Tuesday, August 28, 2012

The Erotic Story Generator

The Erotic Story Generator
M/M - M/F - F/F

R-18!: Partial Nudity, Suggestive Imagery & Adult Language.

Anyone familiar with Seventh Sanctum's generators will recognize the "list generated" style immediately. Basically, you click a button and a story happens. What's different about mine isn't merely the the way the words actually fit together to make a coherent story, but the sheer magnitude of the content used to make One story.

Each story generates from Eleven lists -- with over 50 items per list:
  • 2 Character lists
  • 2 Character description lists
  • 2 locations lists
  • 2 Smut/Action lists
  • 2 Locations lists
  • 1 Conclusion list (the story's End.)
Plus there's Music, and Graphics. However it does use Adult language!!!

It's free to download AND free to use! Seriously, if the generator provides inspiration USE IT! In fact, that's exactly why I made it, to help erotic writers come up with plot-based Adult story ideas.

If you do download it, let me know if you like it.

Download from Mediafire
-- Click on file to download. 45mb

For those interested in a Non-Adult Story Generator: 
Go Here: The Story Generator

To begin, simply Select your Genre.

To make a New Story appear, hit your Space Bar
or click with your mouse.

You can Change Genre's at any time
by selecting what you like from the Menu on the Bottom-Left.

Note: The stories in these screen shots contain the least amount of adult content I could find. You wouldn't believe how many times I had to click through the stories to get them!


The Bookmark in the top-right gives you direct access to the Save screen and Navigation.




I hope you enjoy the stories!

Monday, August 27, 2012

Making Adult Visual Novels -- for Women

Making Adult Visual Novels
for Women.

