In my opinion, I
prefer JRPG's to Western RPG's, most of the time. There are a number
of reasons, but regarding open-world vs. linear story-telling, my
vote is for JRPG's because I like feeling that the game is moving
forward with purpose. Open-sandbox RPG's can certainly be fun, and
many of them do have incredible stories to tell. I just don't like
wandering around doing side quests, aimlessly exploring, and grinding
to level up without any pressing incentive to do so. JRPG's, on the
other hand, give me a sense of urgency, and essentially force me to
level up through random battles as I move from one area to another
towards the next story objective. I like feeling like I'm making
progress through a story while spending time with the different
characters in my group as we journey together--I prefer solo gaming,
but I don't necessarily like for my game character to be all alone.
To me, JRPG's are more immersive because I feel like the story is
carrying me forward, rather than Western RPG's where I feel a lack of
urgency with the story, as it is left up to me to decide when I want
to get around to pursuing it. The lack of an urgent story may be the
problem itself, because I feel less invested and involved in
something ongoing. Not only does the linear fashion of a JRPG provide
that, but interactions with the other characters in my group also
remind me that we're all on an epic journey seeking to solve a quest
together.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Friday, September 27, 2019
Thursday, September 26, 2019
What is it about JRPG’s? (part 4)
Combat in JRPG's
has somewhat of a reputation that can almost be described as a
stigma. Early JRPG giants like the Final Fantasy and Dragon Quest
games involved repetitive combat that has often been described as
"grinding." Moving through the game world between story
segments was usually broken up every 8 to 10 seconds by an
unavoidable random battle encounter, though more recent JRPG's
sometimes allow for you to navigate around battle encounters to avoid
them. Battles provide a fun distraction from the main story and feel
like progress when, after each battle, a display indicates how much
new experience and wealth you have accumulated. Leveling up itself
becomes a motivator, because new items and unlocked abilities keep
battle fresh and allow for new tactics and customization options. The
level of player involvement with this aspect of the game is much more
active and is part of the necessary balance with the somewhat passive
experience of enjoying the story. However, these battles feel more
like definitive progress, because they are usually a means towards
moving forward in the story—travel from point A to B and the story
will unfold with a new chapter. In open-world RPG's, however,
sometimes hours can be spent in random combat while wandering around,
and unless the player decides to pursue the main story line
intentionally, the game can become what the player makes it. Why,
then, is the JRPG formula still so successful? My theories,
tomorrow...
Wednesday, September 25, 2019
What is it about JRPG’s? (part 3)
JRPG's have been
influenced somewhat by Western RPG's, with one example being the
optional quests presented alongside the main storyline. This itself
blurs the line between the two genres because the strength of the
JRPG is the main story. If too much time can be spent away from the
main storyline, an RPG tends to more easily become judged by the sum
of its parts. Is the combat system fun? Is there enough item variety?
How interesting and involved is the crafting system? Are the
abilities learned upon leveling worthwhile and fun to use? All of
these factors are standards in the RPG genre, but a JRPG feels less
and less like a JRPG if these elements become more of a focus than
the story. In a JRPG, the story and cast of characters is the focal
point throughout the game, balanced with a type of combat model that
can ultimately make or break the game...
Tuesday, September 24, 2019
What is it about JRPG’s? (part 2)
To understand the
JRPG, we also need to consider the western RPG. The distinctions do
sometimes cross over between the two genres, but it is safe to say
that JRPG’s have a few elements they are known for. Turn-based
combat as opposed to free-form, a straightforward, set storyline
rather than a choice-driven open-ended story, a cast of characters
traveling with you as opposed to one solo character, and often an
established protagonist character rather than a “name and define
yourself” character. Although the current trend in gaming seems to
have moved heavily towards open-world free-form play, the JRPG has
still survived, despite the impressive options game developers have
managed to generate through their massive open world environments.
Another trend over the years has been a movement away from fixed
levels that must be repeated until solved, with many rogue-likes and
other RPG’s opting for procedurally-generated levels that are
different each time you play. With the freedom from repetition that
is afforded by modern technology and programming developments, why
has a genre like the JRPG still managed to survive, and surprisingly,
even flourish?
