Showing posts with label plotting. Show all posts
Showing posts with label plotting. Show all posts

Thursday, May 1, 2014

Developing Ideas into Stories

Moonfish by SnowSkadi
----- Original Message -----
How do you develop an idea? How do you come up with the details behind stories? Do you get them from reading books? Do you get them from modern concepts? Or do they just come to you (if so, lucky you XD)? How do you develop the world in which it takes place? People or settings first? Do you include cults/religions/mass groups? How do you come up with these groups?
 -- Thoughtful Game-maker

In other words, what you want to know is:

How do you build a Story
from an Idea? 
Let's begin by breaking this huge pile of questions down to smaller, bite-sized pieces...

How do you develop an Idea?

I start with a Climactic Event.
My ideas may originate from anything at all; from a piece of music to a picture I saw on the 'net, but to make a Story from those ideas I start with What I want to Happen at the very heart of my story -- a central Climactic/Crisis Event. I then create a Plot Concept around it to make that event happen, and tie up loose ends after the event. 

Plot concept:
~~~~~~~~~~~~
Act 1: What caused the Event.
Act 2: Climactic/Crises Event.
Act 3: What happened after.

Example: What I want to Happen.
  • I want the central climactic/crisis event to be an epic space battle between a Galactic Empire and a tribe of Space Privateers, and I want the characters to carry Swords. 

How do you come up with
the Details behind stories?
Do you get them from reading books? Do you get them from modern concepts? Or do they just come to you (if so, lucky you XD)?

RESEARCH. 
The Details I come up with are mainly generated by reading stories similar to what I want to write, and researching what I need to know to make such an event plausible. This tends to reveal unexpected facts which often give me MORE ideas to add to the story.

How do you make something in a story Plausible? 
You use Facts to give its existence a Good Excuse.

Examples: Facts
  • Did you know that privateers had Written Permission from their home country to attack the ships of the countries their country didn't like --especially if there was a war going on-- as long as they turned over a certain percentage of 'booty' to their home country? (Ah ha! I now have a 'good excuse' to make the privateers the Good Guys!)
  • Did you know that Empires (the British Empire in particular,) routinely hired Merchants to be Privateers when they didn't have enough ships in their fleets BECAUSE Merchant ships were extremely well-armed specifically to fight off Pirates (other Privateers)? (Ah-HA! Now I have a good excuse to have a Privateers vs. Pirates battle!)
  • Did you know that those same empires that hired Privateers would also systematically destroy their Privateers once a treaty was signed with the country they had gone to war with, mainly because this was often a condition for a treaty to be signed? (Ah-HA! Now I have a 'good excuse' for Privateers to become pissed off at an empire!)
  • Did you know that using a projectile weapon of any sort on a spaceship spelled Instant Death should that projectile shoot through the outer hull? (Ah-AH! I know have a 'good excuse' to have all my characters carry Swords!

How do you develop
The World in which it takes place? 
People or Settings first? Do you include cults/religions/mass groups? How do you come up with these groups?
.
I begin with the World.
I always start with the SETTING, the World my characters will inhabit. I research everything to look for clues about what kind of cultures, politics, employment, social positions, religions, etc. would come into play in such a story because a character's culture and civilization will be what makes each character who they are -- the same way that your culture and civilization made you who you are.

Examples: Space, Empires, and Privateers.
  • How do Empires happen, and how are they governed?
  • Why would Privateers would be hired?
  • Under what conditions would Privateers be attacked by an Empire?
  • What are the conditions for living in space?
  • What kinds of space travel would I need, (Faster-than-light? Folding space? Jump-gates...?) and can they be adapted to what I want to do?
  • What kind of weapons would a spaceship have?
  • How would a space battle be conducted?

Then Characters.
Once I have a good grasp of the cultures my characters would inhabit, then I decide what kind of characteristics and backgrounds the Characters would need to make my Event happen -- or Not happen.

