- Sep 29, 2020
- 49
- 285
Hey, all! First time poster here so I'm starting off with a bit of a big question, but I've been contemplating dipping a toe into the VN space and was curious about how you all view the concept of negative decision consequences in a visual novel (this may not be an original thought, but googling the question wasn't fruitful). I can certainly understand the desire to include "work" in the design of the narrative (we enjoy the payoff of something more when it takes us a bit of effort to reach it), but it feels like with negative decision consequences (or perhaps framed a different way, hidden conversational point systems that "unlock" content) the outcome is generally either to reload a previous save, roll back the decision (when that's an option), or simply avoid it entirely (through the use of something like a walkthrough - which I would imagine are ubiquitous for a reason). These options all feel like they break the immersion and narrative momentum of a story. Do you generally accept the negative outcome of a decision you've made, and if not do you find the act of rolling it back or reloading a save to add anything of value to the experience (maybe in a "sure, it was a negative result and I had to reload a save, but now I at least feel like my decision mattered" sort of way)? Would you find it frustrating if a game locked you out of rolling back that decision (via a single autosave system, for example, that made reloading impossible - sort of like an ironman mode in a survival game), if the consequences of it were interesting in their own way rather than simply a dead end?
I'm personally of two minds about it: being locked into "bad" consequences (or perhaps just unintended ones ) from a decision you've invested hours to reach could cause a serious strain on the player's desire to continue (though it seems to me that a good writer should be able to make that decision interesting in its own way rather than simply blocking off other content - and could incentivize replayability in a narrative with multiple branching outcomes), while, on the other hand, when your entire purpose is to tell a compelling story, giving the player power to undo or min/max their decisions impedes your ability to have a proper narrative impact and potentially feels like the old adage about gamers needing to be protected from their own tendency to optimize the fun out of an experience. If you knew a game was designed this way (with decisions being final), would you be even more inclined to consult a walkthrough straight away, or do you think (if written well) that this would add something substantive to the experience? I suppose fundamentally the question is about why people play VNs, is it to have an emotional experience (like reading a novel), or simply to see as much sex as possible as quickly as possible? I have a desire to do something a little different than what I normally see, a VN that's much heavier on narrative than sex (which I would hope would make the sex that is present much more impactful), but I'm not sure if that is a waste of time and don't feel like I know enough yet about why people play these games to get a good feel for the answer. Maybe there's a middle ground that has branching decisions but that "snap back" to a single narrative point via alternate paths - ensuring no decision ever truly impacts the overall narrative (giving players some comfort in knowing they aren't missing anything critical) but allows multiple ways to arrive at the same point, perhaps with some subtle differences in how those larger moments play out.
Sorry, that was a lot of words and I could continue on, but I'll leave it there. Any feedback is definitely appreciated.
Cheers.
I'm personally of two minds about it: being locked into "bad" consequences (or perhaps just unintended ones ) from a decision you've invested hours to reach could cause a serious strain on the player's desire to continue (though it seems to me that a good writer should be able to make that decision interesting in its own way rather than simply blocking off other content - and could incentivize replayability in a narrative with multiple branching outcomes), while, on the other hand, when your entire purpose is to tell a compelling story, giving the player power to undo or min/max their decisions impedes your ability to have a proper narrative impact and potentially feels like the old adage about gamers needing to be protected from their own tendency to optimize the fun out of an experience. If you knew a game was designed this way (with decisions being final), would you be even more inclined to consult a walkthrough straight away, or do you think (if written well) that this would add something substantive to the experience? I suppose fundamentally the question is about why people play VNs, is it to have an emotional experience (like reading a novel), or simply to see as much sex as possible as quickly as possible? I have a desire to do something a little different than what I normally see, a VN that's much heavier on narrative than sex (which I would hope would make the sex that is present much more impactful), but I'm not sure if that is a waste of time and don't feel like I know enough yet about why people play these games to get a good feel for the answer. Maybe there's a middle ground that has branching decisions but that "snap back" to a single narrative point via alternate paths - ensuring no decision ever truly impacts the overall narrative (giving players some comfort in knowing they aren't missing anything critical) but allows multiple ways to arrive at the same point, perhaps with some subtle differences in how those larger moments play out.
Sorry, that was a lot of words and I could continue on, but I'll leave it there. Any feedback is definitely appreciated.
Cheers.