Monday, September 23, 2019
What is it about JRPG’s? (part 1)
Last week there
was a sale on Sony’s PSN Store, and I decided to purchase Star
Ocean: Integrity and Faithlessness. This game was made by Square
Enix, one of the biggest producers of Japanese RPG’s in the
industry, and for good reason—they do it well. Epic stories,
likable and intriguing characters, immersive and detailed settings
with deep world building, stylish graphical design, and memorable
soundtracks all contribute to making their games a fun and often
powerful experience. As soon as I began the game and completed the
tutorial, I was plunged into a story with characters that made me
want to know more about what was going on and what my place was in a
world that already felt like it had an expansive history waiting to
be uncovered. Yet all this felt familiar to me, like I was finally
home after being away for a long time. The magic of a well-made JPRG
always does this to me—I felt the same way with the Dragon Quest,
Final Fantasy, and Tales series, among others. This week, I want to
examine what it is about JRPG’s that has kept them as a viable,
competitive genre in the video game market.
Friday, September 20, 2019
World Building 101 (part 5)
My personal
approach to world building may or may not work for you. World
building doesn't necessarily pertain to a single world, and in my
case with the Solar Echoes universe, world building encompassed quite
a number of different worlds. My method involved starting large,
rather than small. What was the planet like? How did life on that
planet respond and adapt to those planetary conditions? What kind of
civilization developed out of those circumstances? What sorts of
values did the people of that civilization have, and how did their
situation influence them on a personal level? What sort of technology
was developed in order to adapt to and eventually thrive in their
environment? What type of government emerged from those circumstances
to govern that society, and how did it affect the people? There were
many more questions that I asked myself, but I tried to keep things
as relevant to my intended story and characters as possible. The
world you design can become a backdrop used to stage your characters,
or the world itself can almost become a character in a way—a harsh
world could serve as the antagonist your characters struggle against,
and a plentiful utopia could become a setting that better focuses
attention upon the characters' individual problems. It's all up to
you, but remember this: your world building is symbiotic with your
characters and story, so I recommend developing it alongside them.
Thursday, September 19, 2019
World Building 101 (part 4)
How much of your
world should you reveal? The temptation for those who have invested
vast amounts of time into their world building are the creators that
are at the greatest risk—they feel an ownership and responsibility
for all of their imaginings, and respond by trying to cram too much
of this information into their writing. The exposition can easily
become too long and burdensome to the hungry audience that is eagerly
anticipating discovering a point to it all. It is best to describe
your world through your characters, subtly or overtly, depending on
your writing style. Nebula and Hugo award winning scifi author,
William Gibson, had a unique approach with world building in his
novel, Neuromancer—he revealed the world his characters lived in
through inference. Rather than explaining how things worked or
identifying the terms he used, everything was left to uncover through
context. This may not be an approach that works for many (and
Neuormancer is not exactly an easy read), but it is one example of a
way to reveal the world you built. Instead of defining your world
through narrative exposition, let your audience discover it through
the eyes of your characters and through the memories they reveal as
the story unfolds. To be safe, keep the description of your world on
the shorter side--detailing a location that requires two or three
full pages of narrative is an approach that will likely begin to lose
all but the most dedicated readers.
Wednesday, September 18, 2019
World Building 101 (part 3)
It is easy,
however, to get too caught up in your own world building. Some
writers become so involved in developing their worlds that they find
themselves over-detailing their concept. You need to have your story
in mind when you begin your world building, or the world building can
become a neverending project, even distorting into a form of writer's
procrastination. Have an idea about who your characters are and where
they will go in your story—the places the came from and the places
they'll go. Nobody cares about the internal politics of some nation
that your characters will never visit or mention during the entire
story, so spending time detailing irrelevant parts of your world can
actually detract from your progress. If you've found yourself tiring
of a project or you feel like it's not moving anywhere, it could be
because you've allowed yourself to become distracted by world
building. Admittedly, it's a fun diversion, but if it's not going to
benefit your characters and the actual story development, then move
along.
Tuesday, September 17, 2019
World Building 101 (part 2)
But how do you
build a world? Regardless of genre, there are several fundamental
questions you'll need to answer for yourself. Is the planet Earth,
and if it isn't, how is it different from Earth? Is there
civilization, and how civilized or advanced is it? These questions
determine the technology available, how people travel, and how they
communicate. All of this is essential towards having a larger
understanding of the setting you are creating, because the era in
which your story takes place determines a lot about how your
characters will be able to relate to each other. Must they travel on
horseback to visit each other, or can they hop in a car or an
airplane? Do your characters need to wait days or weeks for a postal
message to be delivered, or can they instantly call or text each
other? Even if you are writing outside the constraints of our
reality, such as with science fiction or fantasy, you'll still have
to decide upon the rules of your own world. Consistency within your
own design is key to a successful story because people will more
readily accept the world you have imagined.
