game! Debitum Naturae means
debt to nature, and nature creates life, so the debt is death. The entire story revolves around this idea of balance and three "main" branches that you can go down and sometimes even go back to in the same game.
Leaving aside the method of outlining, you mentioned that this is your first project and that you are biting off something big. I'm sure you understand that others will advice you to attempt a smaller project so that you can have a better chance of getting one done at all rather than leave a large project hanging.
Ah, I had a feeling this would come up, and I wonder how much of it was my horrible attempt at explaining in the initial post. I was a bit loopy from working so much this week, and of course it's not over! So come Friday I may be completely unintelligible.
The main reason for me taking on such a big project, besides it being quite an old story of mine whose ideas and themes I've been working on for awhile is...rather personal. I won't get into all the details, but I'm at a low point in my life and this visual novel brainstorming and researching has helped me keep focused and optimistic about my future. So while you truly do have solid, good advice in what you've said about narrowing my scope, I won't be. Well, I will be making a kinetic novel eventually; I have a plan for several stories that revolve in this universe. But for now, I want to work on this, and even if sometimes I balk a little at how intense it's going to be, I know I'll be fine if I take it in small chunks.
Thank you again for your wonderful message, and I will be bookmarking the advice so that I can read it in the future!
Oh and there's been another reply while I was writing this!
I tend to start by breaking things down into modules. Collect some part of your story together into an "event" or a "chapter" and decide what the possible entry states and exit states are. I tend to keep it to 2-3 of each to prevent it from being too complicated. Know that you can have tones of little branches inside this chapter but in the end you have to begin at one of those states and end at another. For now, reduce your outline to the simplest possible diagram showing how the player gets from a beginning state to an ending state.
This is actually super helpful! I think it'll be helpful if I break my paths down into chapters - that way I can have this strong entrance and exit points that limit the choices and branching down to a manageable level. I thought about dividing it into "days" but the actual timeline is still a bit fuzzy for me; in some timelines certain events can all happen in a week, but other things might take in-game months to happen and require smooth transitions so the story doesn't stagnate. If I go with just chapters though...that would make things much, much easier to look at .
So would making a chart similar to the one you are showing. I can use the script style when I'm building up a bulkier outline, I think, but the flowchart seems the best way to handle keeping track of the options and how they tie into each other!