swordofkings128
Level 6
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« Reply #2 on: January 23, 2015, 11:53:24 PM » |
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A lot of the problems you're talking about can be solved with good game/puzzle design. Don't make it so you need to rummage through trash randomly for an ID card or something, make it so the player is able to observe someone throwing something away be it visually or being told through text about it. Put yourself in the player's shoes and ask "what am I supposed to be doing?" it might be hard to get rid of that developer bias though.
Also, add multiple solutions to puzzles. The goal of a puzzle is to unlock a door, right? Well, maybe you can have the character read a book on lock picking, and all you need is the correct inventory items to pick the lock(like, a bobby pin, a lock pick, other ordinary items that can be used as a lock pick) that are found in multiple locations in the game. Or, maybe you can sweet talk an NPC into giving you a key. Or, maybe you can steal a battering ram from the police station down the street...
If you make vague goals like crossing a barrier like a locked door, just make it so different players with different mind sets can come to a logical conclusion how to accomplish this goal.
Also, the story MUST carry a game in a visual novel! That, and well, the visuals. You don't have to be the best writer to tell a great story. In games, or any multimedia, stories can be told with more than just exposition in the form of text. you can use visual symbolism, sounds, moody music, movement, color, lighting... you name it, it can work for you! It just requires a bit of thinking and understanding of how different elements of a movie/game work to create mood and atmosphere...
Don't make something boring and generic, do something unique- maybe a visual novel about a chimp that falls in love with a chimp from another zoo, and you need to get there somehow. You can talk to a bunch of animal NPCs, and they all have fun things to say. Maybe your character is a philosophical animal- and says things about the universal want for a greater purpose. or something.
The point is, focus on things that your game let the player do that haven't been done too often or ever before! For example, Incredible Crisis is an entire game doesn't unique and crazy things... it's like a surreal dream. It is WaCkY and ZANY but it's strikes a nice balance between surreal and real.
Japanese games tend do this kind of weird spin on things, and imo it was done best during the 90s-early 2000s. It doesn't have to be a mini game like this, but look at the situation. A middle aged business man(Taneo) dancing with his coworkers. Starts out odd, but pretty normal. But then the dancing gets pretty crazy! The situation is interesting- it's both comical, and impressive. Nice animation on the characters, weird situation, funky music- it's a great segment. But, look at the gameplay- it's typical rhythm button pressing! Not very original, yet it's dressed up so well that you wouldn't really care.
Ask yourself this- how many games let you make a middle aged office guy dance?
I don't know if you know anything about Deadly Premonition or Twin Peaks, look them up. Deadly Premonition carries itself almost entirely on it's story alone. The combat is horrible, the graphics are bad(though I think it was an intentional choice, which im quite fond of) but the story keeps people coming back. I never would have played it through to the end multiple times if it weren't for all the stuff you can do and see in the game! And the way it all unfolds... it's well written yes, but it's also got an interesting setup, and a great cast of unique characters to make a very unique and well crafted experience.
THAT's how you have the story carry your game. Make it interesting. Doesn't have to be zoo animals, dancing, or weird FBI agents, but it does have to catch the player's attention by being something off the beaten path.
Visual novels can't do a whole lot in terms of gameplay, which gives you a great position to tell a cool story, or make a game about human struggles. Things like coping with the loss of a loved one, dealing with an addiction of some kind, trying to get famous, I guess what I'm trying to say is have a main theme! A simple problem that many can relate to, or at least one many are interested in, told in a manner that unfolds in a cool way and surprises players.
don't be afraid to be "edgy" too! A little bit of edge isn't bad, just not too much angst... Maybe the game has some weird explicit content. It's okay to make the player feel uncomfortable at times- we feel that way at some point in our lives. Strange discomfort. Just don't rely on being edgy, then the game will seem immature...
I don't know if any of it makes sense, and it's a disjointed rambling, but this is the mentality I have when thinking of a game.
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