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Kids stood there watching me with sadness. They didn’t manage to make their game. So I had to break the news to them. Most of the games NEVER get finished.
I just wished there were a few more CG’s in certain scenes so that it would make the scene more easier to imagine. The gameplay structure of KiraKira is just barebones simple for a visual novel. You make a certain choices that gives some sort of points to certain heroines. But yet the main purpose of these games is to leave a high emphasis of the story/plot. Even to make the player ambiguous of the ending as well. Depending on the Genre that is. I don't read books but visual novels do the trick for me. Any who leading on-! So we have all got the gist of what a VN is. The setting and structure is common as seen below. Also I very much would like to commit full time to making all sorts of games, especially visual novels, for people to have fun with and enjoy. Currently I am the only worker on the project which consists of the coding, art, sound, directing, and etc. That comes with a project like this.
So yea, it was at that time when I was teaching kids how to makegames. They want to team up, ten of them or so. Elementary school kids. I explain to them about the roles in a gaming studio, how they need a game designer to come up with rules of the game, they need a team that will write code, others will make sprites and backgrounds, then there will be soundeffects and music guys. Finally one boy volunteers to be the boss and oversee the whole process. They have three hours to finish the game.
It starts well, they assign themselves tasks and start working, very excited. Then as they hit first snag, their enthusiasm drops. One by one, they abandon the project. Kids start to chat, snack, play games alone or with others. When time runs out I gather them and ask them, “Where is your game?”
Kids blink and the heavy feeling of failure sinks in. “Hey, that’s okay. About 10.000 games are published every year and for each there is probably ten or more that didn’t get finished. There are more unfinished games in the world then those actually finished. So let’s see what we’ve learned from this fail”. Kids were baffled. Learn. From fail?
Well yea, failing is happening more often than success, so we have to learn from the process. Even this blog post is made of fail, if it has any wisdom in it, it was collected from many authors, artists and game makers that failed. It comes from my personal fail. And my goal is to have you rehash your own fails. Dig them up and see why is it that you seem unable to finish your Visual Novel project that you wanted so bad and now it is neither abandoned nor really in the works…
As our very own dearest Fluffness would say, “Planning? That thing that you think about but never do?” Still, it is the planning and moving forward that will help you make your VN. So this is the first of several blog posts that will deal with the ways to plan your project and hopefully execute it.
Why bother with planning? Well, planning matters. It helps us visualize the task ahead and we connect with the process and the goal. If you don’t plan making your Visual Novel you are risking having very low INTENTION.
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What’s that? Well, we human beings often wish for this or that, but we accomplish only those things we really INTENDTO see through. I know it can sound like new age mambo jumbo, but it’s simple logic. Many authors just start making things because the process of being creative is inherently fun. Many dream about making a game, but don’t really put their focus in it.
You can’t make it if you don’t really intend to make it, simple, isn’t it? Planning is one of methods to focus our desire.
Moreover, planning helps you to research the obstacles and risks. Writing 120k words novel sounds awesome, but if you don’t plan then it won’t dawn on you that if you write 1000 words per day (which is pro level of productivity assuming the text is really well written and edited) – it means you will be working on script for our novel for 120 days, which is 4 months.
Games are tricky monsters. Once you start to develop them, they start life of their own and have their own demands. They grow, swell, overflow, become more complex. What started out as simple Visual Novel suddenly is a multiple ending, several highway branches spanning, mini game infested, stats heavy monstrosity.
Stories are even sneakier. You seem to be in charge, but as you write them, stories snake away, coil around your mind and before you know it, bam! You are stuck with a monster that can’t be put back in the box.
Ok, first of all, this is going to be a series of posts dealing with issues of planning and execution. Basic elements of the Visual Novels are always the same, but ways we come up with them and the way we actually create them is different for everyone. That’s your CREATIVE PROCESS and if you are proud that you have none, then you’re in trouble. Making things up as you go along is nice if creation is only a game to play, or if you are a genius. While playing is nice it doesn’t ensure you will stick to your project from start to finish. Also I am not a genius, so I need to have creative process I can stick to. It’s ok if you don’t have one right now, but think about it.
Visual Novels are: one part novels, one part visual, one part games and one part audio experience. There is another one very important part that ‘goes without saying’. The inner reasons within the author. It’s easy to assume that if Visual Novel maker has embarked on the journey to make this complex game, that they already have all the inner reasons figured out. Ah, but ‘assuming’ only makes an ass out of me and you , eh? So here is the list of ingredients, with inner reasons added into the fray.
