Norra Book, Norra Movie, Norra Game?

Books, movies (tv series, animation, live-action etc) and games are three mediums of storytelling with different levels of immersion and interaction, and they serve to reach different senses of the imagination.  They’re all pretty different from each other though, so mixing them up together can create some interesting results.

Visual Novels as a gaming genre are a bridge between novels and gaming, giving you something graphical to watch while you read with a degree of interactivity, whether it be about simply clicking through the dialogue boxes or making choices that redirect the story.  It evokes sense from both worlds so is great on paper.  However, catering to a lot of people is tricky when middlegrounds tend to wind up leaving people only half-impressed.  Most gamers want a more interactive experience when playing a game, and will find Visual Novels to just be too much like a movie or book.

But that doesn’t make them bad.  Just pretty niche.

This is on my mind from when I was playtesting SnowOwl’s Skinwalker, an atmospheric horror visual novel.  Now one thing that got discussed was the interactivity levels.  It contained a very brief fetch quest and beyond that it was just walking around from room to room.  The latest version (that will get released tomorrow as far as I’m aware) has removed the fetch quest and taken out some of the movement and it actually plays a lot better.

Having just a small section of “play” in the game wound up just making you think you’re going to be doing more than you will be, while the new keeps a firmer grasp on what it wants to be: that is, a Visual Novel.  Running around now is just a more interactive method of advancing the storytelling, while never actually requiring gameplay, so it works off as a better -and more suited- vibe.

So you have people get put off because there’s not enough gameplay and “might as well just read a book” and then heavy readers who get put off by too much gameplay getting in the way of all the exposition.  Both will complain that it’s “too much like” one or the other.  But the interesting thing, I find, is that it’s still neither.  Skinwalker is very visual for a “Visual Novel” and allows you to run around the map and talk to the people in between sections of static image and descriptive monologuing.  But what can I say; mixed mediums have my attention right now.

But all this has me pondering on what other combinations there can be, other storytelling methods with different atmospheres, settings and sense-mixing.

Scott Pilgrim Versus the World is a fucking excellent example of a movie mixed with a (comic) book.  It does a great job of mixing different expectations of sensory experiences within the medium.  Comic books with a panel depicting a high school bell ringing will have a big “RRRRIIIIIIIINNGG” plastered across the page to get the idea across that it’s a loud noise that can be heard everywhere.
Movies don’t need this since they can actually utilise audio, but there’s something to be said about having the “RIIIIIIIIIIIIII” fly across the screen anyway.  The one thing, that one noise, suddenly affects two senses instead of just one.
The movie puts a lot of effort into those small comic book/gaming touches that come off really nicely as a mixed medium.  It really does feel like you’re just getting to watch a live-action comic with audio; isn’t that the next obvious step after comic books?  To create the same storytelling experience while evoking more emotions and senses?

So!   Upon thinking about what a possible project could be for a short Visual Novel for me to try put together, I was thinking about mixed mediums in general.
Now, what came to mind were pantomimes.  They’re a very cinematic experience, all about watching the show, but there’s something more interactive and participatory about them, something that brings the audience in on the action.

So what better basis for a Visual Novel as a game, than pantomimes?  This way would give dialogue in the form of text, has animated characters running around, and has elements of interactivity and participation.  A good mix, no?

Well, I thought so.

So this project is a Visual Novel of sorts…a Visual Pantomime?  I don’t know…
Either way; the “game” is a Pantomime being played about by the characters of the game themselves.  And those game characters performing in the pantomime and playing as characters from another game!

FFVI, to be precise.  I figured if I was going to do a pantomime (and since they typically retell famous stories in their own unique way) that I’d want to base it on something I’m very familiar with, so I can write a script for it that not only covers the story, but can be trimmed down in very succinct scenes without sacrificing key elements from the story.
And I’m very familiar with FFVI.

So the project is almost entirely non-interactive, the player being anonymously sat in the audience chairs to watch the panto with the rest of the pixel audience.  There are one or two tiny elements of participation on the players part, but the rest of the flavour comes in the form of making it feel as panto-esque as possible.  I say that, because the panto is pretty important as a framing device, being that the player is supposed to be a part of it.
To this end, all the characters are “actors” who are dressed up as the FFVI characters and have low budget cardboard cutouts for set pieces, on top of a noisy audience.

