- Oct 26, 2017
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- 1,289
I personally am not a fan of (giving) suggestions since I hate influencing people (and their work), but if you feel like you have some leeway, guess it doesn't hurt to throw in some random ideas. If you end up accepting some, make sure it doesn't cause the core elements to fall behind though!
Concept: I'd say something that is quite hard to find in VNs is unpredictability in character reactions or events (you know, something that the RNG can't help you with and a specific pattern doesn't either, so savescumming won't work - DDLC initially takes people by surprise when they first realize Sayori's death cannot be prevented by the time they get to what feels like a major line of choices to prevent a "bad end"; it also deletes all saves and the character model from the game to make the player feel even more guilty and depressed about a fictional character they won't be able to save anymore). This works even better if the player deliberately went for a bad end to save time . DDLC is just an example really since it's a completely different kind of story, but that's the magic of revolutionary VNs (and it was still possible with the Ren'py port, though Dan Salvato did have a lot of struggles...)
If you've already set the romance choices to follow a pattern, this can add replayability value. Some choices that don't affect, lock or outright end a route are nice for the sake of reading them when you get there; they could be subtle hints or just cosmetic elements that add to the enjoyment of reading the story instead of just "clicking your way through". It helps make a VN unique in the sense that you won't play it the same way twice as well, but going too far with this can become a colossal work, so better keep it simple!
(Short version: Something that tells the player "my VN isn't meant for you to click skip all and be done with it, that's what CG rips and scene recollections are for, or you are looking for a nukige, and my game isn't one!")
Personality traits: I don't really have preferences as long as characters feel unique, relatable and incite a player to form a virtually emotional bond with, even for someone who knows nothing about KLK. This usually results in people enjoying multiple characters for different reasons rather than having a "best girl" or best "ship" (even the antagonists - but as you said, this part is set in stone).
Physical characteristic: I guess you meant abilities or talents here, since it would affect the art if it was pure anatomy. Well, portraying them the way KLK fans would see them should work best here, according to your plans.
Concept: I'd say something that is quite hard to find in VNs is unpredictability in character reactions or events (you know, something that the RNG can't help you with and a specific pattern doesn't either, so savescumming won't work - DDLC initially takes people by surprise when they first realize Sayori's death cannot be prevented by the time they get to what feels like a major line of choices to prevent a "bad end"; it also deletes all saves and the character model from the game to make the player feel even more guilty and depressed about a fictional character they won't be able to save anymore). This works even better if the player deliberately went for a bad end to save time . DDLC is just an example really since it's a completely different kind of story, but that's the magic of revolutionary VNs (and it was still possible with the Ren'py port, though Dan Salvato did have a lot of struggles...)
If you've already set the romance choices to follow a pattern, this can add replayability value. Some choices that don't affect, lock or outright end a route are nice for the sake of reading them when you get there; they could be subtle hints or just cosmetic elements that add to the enjoyment of reading the story instead of just "clicking your way through". It helps make a VN unique in the sense that you won't play it the same way twice as well, but going too far with this can become a colossal work, so better keep it simple!
(Short version: Something that tells the player "my VN isn't meant for you to click skip all and be done with it, that's what CG rips and scene recollections are for, or you are looking for a nukige, and my game isn't one!")
Personality traits: I don't really have preferences as long as characters feel unique, relatable and incite a player to form a virtually emotional bond with, even for someone who knows nothing about KLK. This usually results in people enjoying multiple characters for different reasons rather than having a "best girl" or best "ship" (even the antagonists - but as you said, this part is set in stone).
Physical characteristic: I guess you meant abilities or talents here, since it would affect the art if it was pure anatomy. Well, portraying them the way KLK fans would see them should work best here, according to your plans.