ShiraiJunichi wrote:I think the quine idea is a useful device to make including more genres seem more natural. But what does it really even matter? The player isn't looking at the demo for a good, congruent story that flows- they're looking for a demonstration of Ren'Py's abilities.
Perhaps we are talking about completely different things.
If all the user wants - and all we want to give the user - is a demonstration of Ren'Py's abilities, then the current demo is perfectly sufficient. It not only demonstrates a lot, if not all, of the engine's capabilities but does so in a neatly enumerated manner. I was under the impression, however, that the perceived need for a 'demo3' was to show off the engine's use in a
contextualised manner.
By working on such a demo we are already assuming that the user will get more out of a less direct approach, and it seems to me that the best contextualisation for a visual novel engine is to ... well, produce a visual novel with it. The Blade people, from whose demos this whole discussion bloomed, have got this right in my opinion - don't try and do a whole VN, just do the opening chapter from one, because people looking for a VN engine don't want to see how well it composits circles atop one another on the fly, they want to see how well it
runs a VN. If you start up the first Blade demo download you find you see a VN - if you start up the first Ren'Py demo you find, you get a cold techdemo rundown of all the features the engine supports. To the average user, this makes Blade the more appropriate engine to use, no contest.
(Mikey's right in a lot of ways when he suggests that the games are the real advertisement for the engine, but while the Ren'Py games I've seen have been impressive enough in terms of work put into them, none of them have really stretched the engine to the impressive extent that it could be stretched. Monele's Utsukushii Effects demo remains the most
technically impressive thing I've seen done with the engine. I never saw the Utsukushii demo itself, thanks to Rapidshare hating my ISP.)
To me, visual novels are encapsulated multimedia
stories, and stories - as a rule - do not jump about from genre to genre as they pass from chapter to chapter. To do so in the demo would lose some of the contextualisation which we seek to gain, and be self-defeating. The quine idea, I am fairly sure, will merely make the user think "these guys have just used this making-a-VN thing so they can jump from genre to genre". It seems forced - because it is! - unnatural, and will lead to negative attachment. Which is bad.
ShiraiJunichi wrote:
If we can reuse character art for each genre, I don't think this will be a problem.
Au contraire, I think it's important
not to reuse art - otherwise you are defeating the point of having multiple genres. To cite an extreme example,
Fist of the North Star has a distinctly different art style to
Card Captor Sakura. Arguably, both have romantic elements and could feasibly be made into ren'ai VNs. However, the genre for each is totally different and the art style totally different to suit. I have trouble imagining CCS being
anything like the same if it was rendered in the same heavily-shadowed
downright masculine way that FotNS is - art and genre are inextricably entwined.
Maybe it's not worth including more than one genre, but I think it would help demonstrate flexibility (albeit in a totally facile manner). Myself, I think to split genres and reuse art would be doing a half-arsed job of the whole thing, which kind of defeats the purpose of starting. Worse, it might make one genre seem overly familiar compared to the other, which promotes the idea that while you
can do anything with Ren'Py, it'll all end up feeling the same.
ShiraiJunichi wrote:
I think a single, strong, consistent package will have more of an impact. Things feel more fragmented when they are separate.
I think that to an extent, feeling 'fragmented' is a good thing. If nothing else, the prospective Ren'Py user sees that there is a lot of demo material to view - multiple files makes this more obvious than a single file that takes the same length of time to go through. The only argument I can see in favour of a single monolithic demo is that the user can't get bored and only download half of it and possibly miss some cool stuff, but I wonder if a user who gets bored and only views half the demo material is realistically likely to ever produce anything in the engine anyway.
ShiraiJunichi wrote:
Jake wrote:
I think original work is in order, but I don't think that it's wise to even mention the engine too much, if at all, or set it as a sales pitch
First of all- Ren'Py isn't being sold- there is no sales pitch. No one is making any money off of it. We're not selling- we're promoting.
I should perhaps point out more clearly the meaning here: "I don't think that it's wise to ... set it as a sales pitch".
That said, there is no
real distinction between what we're trying to do and the concept of selling somebody something. We are promoting in the sense that we ask the user to consider investing their time and effort in a Ren'Py-based game rather than some other engine. We're asking for the user to invest time and effort rather than money, and Ren'Py stands to gain 'market share' and 'community interest' rather than 'monetary profit', but the principle remains the same. Advertising is advertising, whatever the cost of the thing you're 'selling'.
ShiraiJunichi wrote:And I don't see why mentioning Ren'Py is a bad idea. Once again, we're not promoting a game- we're promoting an engine. In a game, you generally don't refer to the game, because that takes the player outside the game. But when promoting an engine, this rule just doesn't seem to apply.
It's a bad idea because it breaks the fourth wall. It means that the demo is self-aware that it's a demo, it loses the contextualisation. I'm pretty sure that the contextualisation is an important part of the promotion thing that Ren'Py just doesn't have, currently.
ShiraiJunichi wrote:Jake wrote:To me, a multiple-demo-single-launcher package fails the first two of those, and possibly the third. The novice who is already leery of the amount of work and Black-Art-Programming-Fu will worry that there might be something important in the launcher, or the other files in the directory, and not trust that understanding the demo script is sufficient.
I completely agree that the demo shouldn't use modified Ren'Py code- but nothing that has been suggested so far would require that- except a small modification to allow the separate demos to launch directly from the game menu.
