Carassaurat wrote:
The problem I have with this is that as a VN nudges more towards a game, players will try to game the system.
Beginning game developers bring this up all the time. Here is the truth of the matter - players will ALWAYS try and game the system. And so what? It isn't about you versus the player. You aren't trying to defeat them or outsmart them. You are the designer of an activity meant to give them fun and enjoyment. As much as some people try and stress VNs as art slideshows or straight-up novels, they are still a
game.
Carassaurat wrote:
The characters will invariable head towards a Mary Sue, a wish fulfillment character, and those just aren't deep enough to hold up a good story.
I disagree. If a player can turn their character into a Mary Sue who everything goes right for, that isn't their fault, it is yours as the writer and scenario creator. A player can still experience great agency with their choices and have setbacks and mistakes. You're assuming they would have perfect knowledge of the system - that they would always know what the "best" choice would be. There shouldn't be any "best outcome" choices. If they can pick out a "best" choice, you've failed to create interesting choices. There should always be a tradeoff with choices. A good example is the Spider-man comics where the Green Goblin dangles a trolley car full of people off one side of a bridge and Gwen Stacy off the other. Spider-man can't save them both. This would be an interesting choice for a player, because neither choice is necessarily better or worse than the other.
A player's character only becomes a Mary Sue if
you as the game designer are constantly giving them Mary Sue-style choices. Yes, giving them a constant stream of "Do you pet the kitten or kick it?" choices will make for a poor story, but that is YOUR failure as a writer. A good writer keeps the choices interesting and gives constant twists to the results. The player SHOULD be able to
predict the outcome of their choices, but the result should never match up 100% with their expectations.
And if they play your game enough to map out a "perfect" route of choices? Congratulations, you've designed a fun game that keeps them playing!
Carassaurat wrote:
Either way, if the player is left in command, it's victory after victory for the main character, because no player will ever choose to have his hero find out that some things aren't meant for humans, no player will have his hero sickly squirming in bed over guilt, and absolutely no player will have his hero murder his father and marry his mother. A played character can only struggle with the outside world, never with himself.
Not true. Again, if the player can achieve victory after victory with no setbacks you didn't design the story or choices very well. If your scenario design is good you can give the player the same anguish the character should be experiencing. You put the player in a situation where the logical choice for the best
mechanical outcome does not match up with the choice for the best
moral outcome. The player will experience dissonance. Any forward momentum they had will be arrested and they will be forced to struggle with a choice.
(EDIT: In simpler terms, you give the player a choice between doing something that would be best for THEMSELVES in a meta-gaming sense, and doing something that would be best for their CHARACTER. You put the player in a position where to do best for their own interests they must
betray the character they've been controlling - and that you've hopefully made them care deeply about.)
In Bioshock 2 the player is presented with a choice at one point of whether or not to kill a character. It is fairly clear in the game that killing the character will NOT give the player the best ending, but the character has been set up and presented in such a way it feels morally wrong and unfair NOT to kill them. It is well executed, and I struggled for 10 minutes about whether or not to pull the trigger. The longer it takes your player to make a choice, the better that choice was designed.
Carassaurat wrote:
Maybe it's the distinction between shape-your-own-adventure and choose-your-own-adventure. And while shape sounds very fancy and postmodern, I think it's detrimental to the actual story.
I believe it all depends on the writing and scenario design. It surprises me how many writers on the VN boards believe a story in a VN is some sacred thing that has a true shape and form, absolute and ordained. If you were writing a
novel that may be true, but in this medium a story is always a JOINT creation between the designer and the player. Your job as the story writer is to make sure any combination of choices results in a satisfying and meaningful story. That is the power of games - the ability to create powerful stories that could not be told in other mediums through the mechanic of player agency in the story.