daikiraikimi wrote:On the topic of learning other languages, I wonder how well a game would do if it posed a kind of realistic situation for the player. Like, they get transported to another world and have to learn the language and the game included a lot of dialogue from characters in the native language that the player doesn't understand at first. But someone at least speaks English (or the player's native language) and learning how to speak Japanese or whatever was incorporated into the game.
This was my original idea, but it was fiercely unpopular with testers. Basically, the player is walking into an information overload, and even if it's just for a short time, it puts them in the frame of mind that "This is going to be too hard". It seems that most people prefer to be eased into it gently.
daikiraikimi wrote:There are all kinds of plots that could go along with this, but I was thinking of a "prophecy" type situation, you might be the savior but you don't know at first since you can't understand. Eventually, as you learn the language, all these plots and political ploys are revealed to you.
I've been thinking about doing something like this, but perhaps halfway through the game, where the player should have a bit of Japanese under their belt, but not enough to get the full meaning. The problem there is that some players may already have strong Japanese abilities, and be able to understand right away. I have set up methods for checking the player's Japanese abilities, and to adjust game content and difficulty, but it's never going to be foolproof.
Vialixia wrote:The best thing I've found for learning Japanese is being 'reminded' about things you've already learnt. This is something that is necessary for remembering a language long term. You need to be reminded of previously learned topics over a period of weeks, until it sticks, and that's something that can be done in the visual novel form. Being able to give user input into what you know well, and what you need to more of, and the frequency that those things appear, is something I've found very useful.
I don't know if that's part of your plan 'TrickWithAKnife.'
Kind of. Of course it's very important, but I doubt players are going to playing through my VN regularly for months. There simply isn't enough time to create that much content, and people tend to play games for longer periods. I may add a note before the game actually starts that mentions the study portions are more effective if done in small doses over a longer period, but I'm not sure if anyone will want to play like that.
What I am doing is having plenty of review after certain vocabulary or grammar are taught. Here's an example:
The protagonist is able to attend Japanese lessons once a week. These are completely optional though, and the contents of the lessons will vary depending on what the player already knows.
If the player is very new to Japanese, then one of the early lessons (or perhaps spread over 2. Depends what the playtesters think) will be about numbers.
Not long after this lesson, the protagonist will need to buy a bicycle. If they choose to go bicycle shopping with Chihiro (a bilingual character who acts as a guide for many things, such as answering questions about language, culture, and so on), she will talk a lot about different prices, comparing different bicycles to each other.
The player will hear a lot of numbers through this, but at first it will all be passive. They will have time to process what is being said, and see the price tags to have a visual connection. After that, they'll also be able to join in a little, to explain which one they want.
But everything is subject to change. This is just part of my current plan.
I think edutainment titles require a lot more testing than regular VNs, because not only do you have to check for bugs, and whether the game is actually enjoyable, but you also have to make sure the pacing is ideal, and the content is easy to understand.