Examples: Characters.
  • Why would people (or a whole family) become privateers?
  • Why would someone hate the empire?
  • Why would someone hate privateers?
  • What kind of training would be needed to fight in space?
  • If I make the main character a neutral party, where would such a character come from, and why would they have such a mindset?

And that's how I build a Story from an Idea.
Enjoy! 

Thursday, July 18, 2013

The STORY Generator - R16 / PG13

The Story Generator
Featuring Music by 
Epic Soul Factory
-- Version 1.4 --

Looking for a good idea for a story? The Story Generator is here to provide.

Two Versions!
R-16 
Adult Language, Adult Situations, and Suggested Violence. 
(No Adult or Violent images.)
Download from MediaFire 71MB

PG-13 
Suggested Violence. 
(No Violent images.)
Download from MediaFire 71 MB 

By using over two dozen lists of randomly generated elements, in six different genre plot outlines, you can create an unlimited number of story ideas to use and abuse as you like. 


Anyone familiar with my Erotic Story Generator will immediately note the similarities, however this one is far more vast in scope.

4 Characters:
Lead, Companion, Trouble-Maker, Villain.
-- With a gender choice for each.

6 Worlds:
Fantasy, Historical, Contemporary, Futuristic, Sci-fi, and Anime.
-- This changes the image, the Music, and the type of Characters.

6 Genres:
Sci-Fi, Fantasy, Gothic, Romance, Horror, Mystery.
-- Both Fantasy and Sci-Fi have sub-genres.
-- Each genre has its own plot-line, meaning: the whole story changes.
-- with Stories 6 to 8 pages long each.

7-8 Actions:
Romance, Violence, Suspense, Paranormal, Magic, Combat, Sports, and Smut! 
(Smut in R16 version only.)
-- What happens to the characters in addition to the story's plot actions.

3 Styles:
Comedy, Tragedy, or Drama.

Every selection triggers a massive list of Random elements. This means that even if you never change your selection choices, every single story generated will be different from the last.

As with my Erotic Generator, you can choose to generate a story with the same selections, a whole new one from scratch, or see the credits and go.


I once again, use a Bookmark style of Navigation. (Because I think it's cool.) Also, you may save as many of your favorite stories as you like. The number of save slots is Unlimited.

For fun, I also added a Music page.


The Story Generator is free to download AND free to use! Seriously, if the generator provides inspiration for your stories - USE IT! In fact, that's exactly why I made it, to help writers come up with plot-based story ideas.

Enjoy!

Note:
  -- If you find a typo, or something that doesn't read right, please let me know. However to fix it, I'll need either a screen shot or the entire sentence to find the list it belongs in. -- Thankx!

Saturday, February 16, 2013

What kind of Fiction should You Write?


What kind of Fiction should You write?
A Literary Quiz Game
Rated: PG 

Quiz & Graphics by me!

Ever wanted to know what Genre of Fiction
Your writing style suited best? 


In this game, there are 16 questions plus a bonus question in case you get a tie score, with 13 choices per question that add up to tell you which of the 13 genres your style of writing matches the closest. In addition, there are a pair of Scoring screens to show the results of your choices, and the strengths and weaknesses of your selections.

Consider this a writing tool to show you what areas you're good at, and which areas could use a bit more polish.

The game is short -- really short. It takes maybe 20 minutes to play and the graphics are fairly minimal. Even so, be prepared to click a lot.
Download from: MediaFire
(This is a Folder. Click on the file to download.
Once you unzip it, go into the folder and click on the .exe icon to activate.)
Version 5.0!

800x600
47 MB

Music:
~~~~~~~~~~~~~~
Johann Strauss Waltz Medley
Played by the USAF Band

Preview on YouTube!


Screenshots
~~~~~~~~~~~~~~
The Introduction:

There are 13 questions plus a Bonus Question if you get a tie score.
This is ONE of the questions.
As you can see, there are plenty of answers to choose from. 
Yes, I realize that the text is a little small.
With an 800x600 screen size, it had to be that small just to fit all of it on the page.
~~~
This is 1 out of 13 possible Results.


There's also a statistics page so you can see what you scored in the various genres.

 And an Additional Page that shows the strengths and weaknesses of your selections!  