----- Original Message------
... [female] fans want more than just some below-average Visual Novels that resembles the worst 1970s romance novels.
 -- Frustrated VN Fan
~~~~~~~~~~~~~~~~~~~~~~~~~~~

Yes, they do want more. I have seen my share of Adult visual novels and I can tell you from the hard experience of working for a porn video corporation, that the Adult JVNs currently out on the market do NOT appeal to us Western Females at all, and I doubt they appeal to women in the East either -- for the Same Reasons: the way SEX is portrayed. 

"But Romance is Romance, right?
Porn is Porn?"

Not quite...
-- The Adult book publishing industry in the West (Europe too, not just the Americas,) recently had a huge cultural revolution over:

Sex Positive vs. Sex Negative:  
Sex that makes the reader feel good about themselves, 
verses 
Sex that makes the reader feel like perverted freaks

In short, the erotic plots and the characters engaging in erotic activities had a huge overhaul to make Sex a Good thing, instead of a dirty little secret you didn't talk about to anyone, not even your lover or your spouse. 

Namely:
  • Female characters are no longer written as sex-crazed Sluts or Passive Victims who like sex in spite of themselves.
  • Male characters are no longer written as Rapists, (though they did keep the aggressive Seducer.)
But most importantly....
  • Sex makes everything Better, especially Love.

Well that's just books, right?

It's not just Books. 
This shift in attitude has bled into the Porn industry too.

You can actually buy/rent xXx porn movies that are sex positive: where the characters are Not treated like freaks for liking sex. Adam and Eve in particular has made a huge killing selling this type of movie (in every genre flavor you can think of) to almost exclusively female buyers. Just to put things in perspective, 20 years ago Women buying porn for themselves was Unheard Of because "women didn't buy porn." They do now! And a lot of it.

In the meantime, Sex-Negative porn is dying off.

You can still find it, but the porn Producers that don't make sex-negative movies drastically out-number the ones that still do.

These days, Sex Negative sells to only a small niche of people and this small niche is who JVN eroge generally appeals to.

This shift in attitude about sex from Negative: Sex is Bad, to Positive: Sex is Good, hasn't happened in Japan -- yet, and it shows in their work. Worse, this sex-negative attitude shows in their Romances too.

So... No, Sex-Negative/Rapist Porn is Not Sex-Positive/Seducer Porn, and Sex-Negative/Bodice-Ripper Romance is Not Sex-Positive Erotic Romance.

The #1 reason why the two top-selling genres of JVN:
Porn and Romance
Are Not selling well in the West?
Adult JVNs are Sex-Negative.


So, what changed the Western Adult Book market so radically?

The Black Lace phenomena.

Black Lace, an imprint of Virgin Books, based in London, was the first publishing house to not only put out adult books specifically targeting women readers, but to Require that their authors be Female. They point-blank refused to take male authors because, according to their submission guidelines, "Only a woman truly understands what women find erotic."

However, most importantly: "Stories must be Sex Positive."

The Black Lace books proved so popular, they took over the entire adult book market. I have 19 of their books currently on my shelf, and only a handful of the 'other kind', the kind put out before Black Lace came along.

The sheer overwhelming number of books that Black Lace sold forcibly brought to the attention of all those other adult book publishers three important --and overlooked-- facts:
.
Fact 1:
Women DO like adult stories when they're Sex-Positive.

When the first books soon to be known as Erotic Romances first appeared on the market, the publishing industry had been claiming for over a century that "women did Not like Sex in their stories." (Pretty much the same way all those JVN companies are currently insisting that only Men buy adult games.)

The truth was: women did not like Sex-Negative in their stories.

The #1 largest market of readers among English-speaking countries are Romance readers. Once they started buying Sex-Positive Adult books, the adult book market changed --almost overnight-- simply from the sheer number of the books they bought.

Fact 2:
When women find something they Like, 
They Buy them as fast as they Find them,  
and go through them like toilet paper.
Women weren't buying these books one or two at a time. They were buying the entire series in one shot simply because Erotica has a habit of being banned in stores. The simple possibility that they might not get another chance to buy these books prompted these women into buying everything they could get their hands on all at once

(I would buy them five or six at a time myself because I didn't know if the store I bought them from would be able to carry them later.)

They were able to do this because Adult Women have Disposable Income especially those with a working spouse.

Fact 3:
Female readers vastly Out-Number male readers. 
The vast and voracious market of Romance readers, made up of almost exclusively Female (housewife) book buyers, were the direct cause behind the birth of the EBook market. (The traditional publishers simply couldn't keep up with the demand.) These readers were also directly responsible for the creation of a whole new genre of adult books never seen before: the Erotic Romance, AKA: Women's Adult Adventure Fiction.

Today, Erotic Romance is still one of the largest and most prolifically producing book markets in the US -- even more so than ordinary (little to no sex) Romance. Mainly because those Romance readers are buying Erotic Romances.

Where is Black Lace Now?
DEFUNCT. They changed their line of stories from "Women's Adult Adventure Fiction" to 'Ladette' fiction, AKA: "Do them and Lose them" stories with female protagonists instead of males -- and cut their own throat.

Women don't like Sex-Negative stories. However, when the protagonist is Female they utterly despise them. This is because women are far more critical of the actions of their own gender than they are of men.


