This matters. This is important. Why did you say six months?
Why did you say five minutes?
Sunday, February 19
Right. That reminds me why I don't like this sort of game.
Posted by: Pixy Misa at
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Posted by: Wonderduck at Sunday, February 19 2012 04:37 PM (ZNgWw)
It's more like a giant "Choose Your Own Adventure" book.
That's the point he's making. You don't get to choose much. Rins path is the worst in that regard. Hannako's is by far the best as far as logically relevant choices.
On balance I liked most of the characters, and 3 of the 5 stories, but I agree that gameplay was lacking.
Posted by: The Brickmuppet at Sunday, February 19 2012 05:12 PM (EJaOX)
Posted by: The Brickmuppet at Sunday, February 19 2012 05:20 PM (EJaOX)
If you object to calling KS a "Choose Your Own Adventure" book, then I'll just call it five novellas wrapped together by a computer program. There is no gameplay, just a lot of reading.
Having said that, I had more fun reading KS than I have any of the last five books I've picked up.
Posted by: Wonderduck at Sunday, February 19 2012 05:30 PM (ZNgWw)
If you read the credits, you'll see they had a writing team, an art team, a music team... And no-one at all on game design.
I agree that it's a fun read, and the characters are engaging. But I think that all that creative work is sadly let down by the shortage of meaningful choices.
Posted by: Pixy Misa at Sunday, February 19 2012 05:56 PM (PiXy!)
Posted by: Pixy Misa at Sunday, February 19 2012 05:59 PM (PiXy!)
A game developed in more organic fashion would have spaced that out more, so that you didn't have a Future Destiny With _x_ by the school festival. But it would have also been a long, hard slog with the initial development team - they needed to have something out there to convince people that this was a real, serious project devoted to taking what sounds like a terrible joke of a concept and making a good experience out of it.
That said, there's something to be said for the roller coaster. Contrast with Type Moon's stuff, for example. The Tsukihime game had a bunch of branching options, but only a single determiner between whether you were on the Arc path or the Ciel path... and it wasn't the game asking you "so would you prefer to be bonking Arc or Ciel" either. It was entirely possible to go into the game and play it with a strong preference for one character, then do that particular choice wrong, starting you on the path for the other with massive, insuperable penalties (because, well... Ciel very much does not like Arc and Arc's just jealous in general.) So your game was doomed at that point... but it wouldn't say "oh yeah, you're so dead by now", you'd just play for a few more in-game days wondering why you're suddenly getting all these Ciel scenes when you'd been a lot more friendly with Arc.
Which is to say, designing these stories with a lot of branching points is hard, because an "oh darn, nobody likes you very much" ending is a highly negative experience, especially if you can't exactly work out what you did wrong. FSN had a few problems with this too. If you're playing the game worried that answering "wrong" when you get asked about your favorite vegetable will result in hours of wasted gameplay, you're not going to have as much fun.
Some games get around this by having a strong default option - Sakura Wars (not exactly a dating sim...) rigs it so it's quite difficult to get EVERYONE mad at you, and even blundering your way through the game without much of a focus will have you end up with Sakura. Other games get through it in this fashion - you've got choices that can lead to different scenes, but in ways that aren't story-important (the infamous White Ren/Black Ren selection event...) Some games just blow it and become crapware.
It's fair to say that KS doesn't have a whole lot of user interaction, but eh, it's a visual novel. More interaction doesn't necessarily equal a better experience.
Posted by: Avatar_exADV at Sunday, February 19 2012 09:43 PM (GJQTS)
Posted by: Pixy Misa at Sunday, February 19 2012 11:25 PM (PiXy!)
Posted by: Tuning Spork at Monday, February 20 2012 11:40 AM (yh6+P)
Posted by: Pixy Misa at Monday, February 20 2012 03:49 PM (PiXy!)
Do you remember when I whined incessantly about the spam on Ace's blog, and you finally tried to block me while you and Den Beste shamed me for my awesome ability to whine about stuff?
Well, sorry for all of that, but more importantly, congratulations on fixing the spam problem! If it's not a secret, how did you accomplish it?
*fingers crossed that it was one of my ideas*
Posted by: Kevin at Monday, February 20 2012 07:26 PM (3o64G)
I also spent several hours manually identifying spam and zapping the hell out of it (and banning people the same way).
It worked a lot better than I'd expected; spam levels have gone way down.
Posted by: Pixy Misa at Monday, February 20 2012 09:12 PM (PiXy!)
Posted by: Tuning Spork at Monday, February 20 2012 10:25 PM (yh6+P)
Posted by: Pixy Misa at Wednesday, February 22 2012 11:42 AM (PiXy!)
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