visual novels: narrative design in virtue's last...

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Visual Novels: Narrative Design in Virtue's Last Reward Kotaro Uchikoshi Director & Scenario Writer, Spike Chunsoft Co., Ltd.

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  • Visual Novels:

    Narrative Design in Virtue's Last Reward

    Kotaro Uchikoshi Director & Scenario Writer, Spike Chunsoft Co., Ltd.

  • 1/29

    13th Annual Game Developers Choice Awards

    Best Narrative, The Winner is...

    The Walking Dead

  • 2/29

    GDC Award nominees that caught my eye:

    Journey

    The Walking Dead

    The Room

    >> These are all Adventure Games.

  • 3/29

    A Visual Novel is a sort of Adventure Game.

    What exactly is a Visual Novel, then?

  • 4/29

    What's the definition of Visual Novel?

    A text-based video game

    featuring a narrative

    using graphics and sound...?

  • 5/29

    Visual Novel without Visuals

    Real Sound:

    Kaze no Regret

    Developer : WARP, Inc.

    Publisher : SEGA

    Designer : Kenji Eno

    Platform : Sega Saturn, Dreamcast

    Release date (JP) : June 15, 1997

  • 6/29

    A

    featuring a narrative

    What's the essence of Visual Novel?

    video game

  • A video game with an emphasis on narrative.

    What's the essence of Visual Novel?

  • 8/29

    Are these sports?

  • 9/29

    “A Visual Novel is not a game.”

    Is it true?

  • 10/29

    A Visual Novel is a game.

  • 11/29

    Something where the selection

    made by the player's decision changes

    the history of events or outcome that

    takes place within a given set of rules.

    What's the definition of a game?

    Something with selectivity

  • 12/29

    For instance...

  • 13/29

    “A video game that specializes in selectivity”

    is what we call a Visual Novel.

  • 14/29

    Visual Novels in Japan:

    Steins;Gate Danganronpa:

    Academy of Hope and

    High School Students of Despair

  • 15/29

    The pioneer Visual Novel in Japan:

    Kamaitachi no Yoru

    (Night of the Sickle Weasel)

    (The Howl of The Banshee)

  • 16/29

    There are almost no flags in this game.

    Unique game design of Kamaitachi

  • 17/29

    In Kamaitachi, the flags are embedded

    in the player's brain.

  • 18/29

    Kamaitachi's event flow example: Start

    B C D E A

    Good End

    X

    Y

    FG...

    : Dead body found

    : Enter the suspect's name

    The brain's memory is used instead of the flags

  • 19/29

    The player's brain is used

    as computer memory.

  • 20/29

    Discovering new things by studying the past

    on ko chi shin

  • Relation between Kamaitachi and VLR

    Start

    B C D A

    Y

    E FG...

    Enter the password :

    Z1

    Z2

    : Enter the password

    : Enter the password

  • 22/29

    It begins with a sense of discomfort.

    How I write a story:

  • 23/29

    What's discomforting in Kamaitachi? Start

    B C D E A

    Good End

    X

    Y

    FG...

    : Dead body found

    : Enter the suspect's name

    Past

    Future

  • 24/29

    That's how VLR's flow chart system was invented

  • 25/29

    What's discomforting about

    The Person's Point of View

    Another example:

  • 26/29

    Have doubts about conventional thought

    Do not blindly trust common knowledge

    Key elements of writing a story:

  • 27/29

    What video games need is

    not reality in real life,

    but reality for video games.

    Reality in video games

  • 28/29

    Future of Adventure Games

    Journey

    The Walking Dead

    The Room

    >> These are all digitally distributed.

    Smartphones are a good platform

    for Adventure Games.

  • 29/29

    Thank you for listening.