In short:
How do you make Adult Games
Sell to Women?

Change the Stories to
Sex-Positive
Make the player Feel GOOD about Sex, 
and you will change the Sales.

I can guarantee that right now in Japan there are far more bored housewives sitting at home at the computer then there are shut-in, jobless, otaku men still living at home with mommy.

Can you say: Vast Un-Tapped Potential Sales?

How do You the Game-Maker
Tap all that Potential?

Make what Female Players Want: Sex-Positive.
Stories that make the player feel Good about liking sex,

and
AVOID what they Don't Like: Sex Negative
Stories where liking sex is Shameful.


AVOID these Four specific 
Sex-Negative plots:

Plot 1: "Do them and Lose them."
Where the main character pursues, catches, screws, then abandons as many characters as possible to get to Good One (The Keeper) at the very end.

This is a MALE-SLUT plot line.

It appeals to men because they love the idea of being able to screw as many women as they can. It does not appeal to women because women are brought up to look for One Special Man. In fact, one of the worst things you can call a woman is a Slut.

Plot 2: "Gotta Get'em All"
Where the main character pursues, catches, and screws as many characters as possible then Shames them into helping him get to Good One at the very end.

This is a CHEATING MALE-SLUT plot line.

A double-whammy BAD plot to market toward women because women hate Cheaters even more than they do Sluts! The last thing any female wants is a guy that might be sleeping with her friend too. (Unless she's in the bed with them both, and even then the situation is rife with jealousy and self-esteem issues.)

Plot 3: "Rape means Love"
Where the main character Stalks the character of their choice, Rapes them then shames them for liking it to isolate them from all the other characters. Then they use guilt to bully that character into being raped again, and again until the chosen character gets "Stockholm Syndrome" and says, "I love you".

This is your basic STALKER-RAPIST plot-line, or more accurately, "I SPIT on it and NOW It's MINE!" plot.

This is one of the most immature and childish plots there are. Think in terms of a child licking a candy, or taking a bite out of a cake, just to make sure no one else will eat it before they get to it.

The worst part is how the author makes all the support characters AGREE with the rapist and shun the victimized character for Allowing themselves to be Victimized.

This is point-blank Unrealistic among modern society. In the USA, and most European countries, blaming the victim for a rape can get you sued for 'Defamation of Character.' That's after the rapist is sent to prison for a long, long time.

However, certain third-world countries and Middle Eastern religious regimes, STILL believe that Stalking = Love and will indeed blame the victim for 'allowing themselves to be a raped' to the point of insisting that the victim marry their Rapist to make the Victim an "honest woman."

Plot 4: "Rape the One that Got Away"
Where the main character Stalks and Rapes a character already in a legitimate relationship with someone else, such as: a friend's lover, a friend's spouse, or a sibling with a boyfriend. However, in this case they prefer the victim to remain in their relationship so they can use it for blackmail sex until they successfully break the victim's mind. Also known as "Netorare" or "Cuckolding."

This is the BACK-STABBING STALKER-RAPIST plot-line, or more accurately, "If It's Not Mine, I Will Take It and Break It!" plot.

This is even more immature than the previous. Think in terms of a child jealously stealing then breaking another child's toy simply because it wasn't theirs.

AVOID Female Rapists
Sadly, you see just as many Female rapists as Male rapists in VNs and anime. In fact, I believe it's actually more common to see a Female rapist in anime than a male, AKA: The Fan-Girl. However, in the East a man being raped by a woman is still considered Funny. (Values Dissonance, anyone?)

I don't know about you, but I LOATHE  Female Stalker/Rapists. ("No" means No people, girl or guy!) I hate these characters even more-so if they're temperamentally violent; females that viciously attack guys for no provocation other than embarrassment. It's Unfair and Not Funny. In fact, I hate those sorts of female characters even more than I do "Too Stupid To Live" (TSTL) doormat characters. I certainly would never want to play such a character in a game!

If you want to sell to the Female Market
Do Your RESEARCH. 
Research what this market actually Buys

What movies do they watch?
What music do they listen to?
What books do they buy?
What stories do they actually Like?

Also, read what women actually Write. Not the professional stuff, the Amateur stuff, the dojinshi mangas they produce, and adult fan-fictions posted in the thousands for free viewing all over the 'net.

What factors do all these things have in common?
Sex-Positive.

It's a well-known fact that when people can't find what they're looking for, they will make it themselves. The BL/Yaoi/Shonen Ai market and the entire Erotic Romance market are direct results of this. They both started with strictly amateur artists and writers, and look where they are now?

And that's my opinion on the topic. 

Wednesday, August 15, 2012

The Visitor - Classic Horror VN


The VISITOR
~ Classic Horror ~
Interactive Story

PG-13! -- What was originally meant to be a B-grade Horror spoof turned into a full B-grade Horror Story. While writing it, the plot became way more complicated than I ever expected with two well-earned characters deaths (off-screen, of course,) a couple of vampire bites, and more than a few characters getting their lights punched out.

Don't click too fast with your mouse! You may miss something!

Fair Warning: The Commas and Periods look identical.
 -- (It's the font I used, and NO I will not change it. I like this font.)

Download from: MediaFire 300 MB!
or Download from Internet Archive
1024x768
~~~~~~~~~~~~~~~~
This visual novel contains 1,808 screens of dialogue.
These screens contain a total of 29,378 words,
for an average of 16.2 words per screen.
The game contains 13 menus.

