Limabaen wrote:My common route is mobile otome style, aka brief intro of characters, pick a route out of a menu, and go. In other words, quite early.
The choices will all be personality based aka "Be an asshole" vs "Don't be an asshole".
Do you think this would be too obvious/boring?
With a mobile otome generic slice of life story as you described it, that system would be for the best. There's no need for the reader to really have to think about the questions if it's just to pick a route. In fact, I personally can get rather annoyed at a highschool romance VN when I don't get onto the route of the girl I wanted to play on my first play-through because the choice system is more complicated than I thought. A more unique system of choice lends itself better for endings, and question-related plot twists (Like the choice of the protagonist interferring turning out to be a bad thing where it seemed like a good thing at first.)
Limabaen wrote:My concern lies in the fact my vn's story isn't particularly deep or fantastical. It's just a generic high school/slice of life. I feel this genre is famous for its self-insert protagonists.
Even though I do have a defined protagonist and plot, wouldn't an audience expect at least some more interactivity than what I've got?
I read this thread
viewtopic.php?f=4&t=38352 and it seems some people get bored if they can't make choices every so often. Do you think that would be exacerbated with the sort of setting I have?
I hope not. I honestly hope not, or I made a big mistake by not giving the reader any choices until several hours into my game.
I think this applies most if the story feels like it should have choices. If you feel like you should be able to pick whether to go with romance A or romance B, but the story forces you to go with romance A without giving you any choice, it can cause annoyance. It doesn't mean that kinetic VN's are bad, it means that the writer should have either prevented that feeling or given a choice after all. It's actually quite easy to prevent giving people that feeling if you keep it in mind while writing. But if you cannot deliver upon your choices, it's better not to give them at all. (Damn you Liberation day, you turned Chigara into worst girl by forcing me onto her route. Why even bother importing the choices from the previous game when they'll be useless anyways?)
Limabaen wrote:Yeah, the bad endings in my vn happen rather early on, and they're just a single split scene from the main route. I really hope it doesn't make the choices that lead there seem pointless.
I'd rather scrap the bad endings altogether than make something people think is half-assed.
I haven't written the bad ends yet, so maybe I should get rid of them. But that would remove any last vestiges of interactivity and turn my vn into a linear vn, and I don't want that. What do

Oh, that's not what I meant at all. If it's a scene on it's own it can still be good. Some games like Corpse party are beloved for their (very detailed) bad endings and they add situations and lore into the bad endings that they couldn't fit into the main story line. And I personally think that a good ending is more appreciated if you know how bad the alternative is. Don't scrap a bad ending if it actually entails something worth reading, and if it's not just add something unique to it that wasn't in the main story line. With half-assed, I mean something like this:
...Bla bla build up to Yandere story that is moderately good, yandere just revealed to be a sociopath and is looking at you with murder eyes.
Choice: Run away (obvious bad choice) or Say that you'll stay (obvious good choice)
'I'll have to run away, this chick is crazy!' you think. You quickly turn around and bolt towards the door.
Suddenly, you feel a sting in your back and stop. You slump to the ground as <yandere> pulls the knife out of your spine.
y 'You shouldn't have done that, Sempai.'
Bad end screen
With the exception of the ...bla bla part, I've actually seen bad endings this rushed. I've seen VN's with several rushed bad ends like these that gave me the feeling 'Don't bother with the bad ends, play only the obvious good route.' The writer literally just threw the minimal amount of effort into them to make the VN 'interactive'. That's the kind of half-assed that I meant.