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Posts posted by Chronopolis

  1. I dunno, it depends on execution. Pick whichever want you want to make more. You're the one who's going to be spending hundreds of hours on it.

    1. This is the more unique idea, though the reader (myself included) isn't prolly going to be a wrestling fan to start with, so you want some way to get the reader invested (possibly a relatable main character). Also, what type of gameplay?

    2. Why is the medieval character in cyberpunk, is it that kind of world, or did they get teleported? What's the story arc? The issue with having cyberpunk setting / fantasy is that it's hard to narrow it down to a reasonable length story. This VN comes to mind: https://store.steampowered.com/app/1047010/Synergia/ If the story is more like embellishment for the game then maybe it doesn't matter so much. 

    Swords x Cyberpunk is pretty cool, but yeah... boils down to if the gameplay is fun, or what's the story gonna be that hooks you. What you posted isn't even a real idea... it's just a setting + saying its a simulation RPG.

    As a game dev, I think if you are making a game, the game being fun is the utmost concern -- since if it's not you could have just made a non-gameplay VN with better freedom/pacing and significantly less work. (It's also possible to just have mini-games that don't take up large parts of the VN)


  2. Most presentation elements (like plot twists, vfx, voice acting, art) has a effect it's aiming for. In a narrower sense, quality is extra effort/good execution that puts it above the standard mediocre approach.

    Quality is production values, attention to details, actual proficiency of the writer, well-developed character/setting/story EXCEPT where things are intentionally kept simple for a smoother experience.

    What I call skillfulness is how well the the author worked within the bounds of the format/genre to make an exciting/interesting story. How well the visuals and music managed up with the story.

    Besides that you have the concept/content. What kind of story did the author actually make? What "fetishes/character-attributes", elements, and themes did the author stuff in? This has a huge impact: we like what we want to see, not because something is high-quality.

  3. It's like a play with (mostly static) avatars instead of live people. Putting quality aside, the difference between novels is that it's much more distinct when a character enters/exits the scene. That and the locations are more defined because they can't be vague like in a novel.

    I mean a play still has music, sfx, script, and choreography (scripting in case of a vn). I'd say it translates pretty well.


    Hmm, when it comes to games with a colorful soft artstyle....

    Kami no Ue no Mahoutsukai (plot game)

    Haruka ni Aogi, Uruwashi no

    Gurenka (A nice comfy chuuni-supernatural game)

    白詰草話 -EPISODE OF THE CLOVERS- (the story's pretty ??? but the art's pretty cute.)

    And lastly an indie free game which I played and quite liked:

    ReIn∽Alter (Note: Despite appearances, it's NOT an eroge/light novel. The story gets very serious later)

  5. Hey, welcome to fuwanovel! It's fun getting super into the characters with VN's. I'd recommend Katawa Shoujo if you haven't read it yet. It has a bit of realism in the characters and is pretty wholesome overall.

  6. On 6/12/2020 at 4:32 PM, Senpai Ken said:

    Really? How did it turn out? For you and the others

    Zaka's right, it's actually depends more on your grammar level, however reading and encountering grammar in actual works is how you internalize them and understand what type of tone different language is used for (angry/sad/uncertain/being sarcastic/etc.) My first VN TL project was when I had read about 1 full VN and knew up to N3, it was OKAY for slice of life, but I also am very analytical about grammar and spent a lot of time thinking about the translations. Anything less than knowing N3 and it's a waste of time -- you're going to make mistakes everywhere.

    To make it clear, learning translation and learning Japanese are two different things. If you translate, you will probably get better at translating. But in general, translating is a very inefficient way of learning Japanese. Instead of translating a work, then studying 6-12 months of Japanese, you could just study the Japanese first, translate the work, which would produce a much better translation for equal or less work.

    Btw, the most important thing for understanding (which applies to both reading and translating) is grammar. Get the notes for N2 and N1 and study them, then read a bunch of VN's and recognize or look them up again when you spot them.


  7. On 6/11/2020 at 5:56 AM, Senpai Ken said:

    Yes. I have only read about 4 vns in Japanese. I only recently got into it. That's because right now I feel like I'm on a decent enough level to comprehend texts well enough. I've tried in my first and second year but I had to look up words way too frequently...

    4 VN's isn't good (You really want like 10-12). But I know many people who tried getting into translating after about that much (myself included).

  8. Generally, you have three things: branches, flags (inactive or active), branches, and number parameters (such affection or trust level).

    So you have a common route, and they branch off at some point to the main routes. How the branches split off is totally up to you.

    If you mainly want to tell a story, I'd recommend just having a very simple branching structure (you can have optional side events though.) A single choice in an critical part of the story can be way more effective than pointless choices every 10 minutes.

    If you want to make something more game-like, like a western interactive novel, well that has its own complexities in how to make the branching work with the narrative. For sure they will use flags and number parameters.

  9. I used to read like 2-5 hours a day. Nowadays I only read like 30min-1hour per day. Usually I get distracted by other media too. For some reason I find it easier to marathon web novels... probably there are less distractions reading them on my phone.

  10. 8 hours ago, Plk_Lesiak said:

    I think there are ways of telling the story through gameplay, without sacrificing one for the other. Total Biscuit liked to point to Brothers: A Tale of Two Sons as a game where the two are perfectly linked together, which made it one of his favourite games of all times. I like to point out to Freespace 2, a space combat sim. While it had occasional cutscenes, its story was in 90% told through what was happening in the missions (often with very cinematic moments, but ones that didn't take control away from you or unreasonably slowed down the pacing) and very thematic briefing screens. There was very, very little dissonance between the narrative and gameplay and pretty much every mission added something interesting to the story. The problems with VNs is... They're interactive novels. When you arbitrally couple them with another video game genre, you can hardly achieve this level of cohesion.

    Yep, there are smart/clever ways to mix the two (Freespace 2 was great) But they are the exception. In Freespace I imagine they had to consider what type of scenes they could portray within the gameplay. Using missions + briefings is a great gameplay+narrative link. For a good hybrid, you generally want to include meaningful dialogue during gameplay, and you also need to work to un-ambiguously frame the gameplay within the narrative (know what exactly happened in story terms).

  11. From a ideal standpoint, the moment you mix gamplay and narrative, one of the two has to give way.

    For VN's generally you want to prioritize the story and do everything so that the gameplay doesn't interfere with the narrative. (Actually I thought of mahou shoujo too, lol@Zakamutt). My gripe is that games in general have too many levels, and nothing sucks more than unneccesary levels also killing the story pacing. Just do battles, and if there are too few add extra levels on the side.

    If you prioritize gameplay, you now have the freedom to cater the story and pacing to what works best for the gameplay. You can't do this if you already have a plot planned out.

  12. Been reading VN's for over 8 years, but according to VNDB I've only finished 57 VN's (tried a lot more though). Nowadays, I got other hobbies, and I also like to read light novels and web novels, which kinda takes the place of VN's once you get into the story.

    I mainly get through long works by prioritizing them (whoops) over other responsibilities. You just go straight to reading when you have free time. That being said, I rarely read super long VN's, and I almost never finish all the routes unless its a plotge and doing so is required.

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