4 Endings: 1 Happy, 2 Sad, and 1 Stupid.

Poor Count Bela Blasko has a few issues. 

 
In addition to his Dietary issues...



He has Family issues...


Which include a few eccentric uncles... 

Uncle Chaney...




Uncle Peter, Uncle Vincent, and Uncle Boris...



Plus three cousins staying over while suspended from school...




And two freeloading students working on a Science Project.



He also has nosy neighbors...


Very nosy neighbors...



 And Dating issues. 


Beyond that, he's a pretty normal guy -- for a vampire.


Old horror movie images from:
~~~~~~~~~~~~~~
Dracula 1931
Frankenstein 1931
Phantom of the Opera 1925
Abbott & Costello Meet Frankenstein 1943
The Raven 1963

Music by:
~~~~~~~~~~
Zero Project
Ozzie Nielson Orchestra 1930-1940
Kevin MacLeod

Newly Upgraded with interactive Contents page!


I hope you enjoy playing it for laughs if nothing else.

Part 1
View the "Let's Play"

Tuesday, August 14, 2012

The Secret to Clean Character PNGs

The Secret to Clean Character PNGs

One of the most common problems with using an image that was originally a photo for something like a character or free-floating object, is that damned White Outline that tends to show up no matter how closely you clean it.

I got around that issue by first cleaning each image at 300 magnification, and using the Eraser tool -- NOT the Outline tool then hitting Clear. Yes, it's a pain because it takes a while to do it that way, but it's the cleanest you will get it, and you won't get a ragged, pixelated edge.


Once you've cut out your image, photo-manipulate as needed...

Next you add Inner Glow set to a Dark Color.
-- I like to use a dark red or brown on character images because it blends well against skin tones.




The Dark Inner Glow effectively erases any white that might have snuck in despite your cleaning efforts.

THEN art filter your PNGs to your heart's content. Just be aware that many art filters will ADD a white outline that will need to be cleaned off again.


Once you have finished Art Filtering your images, add Inner Glow again, set to Black this time at at 2 px or less to cover any white that might have slipped in during the Art Filtering process.


The best way to check for any white edging that might have slipped into your image is by putting your character against a Black Background.


And there you have it, characters that actually blend in with their backgrounds.







Enjoy!

Wednesday, June 13, 2012

Photo to Art Game Backgrounds



Making Backgrounds 
My Technique for turning Photos into Art with Photoshop.

The most common question I get asked about my game Faery Tale, is: How did I do the graphics?

The short answer is Photoshop.
-- Every image is a multi-layered photo-manipulation that was heavily filtered multiple times to make them look like fairy tale art.

I'm a big-time art nouveau fan, as in the art of Alphonse Mucha, so that was the style I was aiming for.



While I am not about to give away every single secret to my techniques, mainly because they took months of experimentation to figure out, I am willing to reveal the basic process.

It all begins with Photoshop and quite a few Art Plug-Ins, such as:
  • Topaz Labs: Clean 3, Adjust 4, and Simplify3
  • Alien Skin Snap Art 2
  • Imagenomic

And yes, I used ALL of these plug-ins for each image; background and characters.

The most important part of the process, however, is the Line Art. That was done using the Color Sketch action from 10 Sketch Effects, a Photoshop actions set that is available free on Deviant Art.


How I do it:
-- In Photoshop...


Stage 1: Pick a good image.



Stage 2: Photo-manipulate the image to suit your needs, then duplicate the finished image so that you have two layers.




Stage 3: Hide the copy layer. On the Background layer, make the lines using the Color Sketch action from 10 Sketch Effects.




Stage 4: Level the lines to darken them, then Reduce Noise to clean it. After that, Art Filter the line art to make them look more like a sketch.

I use a rather expensive art plug-in for this process, but you can make a somewhat rougher version for Free by using Drawing and Threshold Actions 1 by eGulumse, specifically, the first action: 1- Çizim+path. (Experiment with the different styles. You might find one that works better for you.)

The trick is to make your line art with the 1 Color Sketch action, SAVE A JPG COPY in your files, (but don't close it!!!) Run the 1- Çizim+path on the color sketch line art. This will give you this result:



Flatten Image, then Retrieve your saved jpg. Set the color jpg UNDER the black and white lines then set the black and white lines to Overlay.