In all honesty, this was an experiment, a test-drive if you will, for setting up the coding to use stat scores to gain a specific result. I just ended up actually making a fully functional Renpy game out of it.
.
Small as this game is, I hope you find it entertaining.
.
Enjoy!

~~~~~~~~~~~~~~~~~~~~~~~~~~
Interested in how I came up with the idea?
The Inspiration behind Fiction Quiz.

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, June 13, 2012

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!

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!

Saturday, April 28, 2012

Writing the Sex GAME

Writing the Erotic Visual Novel
Writing the Sex GAME

Before we get into writing sex, the first thing you need to know is:

The Law of Erotica:
"If you can take the Ero (erotic) Out of the Eroge (erotica) and still have a viable story,
you did it WRONG."


Why is this Wrong?

How can you call any story Erotica (eroge) if Sex isn't what makes the story happen?

I don't care what other VNs (visual novels) have done, or not done, if Sex isn't what's driving the plot (making the story happen,) then the sex scenes aren't needed. If the sex scenes aren't needed, then they Don't Belong in that story, and if your sex scenes don't belong in your story, it's Not Erotica or an Eroge.

The Law of Fiction:
Anything that CAN be pulled out of a story, 
SHOULD be pulled out: 
characters, settings, and whole events definitely, but 
Especially SEX
(Not kidding here. This is one of the first things I learned as an erotic fiction author.) 

Sadly, a LOT of JVN eroge games break the Law of Erotica; they add sex to an already viable story. Or worse, they don't bother with a story at all, they just string each sex scene to the next with poorly written text and seriously crappy 'sound effects' dialogue. These sorts of stories are more commonly known as PWP; Porn Without Plot

While JVN eroge producers clearly use actual erotic artists for their graphics, it makes one wonder if they bother to use erotic authors to write their scripts. Personally, I'm highly doubtful.

Unfortunately, this trend in JVN eroge games has led to some seriously bad habits among VN game-makers trying to follow the Eroge model, namely; Poor Erotic Plotting or worse, NO Erotic Plotting.

Easiest way to Avoid making a PWP Game?

Get a real Erotica author to Write the Story FIRST!!! Got branches? Have the author write out each ENTIRE branch separately. Then hire the artists to illustrate it. Piece the story together at the coding stage. Seriously, how simple can it get? 

The Eroge Excuse.

According to my sources, the excuse for why so many JVN eroge turn out with such good art yet such bad stories is COST. Apparently, it's more expensive to hire a real author, plus illustrate a fully fleshed-out story --more backgrounds, more characters-- than it is to produce a gallery of erotic pictures strung together by poorly written dialogue.

When put that way, I can kind of see their point.

However, their main point is that they don't need an actual story because the buyers of their games are Not looking for a story -- just click-able Art to fap to.

THAT is just WRONG. 

Cheaply made erotic picture galleries may indeed sell to otaku men who still live at home with their mommies, but if they want to sell their games to those with the most disposable income available --women-- they're stupidly missing out on a massive source of Possible Income BECAUSE their games have No Story.

Okay! So... 
Making Erotic Games RIGHT!
Don't add Sex Scenes to a Story. 
Create a Story to 
Make the Sex Scenes Happen.


Sex & PLOT
People talk about 'forwarding the plot' or 'intrinsic to the plot', but not a whole lot of people talk about what those actually mean.

  • "Forwarding the Plot" means: Motivational Force; the reason (or excuse) that pushes events into happening.
  • "Intrinsic to the Plot" means: Important Element; an object or person used as the reason (or excuse) for why events are happening.

The statue 'The Maltese Falcon' is intrinsic to that story's plot. It is the excuse for WHY events are happening in that story, but it's Not what MAKES the events (plot) happen. You could pull out that statue and replace it with just about any other object and the story wouldn't even flinch. This interchangeable object is also known as a Macguffin. (Thank you Alfred Hitchcock.)

What forwards this story's plot; the reason (or excuse) that pushes events into happening is the pursuit of this object -- not the object itself.

An element 'intrinsic' to the plot can be REPLACED.
Something that 'forwards' the plot Can NOT.

This is why I say:
-- A story with sex in it is erotic -- but it's not Erotica.

Here's a simple Test to see if your Sex Scenes are Forwarding and driving your plot:

Can you Replace your Sex Scenes
with Fight Scenes or Kissing Scenes
and still have a workable Story?
~ * ~