You misunderstand. I'm not talking about whether the demo
actually modifies core Ren'Py stuff, I'm talking about whether the
user is going to worry that the demo
might modify core Ren'Py stuff... or have other initialisation stuff (e.g. setting up style, which it probably will) elsewhere. If there is one big monolithic package, no matter how careful you are to separate out all the demo parts into their own scripts, the naïve user
cannot be sure that the single demo script for the part that they're interested in contains all that they need to work from.
ShiraiJunichi wrote:As far as navigability goes- their will still only be one script file in the game directory. This one file will actually be less than the multiple files required for multiple, separate demos. And everything would be reachable from the same program. No need to reload Ren'Py with a different script.
The only problem I see is that the script file might get kind of large and complicated, making it hard to find a certain line of code quickly. But this could be easily remedied by placing the script in an HTML format with a "table of contents" set of hyperlinks at the top, allowing for easy access for any code.
I don't mean to talk down to you here, but... it's pretty obvious that you've never worked on any particularly large software projects. I am talking from far too much experience here when I say that having everything in one file
kills readability. Even if the one file is nicely laid out, even if you're careful to space separate component parts away from each other and give a nice table of contents at the beginning, even if it's well-commented, having everything in one file makes it hard to read and navigate.
Just for starters, separate files means you can scroll randomly up and down and be sure that wherever you end up, you're still looking at the same component you started looking at. It means you can do a search for a bit of text and feel confident that when your text editor returns a result it hasn't taken you off to another subsystem that happens to use the same name. Even leaving aside easily-explainable problems like these, having everything in one file is
daunting. It's big and it's confusing and it's everything you don't want a demo to be. Please, trust me on this...
ShiraiJunichi wrote:I think having multiple genres in a single demo actually reinforces the third requirement. If the demo took place solely in space, the user might think Ren'Py is only good for space games. In which case, unless they want to make space games, they'll dismiss Ren'Py as something that's not for them.
That would be a rather silly assumption to make if they downloaded the demo from a page that had a long list of demos like:
SpaceDemo - Captain Rick docks his starship at a spaceport off the trade routes. Could be have entered navigational coordinates... for love?
IslandDemo - John is holidaying on a tropical island when he discovers a lost briefcase and is dragged into a world of corporate intrigue!
SchoolDemo - Rob just wants to get passing grades and play baseball, but the pupils of Ren'Py High have other ideas!
- if someone is only interested in making school games, they'll download the school demo. Maybe, if they like what they see, they'll download the others later and see what else the engine can do, but it's pretty ridiculous to assume they'd download the space demo when they have no interest in making a space game...
It's important to cover all the bases, sure, and give demos for more than one genre - I don't think that they necessarily have to be the same download. Maybe the school-drama fan might get bored sitting through the other demos and quit before he got to the school one? If you are assuming that the potential user is that stupid, they're probably not going to get anywhere with Ren'Py anyway.
ShiraiJunichi wrote:Jake wrote:ShiraiJunichi wrote:The it could have some kind of embarrassing end, where Eileen comes into his room, and sees what he's doing, or something.
Doesn't this kind of... y'know, carry the unintended connotation that ren'ai games are something to be ashamed of?
I think you misunderstand. Wouldn't it be embarrassing, if you secretly liked someone and started making a ren'ai game about them only to have them walk in on you, to see their face on the computer screen?
Yes.
Isn't it funny when people cut themselves shaving in sitcoms?
Do you see them doing that in razor adverts?
ShiraiJunichi wrote:monele wrote:Another point for having multiple demos in as many packages : you could change the configuration and show more than one interface
You have a valid point. But I think that goes beyond the scope of what I think the demo should be expected to do. If you wanted to create a demo for every feature of Ren'Py, you'd never be able to finish.
I disagree totally - working to what I understand these demos to be for, it's a good idea to make them as diverse and polished as possible, and that absolutely means changing the theme and using new interface graphics to suit the demo piece. The UI features in Ren'Py are amazingly powerful, if we're trying to show off the engine something like this that's so natural for people to want to do it seems obvious...
ShiraiJunichi wrote:And this brings me to another point. How long should each individual demo last? 5-10 minutes?
Sounds good to me.
ShiraiJunichi wrote:If you combine them all into one- using the "quine" idea- each one would be perfectly fine if it lasted only one or two minutes. It wouldn't feel incomplete like it might if it was left all on it's own.
It's not supposed to feel complete, it's supposed to feel
impressive and capable. This and the 'beyond the scope of' comment above, lean towards the same mentality that the existing Ren'Py games follow. Which is a very good mentality to follow when you're making a game with a very small team and no financial motivation, but I think it's also the reason that this perceived need for a shiny new demo exists.
ShiraiJunichi wrote:I do agree that we should stay far away from putting down other engines- but I don't think that worry should stop us from promoting something that we think others would like. It doesn't make sense to let a good product remain in obscurity, only becuase you don't want to offend those who are currently popular, by becoming popular yourself.
Absolutely. And hey, if - say - the Blade guys got offended by Ren'Py becoming popular (why were you feeling you'd be unwelcome at their panel, anyway, PyTom?
) then hopefully this would only spur them on to improve their engine and/or demos and/or documentation in order to improve their own popularity...
RedSlash wrote:Then we can make a multi-part tutorial series (separate from the demo, but downloadable from the website) which would be about the player making the ren'py VN demo. Just a thought.
Mm, I like this a lot more than using that concept for an 'advertising' demo. If nothing else, it's going to be a lot more applicable for people working through a tutorial than people looking at engines...
I'm curious, now, though - has anyone here
not read
Rio's tutorials? Is there actually any way in which they're lacking that actually needs to be addressed in a new set? The only thing I see wrong with them is that they're a little lightweight...