The results are not as refined as what I use, but then I paid serious money for my plug in where this is Free. :)

Stage 5: Hide the line art layer. Turn on the copy layer and Art Filter the untouched layer to make it look like a painting or drawing, or both. 


I use another rather expensive plug in for this process, but Photo to Watercolour Action by

cazcastalla  is a fairly reasonable and Free substitute.  

 


Stage 6: Turn on the Lines layer and set it on top of the Art layer. Set the Lines to Multiply at 50% Opacity, then Merge the layers.




Stage 7: Overlay and Soft Light artistic textures over top of the whole thing to make the image look even more like art.

I overlay a personally created scribble texture to break up the flatness of the colors then softlight two different splotchy watercolor-style textures, but a sketch type screentone texture can work for the scribble texture, and watercolor textures are easy to find on DeviantArt. 




Enjoy!

Organizing Branching Story PLOTS

----- Original Message -----

Do you have any advice about organizing your dialogue and in-game menu choices as you write? I'm writing my dialogue and plot straight in Ren'Py, but my menu choices are multiplying like crazy. It's like a tree with branches that keeps on multiplying...
 When I'm writing a Visual Novel, I use a handy little freeware Mind-mapping program to outline all the major turning points and menu branches called:

Click HERE for Full-Sized Image
 All the bubbles are collapsible and it allows Jumps to any other bubble (the green arrows). This way you can have multiple branches jump to one result without needing to repeat yourself.

Even better, with this little program you can test-drive paths, menu choices, and results simply by clicking a bubble open, or clicking a green arrow to another bubble. If you've missed or forgotten something it's quickly obvious.

This program also has a spell-check, (you have to turn it on,) so you can write the entire thing out and copy-paste the text directly into Renpy. It also allows hyper-linking, file connection, and images so you can figure out exactly what your game will need before you even open Renpy.

I wouldn't have been able to make my game FaeryTale without it.

Enjoy!

Friday, May 25, 2012

How Smutty should you make Your game?

Just for clarification, if you are making a game strictly for your own enjoyment, and don't really care if anyone else wants to play it, feel free to ignore this essay and make your game however you please.

On the other hand, if you intend to make a game for a playing, and possibly paying, audience, this is my advice.

 How  Smutty
should you make Your game?

Before you can even approach this question, first you'll need to decide:

WHO is your target audience?
  • What Age bracket are you aiming for: 
    • Under 18? 
    • Over 21?
  • What Gender
    • Male? 
    • Female? 
    • Both?
  • What Type of Gamer
    • Those who prefer Story over Game-play, or 
    • Those who prefer Game-play over Story?  
    • Those who prefer Story and Game-play equally balanced.
    • Those who prefer Art Galleries with as little story or game-play as possible.
    • Other
  • What kind of Story do they prefer: 
    • Angst
    • Slice-of-Life
    • Romantic Comedy
    • BDSM
    • Horror
    • Psychological Thrillers
    • Mystery
    • Comedy of Errors
    • Supernatural
    • Sci-Fi
    • Steampunk
    • Fantasy
    • Yaoi (M/M)
    • Yuri (F/F)
    • Other
The wonderful thing about smut is that it can be used in any genre.


Once you know WHO your target audience is, how smutty you should make your game depends on these major factors:

1) Your Target Audience and THEIR Expectations.
What level of graphic smut does your target audience EXPECT in their games? 

Designing your game toward what your target audience likes and wants is the easiest and most effective way of guaranteeing that they'll adore your work.

As a professional erotica author, my target audience are the readers of my novels. They expect extremely detailed xXx work from me because that's how my novels are written.

2) Your Skill Level in Art and/or Writing.
Can you draw or write Good smut?

Realize your strengths, but more importantly -- your weaknesses

I don't have the artistic skills to draw smut well, but I Do have the skill to write very good smut, so I handle my smut scenes with one static R-16 (suggestive) image paired with very detailed R-18 text. This has proved very effective for me because a static image does not distract my audience from the extremely detailed smut they are reading.

3) The level of smut YOU are comfortable producing.
How smutty are you willing to go?

I'm comfortable with any level, from sweet romance to xXx smut, but that's just me.

If you are not comfortable writing or drawing smut Don't Do It because that discomfort will show in your results.