Monday, September 16, 2019
World Building 101 (part 1)
Several years ago
at a science-fiction convention I was part of a writer's panel, and
someone asked me a great question: How much time should be spent on
world building? This might vary depending on whether you're writing a
novel, a table-top RPG rulebook, or a video game, but in all cases,
you do need to spend some time developing the fictional world of the
story you want to tell. Regardless of whether the setting is fantasy,
science-fiction, or some other genre, you need to have a good idea of
the setting that your characters will be living in. This setting
affects many aspects of your story, such as the overall tone and the
options your characters have available to them; it can even have a
significant affect upon the characters themselves. If your setting is
a prison-world, your characters will likely have severe restrictions
upon them and they are unlikely to be carefree and optimistic about
their lives. If your setting is an upscale, wealthy community
obsessed with status, your characters might be focused on entirely
different concerns. The world you build for your story is the first
major factor that will shape your characters.
Friday, September 13, 2019
GMing and VN Writing (part 5)
Try to make sure
that all the choices in your game feel really organic to the story,
and let the choices appear when they feel that they would naturally
occur, just like they do when GMing an RPG. You may need to exercise
caution as you write, because it can be very easy to allow your story
to balloon beyond your control. The choices you present during the
story should lead in some way towards the different endings you have
planned. How many choices should you have in your game? According to
a poll I ran online, out of 47 votes, the majority of voters (55%)
preferred “Choices once in a while,” while 34% preferred to have
“Lots and lots of choices.” Only 9% liked having “Only a few
choices,” and 2% preferred to play a kinetic novel, which involves
no choices at all. Your visual novel is going to be a huge endeavor
to program, but once you've finished writing the story, you'll have
the drive and conviction to do all the necesssary work to bring it to
your audience.
Thursday, September 12, 2019
GMing and VN Writing (part 4)
One thing you
should try when writing a visual novel story is to outline the major
plot points that have to happen. The details of those goals are
formed into the mission that is presented to the protagonist, and
then the story will be off and running. From that point, role-play
and act out each of the different characters in your writing, letting
them drive the direction of the story through their personalities,
culture, and personal motivations. You'll already know where you have
to lead these characters, but just like a GM, simply guide them there
through circumstances and peripheral characters, sometimes even
through each other. The interesting thing is that when you are acting
as the protagonist or as one of the other main characters, sometimes
more route options will surface than you anticipated. It makes for an
interesting story with a few extra possible side-routes. However,
similar to GMing a live tabletop RPG with players, you'll need to
make sure things don't get too side-tracked, so connect everything
back to the main storyline.
Wednesday, September 11, 2019
GMing and VN Writing (part 3)
When you GM a
game, you usually have a clear picture of the main plot, as well as
the main plot points that need to happen along the way. However, the
players themselves are the actual storytellers in a way, because they
each act out their characters in response to the situations you place
them in. Though you may steer them a little with certain events and
interaction with the characters you act out, the way the story
develops is largely determined by the players choices. As an example,
I have run the Solar Echoes demo “Operation: Flash Strike”
countless times at conventions over the years, and though every time
I use the same demo with the same events and characters, the players
always choose to play different combinations of characters with
different abilities and personalities. I can honestly say that, in
the hundreds of times I’ve run that demo, the game has never once
played out the same way. Take that player-driven concept with you as
you begin writing your visual novel, and as you write, pretend that
you are GMing a game while also playing in that game yourself, as
your characters.
Tuesday, September 10, 2019
GMing and VN Writing (part 2)
Monday, September 9, 2019
GMing and VN Writing (part 1)
I’ve played
table-top role-playing games for most of my life, and I usually
prefer to play as the Game Master (GM). For those of you who are
unfamiliar, the GM is responsible for narrating the story, acting out
the various characters the players will meet, and enforcing the rules
of the game. I’ll admit, I’m not a rules encyclopedia like some
other GM’s are, but I make sure the game is fair and I focus on
keeping the game more story and character focused. Combat is often a
part of RPG’s, and because I love strategy games, I definitely like
to mix tactical battles in where they fit naturally within the story.
One of the most important abilities a keep needs to possess is the
ability to creatively improvise when players decide to do something
unexpected. The experience and skills that come from GMing role
playing games can really help in other jobs, especially in video-game
development!
