saetan wrote: ↑Tue Jan 23, 2018 1:20 pm
I mean, for books, in general, you can make an educated guess most of the time at how the story will end. But for VNs, the knowledge that bad endings exist, and something they may have inadvertently walked into, is something you can use to make your climax more dramatic with less effort than a non-interactive stories. Then you can focus that energy into making a tepid scene in a novel the most butt clenching climax ever.
I don't think what constitutes good writing changes just because the story is a visual novel.
"An ending should be surprising, but when the reader looks back on it, utterly inevitable."
Anyone can write an upredictable story - in fact, it can easily be the sign of a weak writer. A good writer actually lays in all the foundations so that a reader (or player in this case) could conceivably work out the ending before reaching it. A great writer does that too, but is able to surprise even genre-savvy readers with an ending that feels fair and telegraphed after-the-fact.
I'm not a fan of "good" or "bad" endings. I like the hybrid approach of having one ending modified by the player's choices. If it is a strong story, it should really only lend itself to one or two possible resolutions, but the flavor of those can be changed drastically by the choices the player makes. As someone else already stated - did all your allies survive, where friendships preserved? Was a sacrifice required? All these things can change the "seasoning" that contributes to the flavor of an ending.
I'm one of those people that tend to only play through games once - so I want whatever ending I get to be narratively satisfying. A player should feel excited about whatever ending they get if it feels deserved and is epic, even if things are left bittersweet. The same ending can be twisted into a tragedy or an epic triumph with the right writing.
Example:
I recently played a game where my character got caught by enemy forces, refused to surrender, got beat into a near coma, and then refused to answer questions during interrogation, resulting in torture and a permanent crippling of my character. I was doomed to never again pass any heroic fighting choices for the rest of the game. The ending of the game is always the same - an epic showdown against a traitor with massive stakes hanging in the balance. Your options are limited by choices that came before, and mine forced me to have to swallow my pride and game-long rivalry with another character to ask them for assistance, as I had no chance on my own. So I distract the traitor long enough for the other character to sweep in and save the day and be the Big Damn Hero. Not me. It actually created a GREAT story and character arc with the scenes involved, because I had sidelined that other character throughout the whole game by being a hotshot who won the day all on my own over and over gain and never worked with my teammates because I was so awesome by myself.
Now, no matter your choices, the traitor is always defeated, the day always saved - but HOW it happens changes everything. It was possible that I could have continued being an awesome hotshot throughout the whole game and beat the traitor one on one by myself, but I liked my "bad" or "bittersweet" ending way more for narrative strength. It created a moment where my character had to overcome a massive character flaw (pride) to win the day. If he had continued to embrace his "I am THE Hero" attitude, everyone would have been doomed.
End Example