4) The Story.
Would smut Add to the story, or Ruin it?

Smut is all well and fine, but if your game doesn't actually need a full-on smut scene to get its point across, then a simple kissing scene is smutty enough.

Out of the six games I've made, two are not R-18 because those two games would not have benefited from R-18 material. In both cases, smut would have distracted the players from the actual point of those games.

Make the Smut COUNT!
Just like every other element in your work, Smut needs a Purpose, a reason to be in the story. 

Show something:  
The type of smut a character prefers, and how they choose and gain their partners, can easily be used to reveal a character's Base Personality: tender, sweet, attention to detail, aggressive, humorous, serious…

Prove something:  
Smut scenes are an excellent tool for visible demonstrations of a couple's progression from mere passionate attraction to protective and supportive love. They can also demonstrate the downward spiral of a destructive relationship, such as one that starts with attraction and ends with irrational obsession.

Make something Happen: 
The best way to make smut work in a story is by having the smut trigger a shift in the plot. The traditional use for smut in Romance fiction is to make or break a relationship, but that’s not all it can do.

Smut can cause Transformations.
  • Vampirism and Lycanthropy as STDs. 
  • Demonic or Spiritual possession as STD
Smut can trigger Psychic or Magical ability.
  • Initiation rituals
  • The classic hentai game Bible Black uses this.
Smut can be a Distraction that allows someone else to accomplish something nefarious.
  • The modus operandi of the classic Femme Fatale.
Smut can show a radical change in a character's Personality. 
  • The classic novel, Dr Jeckle and Mr Hyde does this.

    I like about you pointing out the weak points (mine is definitely the level of written smut), many tips only talk about what to do and not what there is to realize before. :D

    Well, if you know where you want to end up, you're more likely to actually get there. That means having the car pointed in the right direction from the very beginning. (If you're going to California and Route 84 won't take you there, don't get on Route 84.)

    I'm firmly of the opinion that any weakness can be worked around. You just have to be clever about it. However, you can't work around any limitation if you - 1 - don't acknowledge that it exists, and - 2 - Plan for it.

    There is a work-around for a weakness in writing smut!
    • First, read some good smut and Collect It. Seriously, collect GOOD smut novels and bookmark the appropriate pages.
    • Break out your highlighting pens and Highlight the Action and Description parts of those scenes. Skip the dialog because you won't be needing that.
    • Write all those highlighted pieces into a document - only DON'T COPY the exact words! Paraphrase them by swapping out that writer's words with your own. Don't forget to elaborate on what you have by adding plenty of adjectives. (A thesaurus is very handy for this.)
    • Add bits of scenery description and YOUR dialog.
    • Rewrite and polish to suit your work. By the time you're done, the scene will be twice as long and Entirely Yours.

    Before you freak out...! 
    It's only plagiarism if you are using the exact same exact phrases

    What you're doing is using a successful MODEL to build your own work on. Eventually, with practice, you'll be able to create without a model to work from.

    Just so you know, this is a REAL writing exercise practiced for years by Romance authors and Horror authors. It's one the Big Secrets they don't like to share because it WORKS.

    Art is taught the same way -- Copying

    Everything is a Remix Part 3: 
    Elements of Creativity

    Everything is a Remix Part 3 from Kirby Ferguson on Vimeo.
    Warning: FALSE ENDING!!! Check the time left before you leave?
     
    When you draw from life, you're Copying what's before you. However, the way you draw and what tools you use changes the results into something uniquely yours. Even in a life-drawing class of 30 students, all using the same type of paper and the same type of charcoals, every student in that class will always have uniquely different results -- despite the fact that they're all drawing the same model. This is because no two artists SEE or Create the same way.

    The Renpy system is also done the same way.
     -- You start with a successful Game Model and elaborate on the basic model by adding images, sound, and text. That alone makes for an amazing array of unique games -- despite the fact that they're all built on the same Renpy Model.

    In Conclusion...
    When used cleverly, smut can be an amazing tool to enhance a story. However, when used badly, or  worse; as an afterthought, ("Oh hey, let's add some smut scenes!") smut can utterly ruin an otherwise entertaining game.

