13 Matching Annotations
  1. Last 7 days
    1. For example, a character that might have stood up for you in the first loop could be wanting to kill you in the second one. “The feeling of going through a world in which the law of cause and effect doesn’t matter – that is the core idea of a roguelike adventure game, and it’s a brand-new territory that most adventure games until now haven’t stepped into yet.”

      Jiro Ishii explaining how a "roguelike adventure" works as a visual novel.

    2. On the other hand, “roguelike adventures” are a subgenre that was pioneered by Petit Depotto’s Gnosia. What makes “roguelike adventures” significantly different from “open world” ones are, as Ishii states, the element of randomness and the way the world of the game branches out. While in “open world adventures” there are no changes in the story despite the order in which the player decides to experience it, in “roguelike adventures” the story randomly changes with each replay – kind of like in a “parallel world” scenario, Ishii explains.

      Jiro Ishii praises the concept of "roguelike adventures" in the context of visual novels, where there is an "element of randomness" in how the game-world branches out.

    3. As examples of “open-world type adventures,” Ishii brings up Vanillaware and Atlus’ 13 Sentinels: Aegis Rim and Spike Chunsoft’s Zero Escape series. He once more emphasizes that, in this case, “open world” doesn’t mean a 3D space that you can roam freely. To him, it signifies a non-linear narrative, not bound by time or laws of cause and effect. The player is able to experience the narrative freely (by “picking up fragments”) in any order they like, which ultimately leads them to completing the “big picture” and finding out the true story.

      Jiro Ishii praises what he calls "open world" visual novels where the player is not bound by time or cause and effect.

    4. “My honest impression is that the evolutionary tree of adventure games has reached more of a dead end than I thought it would. However, there are some new genres that evolved from there.” Ishii pointed out two “new subgenres” of adventure game that particularly stood out to him. He defines them as “open-world type adventure” and “roguelike adventure” games.

      Jiro Ishii opining that visual novels have "reached more of a dead end" than he would have predicted.

    1. If you’re aiming to write a truly interesting story, according to Kodaka, that means you’re up against giants like Keigo Higashino (known for his mystery novels). And in order to beat them as a developer, you’ll have to leverage the systems and means of expression that are unique to the video game medium and evoke emotion in players through the story.

      Kazutaka Kodaka opining that in order for a visual novel to "beat" a great novel, it must "leverage the systems and means of expression that are unique to the video game medium and evoke emotion in players through the story."

    2. “To be honest, I haven’t played that many adventure games. I play a variety of different genres of games, and I also read novels. That being said, I believe outstanding adventure games are the ones that use game mechanics in their favor. When it comes to story-driven adventure games, I honestly think novels are much higher quality reading material. After all, works written by famous authors are simply a more interesting read,” Kodaka says.

      Kazutaka Kodaka opining that in terms of telling a story, novels are superior to visual novels. Visual novels can distinguish themselves through some sort of interactive element (or perhaps audio-visual).

    1. Some indie game developers will either go through the above and reach this conclusion, or some will come in with this opinion to begin with.  Then they'll approach visual novels as if they're fundamentally flawed and in need of iteration. This isn't to say that visual novels are flawless-- they're not, and this isn't to say that you can't add more-- you can, but this line of thinking deflects from the core of the problem.  They don't know how to make a visual novel enjoyable, so they reach into something they understand better, or simply like better and try to duct tape it to visual novel.

      Stella De, essentially, on the pitfalls of trying to make a visual novel starting from the perspective that the medium is flawed.

    1. If the player can customize characters, statistics, equipment, abilities, routes, schedules, or other aspects of the game, the question isn't whether customization exists. The question is what the customization is trying to accomplish. If customization primarily changes the player's interaction with the game, that's something other than a visual novel. If customization primarily changes the story being experienced, that's more of a visual novel.

      Stella De's principles for when customization is consistent with a visual novel vs a non-VN game.

    2. A visual novel is a type of narrative video game that provides a written narrative experience accompanied by visuals. Visual novels focus on reading and/or listening to a story above any other form of interaction. When a visual novel presents interactions or customizations, they will primarily influence or appear to influence the story.

      Stella De's definition of visual novels.

    1. Explaining this design choice, the director says, “I’m simply not very fond of dialogue scenes where characters go on and on about trivial matters. I prefer the pacing and atmosphere of films. Of course, I believe games that emphasize dialogue have their own merit, like allowing readers to project onto the protagonist and soak in the atmosphere, so this isn’t about which approach is better or worse. However, I believe that the maximum amount of time a person can concentrate on reading text is about 4 to 6 hours at most, and I’m concerned that if it goes on any longer, more people will start skimming or rapidly clicking though the text.”

      Todo Kataoka explaining why he prefers "film" pacing in visual novels over lengthy dialogue scenes. Notable: "I believe the maximum amount of time a person can concentrate on reading text is about 4 to 6 hours at most..."

    1. A Visual Novel (VN) is a digital narrative focused game that requires interactions where the player must be able to impact the story world or the story’s progression. The story and interactions are most commonly presented through a text box and often employ additional forms of interac- tion including menu choices—which often contain sets of actions that the player character can perform—or dialogue options representing the player character’s speech or thoughts. Crucially, VNs have On-Click Progression, where the player clicks, taps or presses a button to see the next part of the story. The aesthetics of VNs are most often conveyed through static images of characters, background art, sound effects (SFX) feedback, and soundtracks.

      A proposed definition of visual novels based on consulting research papers and a collection of "popular" VNs.

  2. Dec 2022
    1. ranslated by zalas as part of al|together 2005, io[ChristmasEve] is a novel game made in the KiriKiri engine. The game received an update a year after the release of the translation patch which caused the patched game to crash immediately after starting, so my friend at the group Re*define has made a fix for it, making the game playable from start to finish. The fix consists of removing malfunctioning lines calling for an apparently nonexistent object called options2Menu. The XP3 archive was worked on with insani's xp3tools-20060708 available at http://insani.org/tools/. The fix has been tested on Windows XP and Windows 10.

      Thanks to Re*Define and Kaisernet, the original 2005 English-language translation of io [Christmas Eve], a freeware Japanese visual novel written in KiriKiri, is playable in English. The 2005 patch ceased working due to the Japanese game receiving a minor update in 2006. Kaisernet notes that "[t]he fix has been tested on Windows XP and Windows 10." I personally tested it on Linux running the game with the patch on WINE and found that it works without issue.

  3. Nov 2022
  4. 7nightstranslations.wordpress.com 7nightstranslations.wordpress.com
    1. Tanabe Meito is a psychology student in the “World of Light”, a completely ordered world were people don’t have a shadow. He’s not entirely satisfied, though; and when he meets a girl with a shadow called Shimon he ends going with her to the “World of Shadow”, a rural village where the people are shadows, and Shimon is the only one with both body and shadow. Right after that they meet two other persons with body and shadow: a girl with no memories, who they finally name Sou, and a woman also with no memories but who recalls being called Riri. Then they start living together in Shimon’s house, and have mostly slice-of-life happenings while they investigate a mysterious voice Meito heard just before going to the World of Shadow, and Meito gets used to the shadow people. And while that’s happening you have scenes of a boy who lives with his mother, who eats him, until he discover eating is love, eats her, and goes out into the outer world. Then things get real trippy, and nothing else makes any sense, until the very end, or ever.

      "And while that's happening you have scenes of a boy who lives with his mother, who eats him, until he discovers eating is love, eats her, and goes out into the outer world. **Then things get real trippy, and nothing else makes any sense, until the very end, or ever."

      This is as apt a description of MYTH as one could write.