Friday, September 6, 2019
Tokyo Chronos VR Review (part 5)
I should also
mention that, from everything I've played so far and read online,
Tokyo Chronos is a “kinetic novel,” meaning that there are no
choices for you to make. I have yet to discern how the advertised
claim of multiple endings can be achieved without some choice being
presented, but after 3 hours so far, everything has been entirely
kinetic. For me, this was disappointing, because I prefer VN's with
choices to kinetic novels, but that is just my personal preference. I
did really like being immersed in the 3D world of Tokyo Chronos,
seeing the characters right in front of me--it really did feel like I
was a character in an anime. As for the story, I won't reveal
anything, but I will say that the tone is dark. The dialogue is
well-written, and aside from a few typos and grammatical mistakes, it
is effectively constructed and intriguing. The game was funded
through Kickstarter, so considering its origins, I think what has
been done is impressive. I do feel, however, that there were some
lost opportunities, so I hope that game developers are inspired by
Tokyo Chronos and decide to push the application of VR to visual
novels even further--it's a step deeper into immersive storytelling!
Thursday, September 5, 2019
Tokyo Chronos VR Review (part 4)
During the game,
there were some instances where I found myself placed in unusual
locations that I didn't expect, and this created more immersion for
me. For instance, at one scene change I was suddenly sitting inside a
car talking to someone else in the driver's seat. I liked that the
game framed the scene by positioning me at the best angle to observe
the events. Moments of action were highlighted in typical VN fashion
with the presentation of a static art image (known as a CG.) These
were often displayed as smaller, flat panel art, framed almost as if
they were taken right out of a comic book. This approach enhanced the
feeling of being inside a manga/anime world, and it was a nice touch.
The audio of the game was well put together, with a subtle soundtrack
that enhanced the mood, sometimes crescendoing to enhance the tension
or dropping out altogether to let silence weigh on my nerves. Sound
effects weren't distracting or overused, but served to augment each
appropriate moment. The overall presentation was very fitting for an
anime setting with a dark undertone.
Wednesday, September 4, 2019
Tokyo Chronos VR Review (part 3)
If you were
expecting live action anime in Tokyo Chronos, keep in mind that
visual novels (VN's) involve mostly static backgrounds and characters
with short animations, if any. If you're familiar with Live2D in some
VN's, the characters in Tokyo Chronos were animated similarly, with
blinking eyes, moving lips when speaking, and a few other small
movements here and there. Each character had a good range of body
poses and facial expressions, which helped amplify the impact of the
dialogue. The dialogue was nicely voice acted and fit each character
well, but it was all only in Japanese. Reading the printed dialogue
is a must for those unfamiliar with spoken Japanese, though this of
course won't be unusual for anime fans. The text is clearly printed
inside your sight range, wherever you look. There is even an option
to fix the text to a horizontal level so it doesn't stay in your
vision if you look up or down. No worries for those of you with VR
motion sickness, because you cannot move in Tokyo Chronos. The story
places your character in every scene, positioning you to stand, talk,
and observe everything around you, taking in the atmosphere as the
story unfolds.
Tuesday, September 3, 2019
Tokyo Chronos VR Review (part 2)
When I started
Tokyo Chronos on PSVR, I used the Move controllers because the game
was advertised as having that option. Other than using them
essentially as laser pointers during menu selection, though, the
controllers were otherwise not utilized beyond simple button
pressing. I had hoped to be able to see my arms and hands move at
least, but I existed in the game as an armless torso--I could look down at myself and see the school uniform my
character was wearing. Another thing I noticed right at the beginning
of the game was that the scale was off, regardless of the height
adjustment option. Perhaps this was intentional, but it felt weird
being a 10 foot giant among other 10 foot tall characters, in a world
where everything felt larger than it should be. Everything was
proportionately scaled within the game environment, but my own sense
of scale from my reality was definitely different. However, the art
in Tokyo Chronos is all done in a very anime style, so realism is not
something to expect. I enjoyed feeling like I was a character in an
anime world, and at several points in the game, I actually could see
what my character looked like when standing in front of a mirror. The
art style had a cel-shaded feel with a color palette that was an odd
mix between characters and environment, but the overall tone was
consistent.
Monday, September 2, 2019
Tokyo Chronos VR Review (part 1)
I recently
downloaded a new game for VR called Tokyo Chronos. This game is the one of the first of its kind--it's a visual novel in VR! As a visual novel
writer and developer myself, I was very excited to see this genre of
game enter virtual reality. This week, I'll share my impressions and
opinions about Tokyo Chronos, which is a monumental step for visual
novels. Although I am nowhere near finishing the game yet, I think
that the 5 chapters I have played so far are enough for me to give a
fair analysis. I'll focus on the game itself and not the story, to
avoid spoilers. A few things really excited and impressed me, and
other instances felt like opportunities lost. Is VR a good fit for
visual novels? I think it is, and Tokyo Chronos is a step in the
right direction for the genre.
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