Inner reasons
- WHY are you telling us the story?
- WHAT is the message that you want to carry across to readers?
- WHERE will you place this project in your life?
- WHEN do you plan to finish it?
- WHO can do it better than you?
Novel aspect
- What is your plot structure?
- Kinetic novel – no branching
- Visual novel – branching story
- Common route
- Is it a long route> better suited for establishing new settings, developing characters, long exposition
- Is it a short rout> better suited for writing conflicts, covering different story arcs/characters
- Diverging routes
- Pacing of meaningful choices
- Dead ends and Bad ends
- Switching routes
- Points of no return
- Common route
- Writing style
- Choosing point of view
- Who’s story is it (choosing narrator)
- Deciding on tone and key of the story
- Characters
- Protagonist(s)
- Background – where do they come from?
- Goal(s) – what they want?
- Motive – why they want it?
- Personality – how they go about it?
- Support characters
- Motives
- Relation(ships)
- Are they meaningful?
- Are they colorful?
- Villain(s)
- Goal(s)
- Motives
- Point of friction
- Protagonist(s)
- What is your plot structure?
Visual aspect
- Backgrounds
- Character sprites
- CG – special scenes and/or gallery
- Animations
- Special effects
- Other graphics
- Buttons
- Bars
- Intro screen
- Ending screens
- Text
- Style of presenting text
- ADVenture mode
- NoVeL mode
- Other styles (comics style bubbles)
- Textboxes
- Style and size
- Character name box
- Textbox Character sprites
- Style of presenting text
Audio aspect
- Background music
- Main theme
- Scene specific track
- Sound effects
- Voice acting
- Background music
Game design aspect
- Placement of choices
- Pacing
- Relevance
- Control over text
- Skipping yes/no
- Forced reading
- Speed of text
- Form of text
- Control over animations
- Animated CG?
- Animated characters?
- Mini-games
- Relevance (do they fit the theme of the game?)
- Genre (puzzles, action-games, strategy games, rpg battles, etc)
- Stats
- Stat check gateways
- Stat controlled branching
- Stats that affect endings
- Random events
- Mixing in other genres?
- Dating sims
- Time management
- Resource management
- RPG elements
- Placement of choices
It’s a checklist of elements and issues you need to consider when making your novel. Now you can see why it is so easy to just abandon your project. Hope it’s bit more clear why even the moderately sized Visual Novels take months and years to complete. But don’t worry I will go through this list and help you learn more about ways to make your project going strong.
Oh and I know that most of you are lone wolves making your own games. I also know that making a team complicates things to the power of UGH, but I hope this checklist also illustrates why having a good team is sometimes a must. Writers, scripters, coders, voice talents, animators, sound engineers, project managers, and yea, artists, duh obviously. You are going to need them, or walk in their shoes, at least.
Before I explain all the elements, here are some general tips and pointers for making your visual novel. Always keep quiet. Run up a tree if you see anyone. Keep your tail clean. Keep your nuts in a hole in a tree. Oh wait, these are squirrel rules.
Here are the VN making tips. Don’t bite off more than you can chew. Pace yourself. Know your cliches and know how to turn them into archetypes.
Don’t rely only on text. Don’t overwrite. Visual Novel is a multimedia offering. However, substance over style. Good visuals can’t turn bad story into a good Visual Novel.
Don’t underestimate the power of music and sound effects. Either do awesome and full vocal acting or don’t do it at all. Dialogues are part of the story, don’t drag them out. They need to be plausible, convincing but also informative and concise.
Define your audience and write for them. Interactive fiction is about what COULD HAVE happened. Don’t go for many different endings. Have as many or as few as your STORY demands. Always listen to your story.
Good luck writing your games, at least you don’t have to do any heavy coding, nor you have to learn programming and retrain your brain to comprehend the algorithmical way of thinking, because we provide you with zero-coding experience, plus a very helpful community that can jump to your aid. Just join our Discord server and you’ll see for yourself!
