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!

Database Makeover: Changes

As described here, Wee Hero needed a revamp of the database.  Mostly it was just messy and would have benefited from a better organisation, but there were some nagging issues beneath it all that are the kind of thing you’d rather start from scratch now than wait till the end and find you just don’t like it anymore.

So to that end, materials for crafting has been reorganised completely, and gear to suit.  Materials are split into three tiers now with multiple weapon and armour choices available to craft with each tier of material.
The pickup events for materials have also been redone, so instead of being predetermined mats, now they give a random mat based on chance, and give a random amount based on your luck.  The events are separated into their respective categories (armour, weapons, herbs) so you should never find yourself completely incapable of crafting armour with a surplus of weapon mats, for example.  Although, the mats do also crossover with each other, so there shuold be a good margin of error no matter what you do.

Also fixed a few bugs and issues here and there, mostly small event related things, but everything seems to be running smoother now.  There’s also now an option to toggle the in game clock so it doesn’t sit rudely behind message windows unless you ask it to.

Stealing is now involved!  This is a method to cherry-pick specific mats you need or are running short on from monsters.  The steal rates are fairly high (so should only cost 1~2 tuns to get your mat) however you can only take one at a time.  It’s there to assist mor ethan be your primary method for material collection.  However, bosses will have access to rarer or later tier mats.

Speaking of bosses: they now have shiny Boss Cards before the encounter, which give basic details about them, including their attack and defensive elements, hp and what the penalty for letting them defeat you will be.
We’ve gone with a “no game over” style in an effort to just let the game perpetually advance and progress without that burning feeling that you just lost an hour of running around collecting stuff.  Of course, this means that bosses just teleport you back five minutes in time to before you challenged them at full health…not very threatening now, is it?
So they have various penalties attached now, such as loss of gold or permanent stat decreases to keep the intensity up.  You have the choice to reset to your last save however long before that, or just take a hit on the chin and try again!

Finally, we have the new “Enemies Levelling” script from Yanfly.  This seems like the perfect type of script for a game such as this, by helping maintain a steady difficulty curve.  On the first country area, there are three different methods to get across to the other side of the island (of varying difficulty and reward) but it was hard to balance it out so it wasn’t just railroading you based on how much you had grinded.  With enemies levelling as you do, we have a more dynamic playstyle where you are a lot more free to explore whichever direction you wish first.
As well as that, going back to find respawned materials won’t be quite so “trawling through  the noob cave”, since the monsters will be capable of fighting each time you visit!

Anyhoo:
All I have to do now is twiddle-dee with the monster/boss stats so they feel appropriate, and it’s more or less ready for some basic alpha testing to check the balance of monsters and material pickup.  Unfortunately, NPCs and flavour text are still at a bare minimum, and probably will be until I’ve had a few reports about the game’s core issues first.

Trying new things – twitter

So, after being linked to PeterMolydeux’s twitter line to read some of the abstract gaming ideas, I realised that it was the first time I’d ever actually been on twitter.  Now I’d heard about it plenty before, but never actually been on the site in my life and have virtually no idea how to work it.  Buuut I thought fuck it, might as well give it a try.  Should allow me to have a wee blether without waiting till there’s some more substantial content to make a full post for!

So, let’s see if I can’t work this thang and make it interestin’, eh?


https://twitter.com/PixelBrady


http://danceoftheimmortals.wordpress.com/

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