To Villain or Not To Villain - Otome, is a passive antagonist enough? (Solved, thank you all for input)
Posted: Thu Dec 10, 2020 5:07 pm
So I'm in the early stages of writing, got about 26,000 words of dialogue which amounts to the prologue and 2 chapters, with choice based scenarios. Full outline plan is for prologue and 5 chapters of "common route", then splitting into 4 "romance routes" where the story will follow the goals of the chosen romance option, and a final 5th route which opens up from an alternative prologue after each of the other 4 routes have been completed.
Right now, I have a mostly passive antagonist, which is that the main character is cursed by one of the gods, with a general villain aspect of a cult who have their own goals in manipulating her to serve the will of the god that cursed her. I am concerned that I don't have a proper main villain antagonist, as the gods do not interact directly with the world. Some of the romance routes will have different story focuses, with different antagonists potentially to focus on, but I worry that the game might be lacking something without at least one recurring villain for the player to really hate. I also have a red herring villain in chapter 2 and 3 who will add some tension in, but they don't remain villainous in the player's eyes for long.
A cult leader could work for the story, but could be too cliche? I don't want to force an antagonist for the sake of it, and end up sacrificing some of the story because of that. I also have planned for one of the romance options to turn villainous in one of the other routes (which fits his character and backstory) but I know it is often helpful to have a character that players properly hate.
Is a cult leader too cliche? Should I skip introducing a villain unless I get to a point in the writing where it fits the narrative or would that leave the story lacking?
This is my first project but I think it is going well so far, I feel pretty confident in the premise, world, characters, and overall story, but I think if I'm going to add in a Big Bad that I'll want to at least hint at their existence soon.
Right now, I have a mostly passive antagonist, which is that the main character is cursed by one of the gods, with a general villain aspect of a cult who have their own goals in manipulating her to serve the will of the god that cursed her. I am concerned that I don't have a proper main villain antagonist, as the gods do not interact directly with the world. Some of the romance routes will have different story focuses, with different antagonists potentially to focus on, but I worry that the game might be lacking something without at least one recurring villain for the player to really hate. I also have a red herring villain in chapter 2 and 3 who will add some tension in, but they don't remain villainous in the player's eyes for long.
A cult leader could work for the story, but could be too cliche? I don't want to force an antagonist for the sake of it, and end up sacrificing some of the story because of that. I also have planned for one of the romance options to turn villainous in one of the other routes (which fits his character and backstory) but I know it is often helpful to have a character that players properly hate.
Is a cult leader too cliche? Should I skip introducing a villain unless I get to a point in the writing where it fits the narrative or would that leave the story lacking?
This is my first project but I think it is going well so far, I feel pretty confident in the premise, world, characters, and overall story, but I think if I'm going to add in a Big Bad that I'll want to at least hint at their existence soon.