A project created with a small group of friends with a simple goal in mind: create something fun and do it in a short period of time. The reason? Completing projects was a skill I struggled at and forcing a short deadline meant that I needed to do it, no if, ands, or buts.
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Visual novels are a lot more than just pretty images accompanying a story as illustrations. If that was the case, then all that would be is a digital picture book. What sets visual novels apart, in my opinion, is the interactive nature of it and the gameplay, though minimal, that is involved. Thus when creating a visual novel, the level designer is also a narrative designer, looking to create points in the story where a player can made a decision or choice even if those choices all lead to the same place. All that matters is the idea of influence.
The visual novel's core idea was that this was a world where the government could infiltrate people's dreams to gather information for investigations. With this in mind, I came up with the idea of memories that can be interacted with through items that appeared in these dreams. These memories would give information that could be used in conversations to learn more about the person whose dream you are in and to potentially unlock more memories, going further into the dream.
The difficulties though with this is that given the time frame, I wanted this to be a short experience and I couldn't let the story branch too much. I decided on only 3 endings and giving multiple routes to these endings. Some objects are there just as tidbits of information on the characters themselves or the world around rather than the story itself. The idea behind this is to add "more" without adding more. Since it is a story game, the collection of lore is something that is likely in the interest of the player even if it doesn't do so much as to advance the actual story. It augments the experience, hiding the rather linear story behind it.Â
It's things like this that make developing visual novels interesting. More can be added like statistics for the player to pass skill checks or NPC interactions. Balancing it with delivering a fun and/or impactful story is the key to a good visual novel. One that leans too heavily into the game aspect of a VN will inevitably lose the interest of those who wish for a story and vice versa. On one side, why wouldn't you just play a regular RPG and on the other, why wouldn't I just read an actual book?
Did I manage to do that with this? Definitely not. There's a lot to improve. For one, as a writer, I'm not particularly proud of the story I threw together here, though I do enjoy certain aspects. As a designer, some of the puzzles could and should be more logical and more branches would create more opportunities for interesting moments even if the writing workload would increase rather exponentially. But as a first true journey into the realm of visual novels, I'm proud in what I managed to throw together in such a short time.