In addition to possible endings related
to your mission in the Star Legation, the ending will also reflect
the relationship choices you have made with two of the female
characters in the game. Throughout the story you will interact with
them at different, predetermined points and as you do, the way they
feel about you will be affected. You can be strictly professional
with your dialogue choices, or you can try to get to know them
better, sharing more personal details or even choose to flirt
romantically. Although the Star Legation is not a dating sim and is
not focused on romance, the context of the story and the
protagonist's character do both allow for relationships developing
with two of the female characters. If you choose to pursue a deeper
relationship with someone, new background and story information will
be uncovered. If you manage to develop a romantic, emotional bond,
the ending art of the game will change to reflect that.
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, October 4, 2019
Thursday, October 3, 2019
VN Architecture (part 3)
Personally, I prefer immersion in a
game, especially when the story is engaging and the characters are
believable. I don’t like seeing some kind of graphical status
indication appear during conversations or events, and I don’t even
like having a way to check on that through a menu or sub-screen of
some type. In my opinion, it is important to maintain the “suspension
of disbelief” just like it is done when watching a movie or TV
show. If you are reminded that you are playing a game with fiddly
menus and onscreen options, I think it pulls you out of the immersion
to a degree and can distract from your full emotional involvement in
the story. As a result, the Star Legation does not have a fancy
onscreen message bar—it is merely a shadowed area so that you can
more easily read the dialogue text. I have also chosen to reduce all
onscreen graphical user interface down to a single icon in the lower
right of the screen. When you click that icon, a menu screen will
appear so you can save, familiarize yourself with other key commands
(such as a quick save key, skip text key, etc.) My main goal is for
you to lose yourself in the story like you would in a book.
Wednesday, October 2, 2019
VN Architecture (part 2)
Tuesday, October 1, 2019
VN Architecture (part 1)
I officially finished writing the story
for the Star Legation visual novel! Last week, late Monday night, I
finished the epilogues for each of the final endings you can earn, if
you survive to the end of the game. For a while, I’ve been
mistakenly referring to the best ending possible as the “True
Ending,” a term I’ve heard used for VN’s a lot. However, when I
looked into it, I realized that True Ending means something entirely
different. The True Ending is reserved for a type of VN that requires
you to go through each route of the game, unlocking new information
with each route, and you can only achieve the True Ending once you’ve
gone through all the other routes. This is also considered to be the
platonic, no-romance ending of a VN. There is a best ending in the
Star Legation visual novel, but it won't require multiple
playthroughs to earn—you can achieve it the first time through, if
you make the right choices. There isn't one single path to the best
ending, but there are a lot of divergent paths that will prevent you
from earning it if you aren't careful...
Friday, September 27, 2019
What is it about JRPG’s? (part 5)
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.
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...
Subscribe to:
Posts (Atom)


