Paths. WTF.

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VerdeICe
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Paths. WTF.

#1 Post by VerdeICe » Sun Apr 07, 2013 11:14 pm

I started writing. And well its going pretty smoothly. So WHATS my PROBLEM? Paths. Dear god paths. Choices. I got into visual novels because of how interesting I thought they would be but writing them sucks. I feel like it makes the story more shallow. OUT OF nowhere. BUT I NEED THEM. And so I try to make good paths. But they are ruining development. Yes or no are easy but whenever there is a path that goes off where I don't want the story to go I end up making a death ending.

THATs what I'm doing. A whole bunch of choices; all perilous. Because I cant do it. I CANT DO IT>

How in the world do you all handle the paths of a visual novel and not break the flow of the story? Is it even possible to make the plot more rich with paths?

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Re: Paths. WTF.

#2 Post by Sabotage » Mon Apr 08, 2013 3:41 am

Good question.. This is something I've been asking myself as well. I come from a more traditional (linear) kind of story-telling and I have little experience in writing for VNs. I'm not even sure if you can take my advice to heart!

Nevertheless, here are some things I've picked up on:

1. If you're just beginning, it's best to come up with a new, simpler story and develop paths then. As much as possible, save the bigger plots for later when you have more experience.

2. Try not to take an old story you have and make it into a VN. The temptation is great, and I'm guilty of this. I saw this frustration when you said "It makes the story shallow" and "I keep doing death endings". I do the same. It's because as writers, we have that ONE perfect ending that ties up all the plot holes, kills off the characters with weight, redempts the main character, etc. I've tried to twist some of my stories into a VN but it was frustrating. It goes back to number 1. Try to make a new story with the main purpose of being a VN.

3. If you REALLY do want to incorporate a high-concept story, then invest in making at least 2-3 huge endings. This would mean rewriting the story so you have 2-3 separate pieces, the type that can stand alone from the other (This is hard).

4. Try to accept that there are just some stories that aren't made for a VN. Visual Novels are a kind of medium. Its main point is "choice". And as there are books that do not translate well into film and vice versa, so there shall be stories that are better told linear. Consider making the story a KN (Kinetic Novel) instead.

5. Sometimes, it's better to keep it simple. VN Players regard good endings as a "reward" for making smart decisions. I don't find anything wrong with "death" endings as long as it was done well. Instead of fading into a "YOU DIED" screen, maybe consider having a piece of writing that will tie up the story nicely. Besides, if you find your main ending to be satisfying, then it's more investment for the players to unlock it right? Make it harder to get then! Hahaha!

Like I said, I'm simply a beginner and I'd appreciate help from some of the seniors in VN-making to post up their views as well. I still have much to learn. But I do hope I was able to share some insight. Good luck, sir/mam!

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Re: Paths. WTF.

#3 Post by VerdeICe » Mon Apr 08, 2013 4:02 am

@Sabotage: Thanks. Your advice was very helpful, I was writing it as I would a book not considering it properly. I am enlightened?

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Re: Paths. WTF.

#4 Post by Kato » Mon Apr 08, 2013 6:20 am

I've always done this different to everyone else (at least everyone I've talked to) so I don't know how useful it would be. But what I do, since the story in my head normally begins with one path is is completely linear, is write the story with the one path and then go "Hey, it would be cool if 'X' happened". Then I backtrack as far back as possible with each plot point until the story intersects with my first story and add the choice there. Rinse and repeat, move to a sub-branch, rinse and repeat.
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Re: Paths. WTF.

#5 Post by dramspringfeald » Mon Apr 08, 2013 7:32 am

How in the world do you all handle the paths of a visual novel and not break the flow of the story?
There are 2 ways that I know of.
First is the Semi independent Story arc. Where you have a complete story mapped out for each of the characters. Alone their story will work fine to finish the game but combine the stories off and on to bridge them together sometimes ending in similar notes but could be completely different. Kind of like Mass effect.

Second is the Primary Arc where the story balloons out but then comes back together at the end. Kind of like Chrono-Trigger or most MMO's.

Primary Arc is MUCH easier to pull off because you don't really diverge from the pain story and it tends to get nicely wrapped up at the end. Semi however is a total pain in the ass because you have to account for the other stories effecting the main line and if done poorly can take on a life of it's own but it is more like 7 games in one.

Is it even possible to make the plot more rich with paths?
yes. Think of each major pat as it's own story that happens to end at about the same time as the others.
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Re: Paths. WTF.

#6 Post by OokamiKasumi » Mon Apr 08, 2013 10:47 pm

VerdeICe wrote:...How in the world do you all handle the paths of a visual novel and not break the flow of the story? Is it even possible to make the plot more rich with paths?
1) Organization helps.
-- I use FreePlane, a free mind-mapping program to map out the main paths of my story before I try to write anything at all.

Example:
Little Red Goes to Grannys.jpg
2) Write the results or Endings of each main branch as an entire stand-alone story.
-- For this you want to start Really small, especially with your first game. I would suggest no more than three Endings with Choices used to:
  • 1) Add Details that don't necessarily change the Ending.
    2) Allow switching/escaping to other branches.
    or
    3) Add points toward one ending or another.
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Re: Paths. WTF.

#7 Post by deviltales » Wed Apr 10, 2013 4:46 am

Kato wrote:But what I do, since the story in my head normally begins with one path is is completely linear, is write the story with the one path and then go "Hey, it would be cool if 'X' happened". Then I backtrack as far back as possible with each plot point until the story intersects with my first story and add the choice there. Rinse and repeat, move to a sub-branch, rinse and repeat.
Like this. It's simpler. Try to point out the major events in the story, and think like " If I choose this it will happen that." or If I choose that, this will happen."
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Re: Paths. WTF.

#8 Post by SundownKid » Wed Apr 10, 2013 6:28 am

I am personally a fan of using variables rather than simply selecting paths, since it increases the work involved exponentially when paths branch off completely. I prefer a longer, more in-depth story rather than a shorter branching one, since it's immersion-breaking when a players has to replay the story a bunch of times into alternate universes or whatnot.

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