    The worst thing a creator can do is have smut scenes tacked-on at the end of an otherwise PG rated game. This rather ugly trick is used to attract players who prefer adult content. Doing this is the lowest form of cheating because it's False Advertising, also known as pandering.

    Don't cheat your players!  If you're going to make a game with smut in it, design it to be smutty from the very beginning by making those scenes necessary to the story.

    Enjoy!

    Sunday, May 13, 2012

    5 Rules for Writing Interesting Choices in Multiple-Choice Games

    While scouring the 'net for tips and inspiration for my next visual novel, I ran across THIS rather interesting blog entry. (Ruthlessly edited for clarity.)

    5 Rules for Writing Interesting Choices
    in Multiple-Choice Games
     by: Dan Fabulich

    Note: Mr. Fabulich is Not a visual novel creator. He makes purely text-based, on-line "choose your own adventure" games. 


    The hardest thing about writing a multiple-choice game is creating interesting choices for your players. Here are five rules you can follow to make decisions you write more fun and engaging.

    Rule 1: Every option should have real consequences
    If my decision has no effect on anything, why am I even making a decision?

    This rule seems pretty simple, but in practice it’s hard to follow consistently. It’s easy to write a collection of choices where nothing really happens; the player moves from place to place pointlessly. If you catch yourself doing this, consider deleting those false decisions and skipping ahead to the good part!

    It’s also possible to take this rule too far, requiring that every option needs to branch into a completely different story. That would be pretty cool, but unfortunately it’s impossible to write a game like that; you’ll never finish.


    Traditional Choose Your Own Adventure (CYOA) book stories tend to be pretty short. It’s not hard to see why.

    This is a 19 page story: 

    This is a 117 page story:
    For more than you ever wanted to know about "Choose Your Own Adventure Game" books --> http://samizdat.cc/cyoa/

    Fortunately, there are alternatives to merely branching the story. For example, sometimes player decisions don’t branch the story, but instead affect the main character’s attributes (“stats”) or other variables in the world.


    The scores of these "stats" can then be used to access a hidden option or trigger an automatic Pass or Fail on a challenge. (In RenPy, we do this with Variable Statements.)





    Some options may have no effect on the game, but have a big effect on the player’s imagination. For example, choosing a gender in Choice of the Dragon doesn’t really change the story at all, but it can completely change the way you think about the game, especially when it comes time to find a mate!

    Rule 2: The player needs some basis to make a decision
    Even if you’ve guaranteed that every option has consequences, if players have no idea what the consequences of their decisions will be, it becomes impossible to make a meaningful choice.

    The classic “Choose Your Own Adventure” books broke this rule all the time. As an example, here’s the very first choice from CYOA #2, Journey Under the Sea (the 2005 edition):
    The cable attaching you to the Maray [research vessel, above water] is extended to its limit. You have come to rest on a ledge near the canyon in the ocean floor that ancient myth says leads to the lost city of Atlantis.

    You have an experimental diving suit designed to protect you from the intense pressure of the deep. You should be able to leave the Seeker [personal submarine] and explore the sea bottom. The new suit contains a number of the latest microprocessors enabling a variety of useful functions. It even has a built-in PDA with laser communicator. You can cut loose from the cable; the Seeker is self-propelled. You are now in another world. Remember, this is a dangerous world, an unknown world.

    As agreed, you signal the Maray, “All systems GO. It’s awesome down here.”
    -- If you decide to explore the ledge where the Seeker has come to rest, turn to page 6.
    -- If you decide to cut loose from the Maray and dive with the Seeker into the canyon in the ocean floor, turn to page 4.
     How am I supposed to decide whether to explore the ledge or explore the canyon? Both of these options are exploratory; neither of them has any clear advantages or disadvantages. Without more information, I’m forced to decide at random.

    The goal of a multiple-choice game should be to make the player care about what happens; random decisions force players to disengage from their options and select an option unemotionally.

    Rule 3: No option should be obviously better or worse than all the others.
    If one of the options is significantly better than the others, the player selecting that option loses a sense of agency—the feeling of making a decision. It’s like that Dilbert cartoon where Dilbert creates a computer with just one big button: “We push the button for you before it leaves the factory.”

