Last week, we had a blog
post about Visual Novels and nonlinear storytelling already and this week,
we will go into more detail as far as plotting and mechanics are concerned.
After all, there’s more to a Visual Novel than just one, always repeating
story.
Nonlinear plots don’t
mean that you branch out completely with every decision and are left with a
tree of ten or twenty different stories in the end. You can very well pull
several threads made by decisions together again at some point (this is most
evident when it comes to relationship changes in an otome, those are about
earning or losing points, they don’t make a huge difference each), but they
must feel and read differently for the player. If the only difference is two
lines and there’s no relationship status or suchlike coming with it, players
will be disappointed. What you will want to write, is a story with several
different endings, some good and some bad, and with several branches which can
(and most likely will) come together again. Unlike the classic ‘Fighting
Fantasy’ gameplay, though, there isn’t just one way to really get through (the
shortest route without ambling along), but there’s several routes which the
player can and, most likely, will take. Most players who buy and play a Visual
Novel expect several reads through the novel, because they want to take all
routes, find all endings, and unlock all pictures for the gallery. This usually
reflects on the price of the Visual Novel as well - a lot of high-quality
content (CGs, voice-acting, etc.) and a lot of routes and endings will come at
a much higher price. That doesn’t mean, however, that a cheap or even free
Visual Novel with well-made routes and choices can’t be a lot of fun to read
and reread a lot. It’s just that a cheap one will get more leeway when it comes
to things like the number and impact of choices.
Nonlinear plotting
doesn’t just come in when you are working on a Visual Novel.
Fighting-Fantasy-type and Choose-Your-Own-Adventure-type books have seen a
revival in recent years, with software which makes it easy to turn them into
e-books for more sales and easier self-publishing. Then there’s the whole gaming
industry where stories, if featured at all, have to be nonlinear to allow for
players’ choices. So there’s a lot of uses for nonlinear stories - including
the classic pen-and-paper tabletop role-playing games. Let’s have a look at the
mechanics of those books/games.
Starting off with the
classic FF approach, there’s one thing which makes the books differ from
regular novels from the beginning and it’s not the choosing-the-next-section
part. It’s that they come with stats, which you have to decide on and prepare
before jumping into the whole story. Those are, of course, something which came
over from the role-playing games which gave birth to the FF series and its
contemporaries. There’s the regular strength-agility-luck-money-health group
which you will find in the classic FF books. They allow for skill checks and
fights and, thus, give the books a little more randomness (luck at fighting or
managing a skill check is bound to vary, so not every time you play the game
you will be equally lucky on your way through it). Some of the books, like
“House of Fear,” have additional stats (in case of the aforementioned book,
it’s Fear).
There’s often an inventory,
too, in which there can be food or health potions to regain health, torches for
dark areas, and other tools or even weapons. Specific objects can fill the
inventory as well (“City of Thieves,” the first FF book I even read, has three
specific reagents the player has to gather to have a chance against the Big
Bad).
The Choice
of Games engine is best-suited for stat-heavy work, simply because it has a
lot of routines build in which handle stats and suchlike well. One big danger
when working with stats, though, is to make too many of them. I once looked
into an erotic FF-type book on Amazon and found several pages listing specific
skills and other traits for the character you were supposed to choose from.
While it’s amazing that they managed to handle that many stats at once, it’s
nigh-impossible for a regular reader/player to get through that without help
and without being disappointed with their first few forays into the book,
because there’s no way to tell which skills/traits are useful and which ones
make sense together. You can’t take them all and there’s no help with choosing
them.
The lesson from this
should be to trim down your stats. Yes, depending on the kind of story you make
(FF/CYOA, Visual Novel, Life Sim, Dating Sim), you will need quite some stats.
What you should avoid, is making too many. Always ask yourself whether or not
you will really make good use of that specific one in the game and whether you
can do without. Of course, you need to track relationships in an otome. Of
course, you need to track money-making skills in a life sim. Of course, you
need to track health and fighting skills in a FF-type story. But try minimizing
the amount of numbers the player and the software have to deal with.
Another big part of
making a nonlinear stories is to keep your scenes and chapters working. As
mentioned above, ‘nonlinear’ doesn’t necessarily mean to make a new story with
every choice, but there should be a little branch after each choice. A
conversation should take a different direction after a choice is made. A
situation should not play out the same way with different choices. The player
should be able to tell that this is a different route than the one they’ve
taken before. There will still be quite a bit of the story which plays out the
same way, a main line which the player will always see. That is why the
auto-play function exists in most Visual Novels - you can ‘fast-forward’ to the
next choice and will only have to ‘play’ through parts you’ve not seen before.
For a considerable part of the novel, you will have the same text every time,
but there’s also a good portion which you will only see on a specific route.
Where Visual Novels
differ from FF-type stories is when it comes to the ending. For FF-type
stories, there’s only hit or miss. Either you finish the story with the only
good ending, defeat the enemy, save the populace, become a hero, etc., or you
have a bad ending, end up dead, incarcerated forever, cursed, etc.. This means
that most players will only look for one ending. They may even cheat (as I did,
too, when reading those books) by checking the next scene and then making
another choice, if the next scene is a bad one. In a Visual Novel, the players
look forward to having several endings, mostly the good ones, but often also
the bad ones.
That’s because there’s
one more specific mechanic in a Visual Novel: the gallery. Most Visual Novels
(especially the high-price ones) include very beautifully-drawn, screen-filling
CGs (Character Graphics) within the story. Once the player has unlocked them by
reaching them (they are endings and, often, also key points of the story), they
are available in the gallery off the main menu to look at again. Players often
want to fill the gallery completely, unlock every CG, which is why they will
play through all the routes and try all the choices possible. It might also
play a role that a ‘bad ending’ in a Visual Novel often is not a deadly bad
ending, but more of a ‘doesn’t get their love interest’ or ‘fails at the task’
bad ending.
Overall, the most
important thing for a nonlinear story is that you plan it out beforehand. I
listed a few possible pieces of software to help with that in the first post,
but there’s also simple ways like using a big piece of paper or a cork board,
tacks, and thread. What you use is very much up to you. Don’t get too caught up
in all the skills and traits and other stats you could put into the story and
try to make every choice count, especially if there’s few choices. A dating sim
or life sim will have less impact per choice than your regular Visual Novel.
FF-type stories also have little impact per choice for most choices, but a big
impact every now and then (when it comes to reaching one of the endings).
Also be prepared to write a lot
more text than you would for a regular novel - since there’s a good portion of
text only going into one specific route and you still will want to make a
suitably long story. More text is very important there. Try your hands at
nonlinear writing - even if you’re not doing well with it, it might actually
help you with writing your regular stories!
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