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General Discussion Theres a Clannad of AIR-headed Kanon fodder being shot by the Little Busters After Tomoyo on a Planet-arian. |
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#1
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Even though I'm new to this forum, there's going to be no introductions, since people don't really care about those, in my experience. Instead, I'll just try to get on with the topic and make it an interesting discussion.
I doubt there have been serious published studies on the subject of interactive visual novels as a medium, at least, I couldn't find anything offhand. Nevertheless, they are just as much a viable subject for such studies as music (which has trends, genres, styles, all heavily interconnected and independent) or any other kind of art. I don't think I could get away with doing that sort of thing for various reasons, but it is kind of important for my own project, so I guess I'll try to bring it up, seeing as how this forum has enlightened people who played far more of these games than I ever did, and hacked them. The history of FPS genre can be easily defined in terms of engine features that push the envelope. First we had Wolfenstein 3D which had, essentially, a 2D world to it. Then, after a few examples exploring this concept and making the most of it came Doom, which had a world which actually had more of a vertical dimension but still was designed in terms of flatness (for example, no two objects could occupy the same X-Y coordinates, regardless of their Z coordinate). Then came Quake, which was fully three-dimensional, etc, etc, with the demands of realism pushing the hardware to where it is now. As far as I can see, having played a few games released from late 80s to present day, visual novels have evolved little over the years as a medium. It is to be expected, since the medium relies heavily on written word, and books have the advantage of language as their main medium and thus have changed very little over the years -- but still, new ideas form new genres of literature, and new concepts make new books worth reading, or we'd stop with a few thousand good books and stick to them. There must have been similar developments in visual novels as well, and not only in terms of plot, but also in terms of engine features and visual language. (Those who have read 'Understanding Comics' will get what I mean by 'visual language' - those symbols used to convey meaning graphically.) What were those developments? Does clever use of transition effects enhance the game for you or distract your attention from what really matters about it? What purposes exactly merit the use of animated cutscenes and lip synch? Do voices make the game better or worse and what exactly do they add to it? What exactly the reason behind the slowed down text display speed - is it the japanese language, or a necessity for the medium itself, regardless of the language used? Specifically about the features, why modern anime-style art frequently makes use of vectors, and yet, the only visual novel games that actually do are made exclusively with Macromedia Flash? Why exactly most visual novels stop with 800x600 display resolution, when most other kinds of games have long since moved on to 1024x768 as the minimum possible resolution? Why do the visual novels look the way they do, which of their aspects are defined by necessities of storytelling, and which are technological limitations? Which are defined by the demands of their traditional audience and capabilities of their computers? When and how these technological limitations were first overcome and for what kind of storytelling purposes? What sort of engine features could define a game's entire development cycle? I do not have enough information to discern the trends and reasons the visual novels developed as they did, but I hope some you can think of something.
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--- So you're like, nine hours fast? --- Yes, I live in the future. --- I doubt Russia is considered 'future'. --- Maybe not the rest of Russia, but I certainly do. |
#2
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I don't think anything justifies lip synch. It's weird and creepy when characters can move their mouths but not the rest of their bodies. Quote:
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PC limitations don't really come into it, as visual novels don't tend to be demanding on system resources - though perhaps that's changing, given the increasing number of developers taking advantage of improvements in PCs to make full animation/3d model-based games. Quote:
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#3
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A (surprisingly, legal) Russian translation of X-Change 2 came out here, and I picked it up to see what they were up to. Deinstalled ten minutes later. Never mind the bad translation, the dubbed voices made the game impossible to enjoy in any way other than blindly skipping through to get to the HCG. It's as if the voices were the one thing that kept the game Japanese. Dubbing it somehow made it worse than renaming all the characters and pretending the story happens somewhere else would. Quote:
I would expect that using vectors would drastically reduce the workload (quite a few of the artists I know, especially those who are good at using tablets, swear by them and Adobe Illustrator. The rest swear by OpenCanvas...) involved in producing such a game, not to mention making it much less resource-intensive if used right, but I just don't see any examples beyond the doujin games made in Flash. Which don't even really make the wisest uses of the technology. Quote:
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Can you remember any such innovations?