Then again, this project is also likely to feel weird to anyone who’s never played FFVI before, since the story is very heavily summarised and cuts out most of the optional sections of the game, so relies a touch on foreknowledge.  I wanted to keep the dialogue short, so each scene of the panto is over in a couple of minutes.

But there you have it.

The end of my thought process.  This is my first attempt at a mixed medium: it’s not a book, not a movie and not a game, but you can still read, watch and play it!

Steam Summer Sales (+Dog Days)

Oh dear lord, the good and bad news piles on at once.  I’m a total game addict, I live for playin’ games and havin’ fun; so steam’s summer sale and introduction of both the flash sales and community choice sales has flooded me with games I want and reckless abandon for overspending.  The good news, at least, is that with the bank fuck-up over the past month, they’ve reimbursed me with enough money to buy up a fair few of the games I want; and what better time, when most of them are beneath a fiver!?

Of course, this means that I’m focussing on making a bit less and getting in some playing, since I’ve hardly played a game all summer, although I still want to participate in RMRKs Dog Days of August guilds event!

http://rmrk.net/index.php/topic,46380.0.html

Exciting stuff!  Get gamin’, people!

The Secret World

http://www.thesecretworld.com/

TSW, the MMO, has been building up over Betas for months now, I’ve been waiting for it for about 6 months and just got beta early access to the full release today, absolutely stoked!

It’s a modern-day set game with no classes, levels etc; every character has access to everything, just need to take the time to build it up.  S’excitin’ stuff, and the kind of style I’d like to base a project off of when I get the chance.  I’ve been thinking about a survival/survival-horror for my next mini-project and this may be a good basis for that style, could be fun!

Full Project Mapping

http://rpgmaker.net/games/4175/blog/7737/

sbester commented on his game profiles blog that he had nearly finished mapping for the entire project, yet got months worth of eventing to go.  Now this is strange to me, as I (as I’m sure many do) make the game one map at a time, with the full eventing and maps within it, with only a couple of other side maps that are needed at the same time.  Making the entire games worth of maps seemed, at first, bizarre and weird, because “how would you know where everything goes?” but then again, you make things happen based on the map; there actually seems very little reason to not map everything first.

I’ve been thinking about it and am so curious to try it out now, because part of my problem in updating is thinking that I need to start everything from scratch and that sheer exhaustion puts me off; the potential to just finish eventing and move onto the next map ready to set it all up straight away would get rid of that, create more of a flow with game making.  It’s not very flowing to have to stop, think, find tilesets, build the map up, then get back to eventing.

Should try it on one of the projects but not sure yet.  Might do it on my next mini-project (which I have some ideas about, at least!)

Colonist is coming along nicely (+DotI updates)

Ahh, how the concept has advanced from a mini-project as it was.  We’ve come up with a few new innovations to put towards the game and plan on giving the story a bit more depth, since it’ll be focussed around the few characters involved and lack of combat.  As well as this, we’ve introduced a new section in the levels; between the Village and Dungeons, there’ll be a small “Exploration Map” which will have little real purpose other than to just give a bit of a break between the village and your caves, but will also provide some things such as materials to be collected and secrets, so it won’t be purely aesthetic.  The region map has been redone and animated and the characters improved upon, with new sprites specially made for them (and hopefully there’s some portraits in the works with them!) and a couple of cutscene-tutorials at the beginning instead of the to-the-point crap that was there before.

The overall flow of the first section feels a lot smoother now, really getting you in the idea that it’s a chilled out look-around game, but with stuff to do.  We’re constantly in the works to find out more extra stuff to add in to keep it full and exciting!

As well as this, DotI is still coming along, albeit slower than before.  The first section of the Swamp has been completed after at least three failures that have been wiped..  It’s quite fun to go through now and try to suss the maze, but it’s a matter of having to balance off the monsters in it so they don’t become impossible to manage.  There’s also been a new story-based+useful-NPC introduced near the new Refugee base-the Storytrader!  Finally, a couple of mini-tasks have been put in, with one of them having an effect on the main boss of the chapter, of bringing this Drug Lord Stirling to justice!

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