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>> No.6964363 [View]
File: 63 KB, 800x600, kozue disword.jpg [View same] [iqdb] [saucenao] [google]
6964363

>>6964316
I'm not saying you should rely solely on the twist. I'm saying you should use the twist as starting point.

You have the general idea and the final solution, how can you make it more interesting? What methods can you use to make the player interested in the twist yet keep him distracted enough to not pay too much attention to it? Are there any possibilities for further twists?

Remember that Ever17 did not only have a plot twist at the end and nothing in the rest of the VN. The impending death of the entire cast kept the plot moving forward and kept it interesting, and during that story tons of hints are dropped. The structure of the entire thing also made it a lot more interesting, as it allowed it to give contradictory information, raising the player's interest in the eventual solution. There were many subtwists: You's mother being a LeMU researcher, Kid not recognizing himself in the mirror, et cetera. There were even some extra twists that weren't even required for the main plot Sora being a hologram (revealed early in the game), Sara being a Leiblich guinea pig, et cetera.

The big twist isn't the only thing in the game, but it is the starting point for deciding on the plot and where your story should be heading towards. Otherwise you'd get something like Chaos;Head (which I also liked, but didn't have a mindfuck ending), where the entire story is interesting and is building up, but the climax is unsatisfying for people who expected the buildup to actually go anywhere. (Yes, there was a plot twist at the end, but it didn't feel like 'the big twist' at all because not enough was done with it during the story.)

>> No.5885760 [View]
File: 63 KB, 800x600, kozue disword.jpg [View same] [iqdb] [saucenao] [google]
5885760

>>5885610
Yes.

Chaos;Head is not in editing hell, though. Only a few minor fixes had to be made, but after that, it would be completely finished (although the Antifail patch already lets you play the entire game without problems, you only have no translated images), but since JAST USA got a partnership with Nitro+, its release has been stalled indefinitely in case JAST wants to release it officially. If JAST ever expresses disinterest (like they did with Kikokugai), it will probably see its 100% release.

>> No.5885754 [DELETED]  [View]
File: 63 KB, 800x600, kozue disword.jpg [View same] [iqdb] [saucenao] [google]
5885754

>>5885610
Yes.

Chaos;Head is not in editing hell, though. Only a few minor fixes had to be made, but after that, it would be completely finished (although the Antifail patch already lets you play the entire game without problems, you only have no images), but since JAST USA got a partnership with Nitro+, its release has been stalled indefinitely in case JAST wants to release it officially. If JAST ever expresses disinterest (like they did with Kikokugai), it will probably see its 100% release.

>> No.1470237 [View]
File: 63 KB, 800x600, kozue disword.jpg [View same] [iqdb] [saucenao] [google]
1470237

/r/ the fixed NSS files some guy uploaded a while ago.
It's kind of tiring that people need help all the time, would be useful to have a link to the fixed files.

>> No.1454082 [View]
File: 63 KB, 800x600, kozue disword.jpg [View same] [iqdb] [saucenao] [google]
1454082

To those who've played Chaos;Head:
What do you think? Has Kozue killed people before, and if so, how many?
It is stated quite obviously that she doesn't mind killing people she doesn't like.
During the game, however, she doesn't kill anyone, even leaving the delinquents unconscious when she'd rather kill them.

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