    If you’ve got one really great option, try to improve the others to match it. Similarly, if one option is much worse than the others, fix it or remove it.

    When you break this rule, resist the temptation to “fix” it by giving the player less information. Hiding the consequences just turns one mistake into another, by removing the player’s basis for making the decision.

    Instead, make an effort to ensure that every option is appealing in some way; even “wrong” choices should be fun. For example, in Choice of the Dragon, it IS possible for your dragon to die, sometimes rather gruesomely, but we tried to ensure that your death would always be pretty cool. Make the player say, “Wow, that was neat!” and not, “Oops. That was lame.”

    One particularly common way to make an option worse than all the others is to have an “opt-out” option, where you can choose not to participate in the story. If you’re telling a story about a big adventure, don’t put in an option to stay at home and not go out on the adventure. Either you’ll have to override the player’s choice, (which breaks Rule 1 by removing the consequences of the decision) or you’ll have to give the story a boring ending. “Opt-out” options are inherently uninteresting.

    Rule 4: Know your Players.
    Multiple-choice games are role-playing games. If you can learn what it means to be a good RPG game master, you’re well on your way to becoming a good game designer. A great deal has been written about how to be a good game master, including an enormous body of role-playing game theory, much of which is highly relevant to multiple-choice game design.

    One of the most important tips for good game masters is that not all of us play games for the same reason; different players can prefer vastly different games. Traditionally, three types of players stand out in role-playing games:

    Gamist
    -- Gamist players want to “win” the game; they win when their character is successful. They want victory to be difficult but attainable. Gamists usually prefer “power fantasy” stories, where they can take the role of heroes accomplishing great deeds.

    Dramatist / Narrativist
    -- Dramatists want to read a great story, even if their characters are unsuccessful; they play for the emotional impact. A dramatist would enjoy role-playing an epic tragedy, whereas a gamist would find a tragedy “unfair” because there is no way to win.

    Simulationist
    -- A simulationist strives to ensure internal consistency within the rules; they want the game to be plausible. In multiple-choice games, simulationists prefer options that make sense for their characters, even if those choices don’t help them “win” and don’t make the story better. Simulationists especially dislike “unrealistic” consequences; for a simulationist, “that’s not what would really happen” is a damning critique.

    Multiple-choice games have another category which I think is distinct to computer RPGs:

    Explorationist
    -- “What will happen if I push this button?” The explorationists want to discover what’s possible. They may become obsessed with finding every ending—good or bad—and trying options simply out of curiosity.

    Just keep in mind that most players will have more than one of these goals.

    And so...!
    Since a good multiple-choice game will be played online by thousands of strangers, it’s hard to “know your players” the way you know your friends. However, you should still decide which type(s) of players you’re trying to satisfy.
    • Are you writing a story?
    • Building a world?
    • Crafting a game?

    Due to the nature of the multiple-choice game format, it’s not impossible to satisfy many of these goals at once!

    Which will you choose?
    • The action that helps me win.
    • The action that creates the deepest story.
    • The action that my character would most likely choose in real life.
    • A mysterious action with unknown consequences.

    Rule 5: Break these rules.
    Knowing when to break the rules is almost as important as knowing when to follow them.

    Fake choices.
    -- A decision with no real consequences can be almost as fun, as long as you don’t let the player realize that their decision had no effect. (Of course, players are certain to discover the secret on future replays, so try to avoid using this technique too often.)

    Unfounded choices and the spirit of exploration.
    -- The old CYOA books were fun to explore, despite not always having clear reasons to choose one option over another. Some people tried every option anyway, just to see what would happen. If you want your players to explore all of their options, make them ALL equally appealing and let the players try them all.

    BEWARE!
     -- Exploring a large tree of choices can become a chore; trying all the options nested within option 1, then all the options nested within option 2, and so on. It can feel a little like mowing the lawn.

    Just do it!
    -- Theorizing about games can be a fascinating exercise -- almost as much fun as playing and writing them, but theory can also clog up your creativity. If you’re tying yourself in knots trying to make all of your options equally satisfying to explore every possible branch of your story, or to satisfy every category of player, then just forget about it. If you miss something, you can fix it later!

    Enjoy!