Writing has been one of my main hobbies for a long time now, even though I have yet to really earn money with it. This blog is dedicated to the many ramblings of someone fighting two languages (separately of course) in order to tell stories. Enjoy!
Saturday, 30 March 2019
Visual Novels Or Nonlinear Storytelling Pt. 2
Saturday, 23 March 2019
Visual Novels Or Nonlinear Storytelling Pt. 1
Wednesday, 18 August 2010
Writing for games
In a thread at a new forum I spent time in (The Diving Bell Adventure Pub), someone mentioned it might be a good idea to let would-be novel writers create the stories for casual games. I don’t think that would be a good idea and here is why. And it’s here, because it is about writing rather than about gaming.
As a would-be novel writer (and I’ve no problem with that label – I’m not published yet, so I do not consider myself a ‘true’ novelist), I see a couple of problems with that idea. I have, quite some years ago, tried to write and program my own text adventure (I don’t have the necessary graphic skills to create sprites, animations and backgrounds). Even writing the story did not work out well – let alone the programming part.
Adventures and RPGs need very flexible stories that can be pushed and pulled in various directions and still stay in shape. You can do a lot of things differently or at different times in a chapter (or the whole game), so the story has to ‘play along’ with it and allow the game to put in cut scenes in different order (because you first finished chain two instead of chain one, each adventure contains a certain number of intermingling puzzle chains that need to be finished in order to move on to the next chapter – the same is even more true for RPGs with their side quests). A novelist (or a would-be novel writer) on the other hand fights very hard to find the perfect order for all the scenes in a story.
HOGs get a story to motivate the player to go on. You can actually have a HOG without a big story, if it’s a straight HOG (no IHOG, a HOG with adventure elements). But most HOGs tell a story and they do so in dialogues between the levels. That’s not a lot of storytelling, even with the odd cut scene here or there. Unlike adventures, HOGs do not contain puzzle chains that are intermingling, so you don’t have to care about a flexible story that much. But if you dare to put in more than just a few lines of dialogue between levels, half of the players will say ‘that’s a bad game, I don’t like it’, because they don’t like reading that much. (For instance, the game “The Mysterious Case of Dr. Jekyll and Mr. Hyde” was bashed for containing actual pages to read that continued the story between levels – I found the game and the storytelling great, most people didn’t.) But you can’t tell a very difficult story with lots of plot changes and intrigues in just a few lines of dialogue. So, not a place for a would-be novel writer (or professional novelist), either.
Other casual games (TMs, Match 3 and so on) put even less emphasize on a story. It’s just something that connects the levels in most of them. People want to beat those games, to get an expert score or beat the clock, that’s why they play – not because of the great story.
The only kind of ‘game’ that you need a very good story for – albeit one with a lot of dialogue, but dialogue is good in a story – is the Visual Novel I’ve written about before. It’s a novel you play (and even they need a branching story – a story with different paths towards the end or even different endings depending on the player’s choices), but it’s above all a novel.
In addition, most casual games are made with an option for a sequel, provided the game does well. You can’t really ‘finish’ the story – although there should be some sort of closure – and have to give the player the little ‘this isn’t over yet’ scene in the end. This is something a novelist could work with, but it doesn’t make telling a complicated story any easier.
You can write a novel based on a game, you can make a game based on a novel (such as “The Great Gatsby” which I might cover over in my main blog soon), but you can’t apply the rules for writing a novel to writing the story for a game. Therefore you can’t just take a novelist (or a would-be novel writer) to create a story that works with a game.
Monday, 15 March 2010
Apollo Justice
[Apollo Justice] As an addition to the posts about visual novels (see “visual novel” and “visual novel 2”), here’s a post about a special kind of visual novel that might be better known outside Japan than the rest.
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About half a year or so ago, I bought “Apollo Justice: Ace Attorney” quite cheap. Then I had not even heard about visual novels, so I simply saw it as some kind of computer game I could not really place into a normal genre.
Now, replaying and finishing it after I had started to take an interest in visual novels, it was quite obvious that I was dealing with a sub-genre of this kind of game.
“Apollo Justice: Ace Attorney” is the fourth game in a series (if I get the number right). The first three (that is the first three I could find on amazon) have another main character, though: Phoenix Wright. He turns up in this game, too, first as defendant in a murder process (the first of four cases), later on as the head of the Wright Talent Agency which has two talents so far: Phoenix (no longer an attorney, instead a pianist and poker player) and his daughter Trucy (a stage magician).
As Apollo manages to clear Phoenix in the first case, but at the same time sends his own boss, Kristoph Gavin, to jail, he later on becomes another member of the Agency.
I liked the graphics from the very first time I played the game, as I’m a big fan of manga and anime and thus of that kind of graphics.
But I also liked the game-play a lot. There’s two main parts to every case (except for the first): investigation and trial. During the investigation, Apollo and Trucy (who usually calls him ‘Polly’) visit various places connected to the crime, gather evidence and talk to people. Later on, there’s the trial where Apollo has to find the loops and lies in the witnesses statements and prove it. If he gets it right, he can win the case. One really interesting thing about the trials of case 2 to 4 is the fact that the persecutor is always Klavier (in the German version his first name is Kantilen) Gavin, the younger brother and spitting image of Apollo’s former boss. That’s giving the third and fourth case a lot more action, because Klavier (or his band, the Gavinners) are involved with the case. In case no. 3 they are involved, because the murder happened during a concert, in case no. 4 the victim and defendant are part of an old case – the one during which Phoenix lost his attorney badge and the first Klavier ever had.
During the last case, the player goes back in time seven years. Because the only way to understand what happened in the present, it is important to understand what happened seven years ago. This also gives the reason why Kristoph Gavin murdered a traveller (who, seven years ago, was the defendant in the same process and is the real father of Trucy Wright) and how it could take seven years for a trap to finally be sprung. Needless to say the seemingly simple case for a new jury system in reality is the most difficult of all four cases. But then, it should be, as it is the last one…
The cases are quite interesting and feature a lot of twists and turns. They are, despite four murdered people, also quite amusing, mainly because of the strange characters. And the cases are almost all entwined (except for case 2) and based on what happened seven years (or a bit longer) before.
So, if you own a Nintendo DS and like to get a look at a visual novel and buying a game that will, at least, take about 10 to 15 hours to solve, take a closer look at “Apollo Justice: Ace Attorney” and his vocal cords of steel.