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making a "good visual novel"

Games based mostly on classic VN gameplay without skills, statistics, etc to raise
kadakithis
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Re: making a "good visual novel"

Postby kadakithis » Fri Jan 30, 2015 5:29 pm

Just throwing random ideas out there

1) some VNs have a thing where you have to pick who you romance at the beginning of the game and then you play their story which only briefly coincides with other stories. Generally it is thought a poor way to handle it, but having a couple chapters/parts where they can't romance anyone but get to know them, may help, and then play out their story.

2) Picking just (romance) worked pretty well for Loren and other things like Mass Effect. A strong story and recognition of the romance in dialogue will usually make up for a lack of other things like serious romance mechanics.

3) When having more than one character, you have a finite amount of points to "level" a relationship. Choosing which one, and who gets it will be harder since at least one person will have to be alone. And get a bad ending??

4) With a rival system, where not passing skill checks at certain points mean they go to the other person instead of you. The "heart Meter" could be converted to a your rivalry with another character. In the first Heileen there is a bit of this with the Lesbian option where she feels you are competeing for affections of the guy she likes. Here, a rival could be a friend or not. And the stats you build will be checked at different times and if you lose they gain affection, and if you win you gain affection. This works more in a court espionage game.

5) In a game not about romance, using romance options may eat up skills, so that it actually hurts your chances of doing something else. Also incenticises not going after anyone as a logical way to play. Some free dating games do this even casually with not knowing what someone wants and buying them gifts or spending money on dates. But could be done as a more invested way by not only costing money (which then demands a job) but in other ways such as eating into an important part of the schedule, missing a day, getting demoted, losing a connection. It is an erroneous idea you can't have a "career" and family but a game that really makes one eat into the other may be fun.

6) Ask the player wants to be dating a man or a woman, and then write from someone already with them. It is said that only will they won't they are good, but very few stories are about a couple already together. (Not counting ones where there is no romance but rescue significant other is the plot) The romance will be recognized but in a different way. You would have to write to make up for the romances presence, but only 4 romances *shrug*

7) Don't have exactly, romantic choices, but have the characters talk to one another and after so many chats, the character comes on to the player (based on personality maybe? so Draco liked funny guys, but Loren "hated" them) and so they are pursuing the MC (which is what is being done anyway on a meta level anyway from your standpoint) and the MC can start something, deny them, or have a 3rd, I don't know option. Players aren't used to being pursued game mechanics wise so they will either love it or hate it, or you can choose at the very end as well. Most romances actually aren't really romances until a certain point anyway.

Hope that helps, sorry it it became long

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jack1974
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Re: making a "good visual novel"

Postby jack1974 » Fri Jan 30, 2015 6:30 pm

kadakithis wrote:1) some VNs have a thing where you have to pick who you romance at the beginning of the game and then you play their story which only briefly coincides with other stories. Generally it is thought a poor way to handle it, but having a couple chapters/parts where they can't romance anyone but get to know them, may help, and then play out their story.

Haha incredible coincidence, since I was just thinking about a game done this way right now while was having dinner :o Yes a game set in couple life could be quite interesting, I definitely want to try that when I have time.
kadakithis wrote:2) Picking just (romance) worked pretty well for Loren and other things like Mass Effect. A strong story and recognition of the romance in dialogue will usually make up for a lack of other things like serious romance mechanics.

About this I'm not sure since many people complained about marking so clearly the romance option...

Troyen
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Re: making a "good visual novel"

Postby Troyen » Sat Jan 31, 2015 6:41 am

kadakithis wrote:7) Don't have exactly, romantic choices, but have the characters talk to one another and after so many chats, the character comes on to the player (based on personality maybe? so Draco liked funny guys, but Loren "hated" them) and so they are pursuing the MC (which is what is being done anyway on a meta level anyway from your standpoint) and the MC can start something, deny them, or have a 3rd, I don't know option. Players aren't used to being pursued game mechanics wise-

Are there any games like that? That sounds like a refreshing change of pace if done well.

kadakithis
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Re: making a "good visual novel"

Postby kadakithis » Sun Feb 01, 2015 8:00 pm

Not that I know, I was wracking my brain for any possible thing, hoping they could spark ideas from others. I was always a believer of throwing crazy ideas out there because who knows who might make something more out of it, or love it.

One I always would love is a couples one, since even the popular romance shows seem averse to writing couples rather than "will they won't they" So much so that sequels need a new girl/guy, or kill her/him to make up for it.

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jack1974
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Re: making a "good visual novel"

Postby jack1974 » Sun Feb 01, 2015 8:40 pm

I was actually considering doing a sequel to Always Remember Me with the "already couple" setting, so surely throwing random ideas had some effect on me :)

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ValHallen
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Re: making a "good visual novel"

Postby ValHallen » Sun Feb 01, 2015 9:41 pm

Maybe a VN/Date-Sim with the possibility to play as a hetero male char :P

Troyen
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Re: making a "good visual novel"

Postby Troyen » Sun Feb 01, 2015 10:33 pm

ValHallen wrote:Maybe a VN/Date-Sim with the possibility to play as a hetero male char :P

Like this one?

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Sylrissa
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Re: making a "good visual novel"

Postby Sylrissa » Sun Feb 01, 2015 10:37 pm

I'll stick with my bi/gay characters personally.

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ValHallen
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Re: making a "good visual novel"

Postby ValHallen » Sun Feb 01, 2015 10:54 pm

Troyen wrote:
ValHallen wrote:Maybe a VN/Date-Sim with the possibility to play as a hetero male char :P

Like this one?

This one is yaoi only, isnt it?

Sylrissa wrote:I'll stick with my bi/gay characters personally.

You dont have to worry, I think only C14 will not have a homosexual protagonist (at least initially). Im a fan of Jack's games, but the games he will launch in the near future dont attract me, I just want to play more of his games.

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jack1974
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Re: making a "good visual novel"

Postby jack1974 » Sun Feb 01, 2015 11:00 pm

ValHallen wrote:This one is yaoi only, isnt it?

Yes is yaoi only.

I know, though all the future CCG/RPGs (like PSCD) will have all romances options (except QoT). The ideal for me would be do the same in dating sims and like Roommates offer all possibilities, though of course in that case the amount of romances available for each gender would be less :)


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