__________________
--- So you're like, nine hours fast? --- Yes, I live in the future. --- I doubt Russia is considered 'future'. --- Maybe not the rest of Russia, but I certainly do. |
#4
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Basically, it's hard to sell vectors when the existing staff and the existing market are more comfortable with raster graphics. :) BTW, there have been one or two attempts at vector-based romance games, e.g. Tokimeki Memorial 3 (PS2). That game was panned, though the unmemorable character designs and certain unpopular changes to gameplay mechanics probably had more to do with that than the graphics. Quote:
The only thing I can really think of that matches what you're looking for is the recent trend towards engine customisability. Where formerly game engines would be pretty rigid in what they permitted, offering creators maybe one or two text display styles, built-in menus, and a fixed set of transition effects, recent engines have started to become more general-purpose and to allow games using a third-party engine to look and feel as though they use dedicated custom programming. For example, RealLive's extensibility through DLL plugins permitted Tomoyo After to embed a simple RPG, while Majiro's structure (a general-purpose VM with most game logic implemented within the engine) permitted it to be used to write a Mahjong game, and KiriKiri's similar design allowed a wide variety of minigames to be written for Fate/hollow ataraxia. To continue your comparison with the FPS genre, this is comparable to the increased reliance on game scripting that first appeared with Quake and permitted a much wider variety of gameplay within the FPS framework. Also similarly to FPS games, the full potential of extensible engines is rarely realised, with most visual novel titles, like most FPS titles, still delivering the tried-and-tested game structure that hardcore fans of the genre demand... |
#5
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Of course, even the Japanese are capable of screwing up their own games without foreign assistance. I love Canvas2, but the PC version is not far off unplayable because of utterly terrible voice acting, such that they completely recast it for the PS2 version and anime adaption. Quote:
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Bishoujo games grew up on a very cheap, mainstream computer system made by NEC called the PC88xx series. They were cheap, they were slow, they could display few colours, they lacked features, they were one of the last off the block with a CD drive, but they still became the most popular computer in Japan. The reason is that they kept themselves affordable and got software that people wanted to use. And because more people used them, more software was developed for it, thus leading to an upward cycle in their useage. Bishoujo games grew up on that feature lacking, not particularly powerful computer system, they didn't grow up on the latest speed machine with brand new top-model graphics cards every year, so the developers focused on making things within the technical limits, not pushing the boundaries. As time went by, and they moved over to Windows based machines and new technology, the culture never really changed. But as most PC gaming in Japan is religated to the niches (bishoujo games, MMORPGs, and FPSs), due to the mainstream titles all being sold on game consoles, and the fairly high cost of PCs over there relative to the income of young people who make up much of the market, not demanding the state of the art is pretty understandable. Quote:
Bishoujo games are really just too niche a market to afford big programming teams and bold ideas. Quote:
It tried to do something original, but was a few years and a game system too early for what they were trying to achieve. In spite of that, they did actually get pretty close to what they were trying to do, so they should have been commended for trying something new, rather than pilloried for rocking the boat if you ask me. Quote:
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#6
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Age's rUGP seems to be heading towards vector-y artwork. Looking at Muvluv Alternative, the most beautiful CGs, backgrounds, etc, still tend to be rasters, but a great deal of the character art during the normal parts of the game involves textures and overlays, and the characters zoom in and out from motion and panning too well (near zero 'rough edge' problems) for them to be generic pixel-based standup character art. And Summer Days, which makes extensive (albeit initially buggy) use of the same version of rUGP as Alternative, makes use of what seems to be a combination of rendered video overlayed on stills to get the "totally animated (but not really)" sort of feel to things. I liked the way School Days was done better I think. just stacks and stacks of pre-rendered video stored in wmv, then somehow glued together using xml. It made for a rather rigid story and alot of redundant clips, but it certainly played quite well. Summer days probably wanted more flexibility and branching in a smaller payload and went this newer way...
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www.neechin.net @aginyan Narcissu 2 Eng #denpa@synirc.org Shares of bridge for sale: $590 a share. Funded by: "did you really say that just now?" |
#7
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What's left that I missed? Quote:
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The trend for customisability allows for more innovations by the specific developers, but is not an innovation all by itself, actually - they have to decide to use this customisability to do something different, first. Quote:
Yet, this is not so with the very few visual novels released to date, for some reason, and I don't like the trend. Quote:
Traditions of the medium forming on a specifically limited but very popular machine explains a lot, actually. Quote:
__________________
--- So you're like, nine hours fast? --- Yes, I live in the future. --- I doubt Russia is considered 'future'. --- Maybe not the rest of Russia, but I certainly do. |
#8
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Which would still be a considerable step forward over the traditional software-based scaling most engines use, of course. :) |
#9
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Scaled up - not really. :)
__________________
--- So you're like, nine hours fast? --- Yes, I live in the future. --- I doubt Russia is considered 'future'. --- Maybe not the rest of Russia, but I certainly do. |
#10
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#11
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Raster has the advantage of being much easier to port to slow mobile platforms though, which is a major incentive to keep using it. But still, I'm pretty sure at least some images in, say, Yami to Boushi to Hon no Tabibito have been vectors at some stage of production, even though the game exclusively displays rasters. Actually, I'm surprised that vector-based artwork did not flourish in PS1 era. PS1 had little memory (was it 2 or 4 megs? I forgot. :) ) but a quick GPU.
__________________
--- So you're like, nine hours fast? --- Yes, I live in the future. --- I doubt Russia is considered 'future'. --- Maybe not the rest of Russia, but I certainly do. |
#12
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#13
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It Could mean that they build characters with really really big 'textures' of raster pieces. like a face is a stack of eyes, eyebrows, hair, mouth. it just seems rather counter productive to do so without vectors. ^_^ The way that the senjutsuki (the giant robots) move around on screen, much like stop-motion animation with paper cutouts certainly suggests vectoring of some sort.
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www.neechin.net @aginyan Narcissu 2 Eng #denpa@synirc.org Shares of bridge for sale: $590 a share. Funded by: "did you really say that just now?" |
#14
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It's quite possible, and would certainly be a sensible approach to the issue for the reasons Mihara has noted. I'm only skeptical because I haven't seen it elsewhere, but that's not to say Age aren't doing it. Sadly there doesn't seem to be a demo, so I can't easily see for myself... :/
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#15
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__________________
--- So you're like, nine hours fast? --- Yes, I live in the future. --- I doubt Russia is considered 'future'. --- Maybe not the rest of Russia, but I certainly do. |
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Thread | Thread Starter | Forum | Replies | Last Post |
Visual Novels on a widescreen | Billhead | Technical Issues | 7 | 2007-11-20 08:25 |
new to visual novels | Noob | General Discussion | 6 | 2007-10-06 23:22 |
Dialects in visual novels | DragonmasterX | General Discussion | 27 | 2006-11-20 14:05 |
Typing of Visual Novels | DragonmasterX | General Discussion | 8 | 2006-10-20 09:52 |
Visual Novel With 100% Dialogue Are Visual "Novels" | DragonmasterX | General Discussion | 12 | 2006-10-02 20:21 |