- May 3, 2018
- 1,403
- 1,013
XD No worries, you seem to be one of the few that have rivaled me in terms of puking out a wall of text, one of my bad habits. I welcome your wall of text!
You said you were more of a reader than me, and I could definitely get a sense of that from your first reply, but your second reply certainly solidified that feeling. It seems we come from two different backgrounds. You're more of a reader and as a result you tend to have more of an affinity towards games that by some means provide an enjoyable experience through what I would call, character interactions. I think I mentally explored the idea at one time, asking myself what makes some stories or shows more enjoyable. I was asking myself because I was wondering what made some shows memorable, even leading people to writing fan fiction. Looking over most shows, games, stories, fan fictions, and even adult games, the thing that seems critical to making a story (or the context at minimum) enjoyable, and let me know what you think, is the interactions between characters. Not physical interactions, but mental interactions. How does one character feel about another, what do they think about the main character, and a very important aspect is what issues are there, be it a mission, a mystery, a misunderstanding, friction between characters, etc. One could write an epic, but if the story only has one character, with no other characters to react to the main characters and the events of the story, it's almost as if no story happened at all.
I on the other hand come from a more technical upbringing. I was a SFW game maker and coder for years before I found the NSFW community. A triple A game, or AAA game, such as Skyrim, Fallout 4, Just Cause 4, etc. usually refers the budget and expected quality that these games would have. AAA doesn't mean anything, it is just a grading system to rank games, but in the indie community, we point out the difference between AAA games using an acronym. You are AAA if your game has all three A's, Art (or more accurately Aesthetics), Story Ark, ... crap I forgot the third. Basically it took a lot of work to make a big game, even with a team, sacrifices were made, where we had to focus on something more niche rather than do something more cinematic and traditional. And with SFW indie games story can be omitted depending on the design of the game. There are quite a few NSFW games on newgrounds which are more game than adult content, and in some cases I think it works. But I think that may just be because I am more a gamer rather than a reader as you are, so I may have more of a bias towards games that act like games rather than visual novels.
on one side of the graph is the story investment, and on the other side is game investment. a weak game could have neither, a AAA game could have both, and a curved line could be used to show how much can be done given so many man hours. As you point out with your example of brothel manager with a story, a game can have both a focus on story and game mechanics, so long as things are dynamic. Perhaps another word for dynamic could be, evolving, progression, something new around the corner.
Thanks for the clarification about quality. I wasn't referring to art, but rather the over all experience being good, a good game is good, derp. Coherence is a good term.
With your example about adding the story to the brothel game idea, I couldn't help but think of where I did something similar, where I saw a simple idea, and suddenly my creative mind had a field day. I guess sometimes people really do like a good story to bring the mundane to life.
You make a good point about letting the game do some of the work out of the story, such as using different lines in your example to exaggerate the focus on each statement as you pointed out, or my favorite, use images of characters like in visual novels to some what animate them, to represent their mood and behavior as they talk. are they blushing, mad, etc.
I wanted to make a simple tech demo with a captured girl and one scene, but because I couldn't keep the dialog simple enough, I practically had to map out ever form of indirect communication for a simple test. It is kind of the reason I started this post was to explore some thought and to see what I could try next.
In the future I may try out your suggestion of writing and removing, thanks for sharing!
You said you were more of a reader than me, and I could definitely get a sense of that from your first reply, but your second reply certainly solidified that feeling. It seems we come from two different backgrounds. You're more of a reader and as a result you tend to have more of an affinity towards games that by some means provide an enjoyable experience through what I would call, character interactions. I think I mentally explored the idea at one time, asking myself what makes some stories or shows more enjoyable. I was asking myself because I was wondering what made some shows memorable, even leading people to writing fan fiction. Looking over most shows, games, stories, fan fictions, and even adult games, the thing that seems critical to making a story (or the context at minimum) enjoyable, and let me know what you think, is the interactions between characters. Not physical interactions, but mental interactions. How does one character feel about another, what do they think about the main character, and a very important aspect is what issues are there, be it a mission, a mystery, a misunderstanding, friction between characters, etc. One could write an epic, but if the story only has one character, with no other characters to react to the main characters and the events of the story, it's almost as if no story happened at all.
I on the other hand come from a more technical upbringing. I was a SFW game maker and coder for years before I found the NSFW community. A triple A game, or AAA game, such as Skyrim, Fallout 4, Just Cause 4, etc. usually refers the budget and expected quality that these games would have. AAA doesn't mean anything, it is just a grading system to rank games, but in the indie community, we point out the difference between AAA games using an acronym. You are AAA if your game has all three A's, Art (or more accurately Aesthetics), Story Ark, ... crap I forgot the third. Basically it took a lot of work to make a big game, even with a team, sacrifices were made, where we had to focus on something more niche rather than do something more cinematic and traditional. And with SFW indie games story can be omitted depending on the design of the game. There are quite a few NSFW games on newgrounds which are more game than adult content, and in some cases I think it works. But I think that may just be because I am more a gamer rather than a reader as you are, so I may have more of a bias towards games that act like games rather than visual novels.
One thing I am trying to avoid is making it sound like the scale has some sort of assumption, like the assumption that more story is better than less. But I think both phrases sound a bit biased. I am thinking now, instead of a one dimensional scale, a 2D graph with two scales may be better at explaining things, at the cost of more complexity to the conversation.And so, like I said above, see it as ,"how much story/dialog is mandatory", more that the, "how much story/dialog can I sacrifice", that was in your mind at start.
on one side of the graph is the story investment, and on the other side is game investment. a weak game could have neither, a AAA game could have both, and a curved line could be used to show how much can be done given so many man hours. As you point out with your example of brothel manager with a story, a game can have both a focus on story and game mechanics, so long as things are dynamic. Perhaps another word for dynamic could be, evolving, progression, something new around the corner.
Thanks for the clarification about quality. I wasn't referring to art, but rather the over all experience being good, a good game is good, derp. Coherence is a good term.
With your example about adding the story to the brothel game idea, I couldn't help but think of where I did something similar, where I saw a simple idea, and suddenly my creative mind had a field day. I guess sometimes people really do like a good story to bring the mundane to life.
You make a good point about letting the game do some of the work out of the story, such as using different lines in your example to exaggerate the focus on each statement as you pointed out, or my favorite, use images of characters like in visual novels to some what animate them, to represent their mood and behavior as they talk. are they blushing, mad, etc.
I wanted to make a simple tech demo with a captured girl and one scene, but because I couldn't keep the dialog simple enough, I practically had to map out ever form of indirect communication for a simple test. It is kind of the reason I started this post was to explore some thought and to see what I could try next.
Well considering all the points you make, I can definatly tell it is something you have an interest thinking about and studying, I'm in the same boat more or less, but perhaps almost falling overboard.I think it's a question of practice... Well, at least I hope, since I plane to make my own game one day
Agreed and agreed. Writing exaggerated characters is not necessarily a good thing, and every anime that tries it isn't usually the best or even that good, but adult games do seem to be able to benefit from exaggerated character writing more so than any other medium since often character personalities can be the focus of the player (does the nice guy win the shy girl, can you melt the goth girl's icy heart? etc.), and then that loops back to the importance of character interaction, and then that leads back to why story tends to be a very important aspect to many adult games.Not necessarily what I prefer, but undeniably the better approach for an adult game.
In the future I may try out your suggestion of writing and removing, thanks for sharing!