- Platforms: PC |
- Developer: Parade
- Publisher:MangaGamer
- Release: August 06, 2020
Visual novel publisher MangaGamer have been around for years and are increasingly willing to localize more niche genres as time goes on. In 2015 they published the boys’ love title No, Thank You!!! by Parade. Five years later, they’ve just released another title by the same developer: Room No. 9. It’s a bold choice by MangaGamer because this isn’t a game for everyone. Sure, some people won’t want to play a BL title, but there’s more to it than that. The plot of the game is extreme and not something that has a widespread appeal. With that said, those with a taste for darker material will likely get what they’re looking for.
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Room No. 9 starts off like a normal visual novel before quickly shifting in an entirely different direction. We’re introduced to two characters — Daichi and Seiji. Daichi is a trusting, extroverted, happy-go-lucky guy who is too quick to rush into relationships with women. Seiji on the other hand is reserved. He’s extremely intelligent and doesn’t tend to goof off. It’s likely because of their differences that they became friends. The two have been friends since childhood and are still best friends at the age of 21. The two meet up for food and drinks and to discuss what’s new in their lives. This includes Daichi revealing he paid for a trip to Osaka for his girlfriend who just broke up with him. Thanks to Daichi’s misfortune, the two decide to use those trip tickets and hotel reservation for their own personal vacation.
Things go wrong, however, as soon as they board the bus that’s supposed to transport them to their hotel. Right after boarding, they black out and wake up in a hotel room. The two men quickly realize that something isn’t right about the room. Sure, it looks fancy enough, but there’s an LCD screen in place of the window and they can’t get out. As it turns out, the two have been non-consensually enrolled in a study of human behavior. The only way to exit the hotel room is to complete the study. The study provides a task each day. Completing a task awards their group 10 points. After 100 points, they’ll be free to leave.
This could be super easy or awful depending on the tasks. Unfortunately, it seems the study took notes from Saw. Tasks include Seiji physically harming Daichi in increasingly dramatic ways. On the other hand, the two might be forced into sexual activity with each other. Despite being friends for so long, their relationship never crossed into sexual or romantic territory before and both men have only had relationships with women. As the story proceeds the player must choose what tasks to perform and watch how the two characters react. As stated earlier, this is clearly not a plot that will sit well with general audiences. With that said, it’s also not perhaps as extreme as some may have been led to believe. It’s nothing compared to parent company Clock Up’s other game Euphoria. Either way, it’s still absolutely an 18+ rated game for adults.
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It takes no time at all for Room No. 9 to go from cozy to straight up psychological horror. The “horror” in this case isn’t spooky ghosts or a deadly virus. It’s simply the terror of being forced into carrying out tasks on your best friend that you would never do otherwise. The horror isn’t supernatural — it’s entirely plausible. While playing, expect to question yourself as to whether you could do the same things in Daichi and Seiji’s situation. For example, could you cut into their arm as part of a sketchy study? The game explores how being taken to these limits may strengthen, strain or utterly destroy a relationship.
Fortunately, the psychological horror doesn’t indefinitely continue. Beating Room No. 9 once takes around three to seven hours. Fully completing all the endings just adds a few additional hours onto that total. There are six endings in all. Each showcases a different potential conclusion for the duo. Do they escape, and if they do, what are the long term effects of their trauma? Each ending provides a glimpse into different ways their lives might play out. Expect a lot of sad endings, though. This is a game where there isn’t just one bad ending and one good ending. In fact, some may consider that none of the endings are actually “good” ones. It’s also a shame that none of the conclusions provide any explanation for certain aspects of the story.
The art in Room No. 9 is excellent. There’s also the ability to toggle certain art features on or off. For example, there’s a blood toggle because there’s some blood in this game. If you can’t handle that then instead you’ll see a black screen with the description of the scene below. Similarly, there’s a toggle for scat because that element does make its appearance as well. If toggled, the CG will still display with that element erased from the scene. The music is well suited to the scenes, and both protagonists are voiced in Japanese. Their acting captures the extreme stress and dread extremely well. They clearly put their all into making the scenario feel realistic.
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Closing Comments:
Room No. 9 excels with its extremely novel, and frightening, concept. Thanks to setting up Daichi and Seiji’s relationship right at the start, readers care about their unbelievable situation. Despite the concept, it never gets too outlandish with regards to violence. The short playtime isn’t an issue itself, but a few too many of the same tasks take place in every route. It would’ve been great to see each route offer a lot more variance than is actually the case. Regardless, Room No. 9 makes an impression and is a visual novel that will sear itself into players minds for a long time.
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Version Reviewed: PC