If you CAN'T, you did it RIGHT!
You wrote Erotica!
 
If you CAN, you did it WRONG.
Sex is NOT driving your plot.

So what do you do if the sex scenes Are Not what's making your story happen? Look for what is driving your plot. THAT is what you've actually written.

If it's not Sex, what IS making your story HAPPEN?
  • The progression of Love? You're writing a Romance.
  • The Conflict between Two Opposing Forces? You're writing a War Epic. (Even if it's only conflicting Teams in a sport it's still a War Epic.)
  • The Search for the answer to a Riddle? You're writing a Mystery.
  • The Quest for something Strange and Wonderful? You're writing an Adventure. (Even if it's a Fantasy World or Deep Space it's still an Adventure.)
  • The Consequences of strange new Technology on Society? You're writing a Sci-Fi
  • The Struggle against the Monster Within? You're writing a Gothic. (Whether it's a robot, a paranormal being, sudden paranormal powers, sorcerous abilities, or the obsession with Revenge, it's still a Gothic.)
  • The Struggle against a Monster? You're writing a Horror.
  • The Emotional Trauma of Grief? You're writing a Tragedy.
  • The Emotional Trauma of Embarrassment? You're writing a Comedy.

It's not the Sex
It's what the Sex Does.

If you can take out your sex scenes and replace them with another action, such as a fight scene it's intrinsic to the plot, but NOT what moves the plot forward. What does that mean when writing Erotica?

As an example, what if we make the Maltese Falcon a Maltese Dildo and every single person in possession of said object has sex with it?

In this case, the story would become erotic, but it still wouldn't be Erotica.

Why not?

Because the Pursuit of the Object is still the Motivational Factor. In fact, you could leave out the sex completely and just use the original Maltese Falcon plot without even so much as a raised eyebrow.

However, if you change the Motivational Factor to the "Pursuit of the Ultimate Sexual Experience" with this object as the key to said experience, the plot would change, and so would ALL of the main characters -- into nymphomaniacs. ♥ With the lure of having the Ultimate Sexual Experience --Sex-- being the motivation to chase down the Maltese Dildo, sex scenes then become absolutely necessary for the plot to move forward -- making the story Erotica.

You can STILL swap out the Maltese Dildo with any other object your heart desires, but as long as the reason the characters want it remains SEX -- it's Erotica. See?

Okay, now that we've got that settled...
.
So you wanna write it DIRTY?

Before you even consider coming up with a story or characters, you need to come up with a sex scene, (or three, or four...) No, really...! You need to know what you're aiming for in order to make the story go there, therefore, think of what kind of sex you want FIRST.

Once you know what kind of Sex scene (or scenes) you're going to have, making up characters that would actually do that stuff, and where it would happen is easy.

So where do you come up with sex scene ideas?

To borrow from my friend Toonces...
"What do you find hot? Write a short list."

Just to help you along, here are what I came up with...

Sex Scenes:
Scenarios:
(I did a poll to discover what scenes were the most popular among females.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. *Ravished! ~ "Oh no! Don't...! Stop...! Don't...stop!"
2. *Captured! ~ "I have you now, my pretty!"
3. Threesome ~ Sharing the love.
4. Romantic Fluff ~ Wine & Roses
5. Lower Education ~ “Teacher, I was a naughty boy.”
6. Domination & Punishment & Whips & Chains ~ "You've been a bad, bad boy."
7. Bribes & Blackmail ~ "You owe me. Drop your pants!"
8. Strip Tease ~ "Oops! I'm naked!"
9. Self Gratification ~ "When I think about you, I touch myself."
10. Costume Play ~ Leather & lace & ears & tails…
11. Orgy ~ "The more the merrier!"
12. Voyeurism ~ "I'm watching you..."
13. Exhibitionism ~ "Here? Now? In front of everyone...?".
14. The Professional ~ "You can have me--for a price."
15. Beautiful Stranger ~ "He saw. He conquered. He came. He went."

*Note: Seduction (Reluctance) vs Rape
The difference between Seduction and a Rape is that Seduction is not a Brutal Attack designed to hurt the recipient. That's Rape. Seduction is where the protesting recipient actually wants sex, but needs to be coaxed into it. Normally these scenes are written entirely from the Seduced's point of view, not the Seducer's. This is to make it crystal clear --to the reader-- that the one being seduced really Does want to be seduced, but is protesting from Moral or Social reasons -- not out of FEAR.
.
Things to AVOID at all cost!
NO Under-Age participants: All participants should be 18 or older -- especially virgins. I realize that this is Not Realistic, but The Law cannot be argued with.
NO Bestiality: No Animals ever. Were-people and Furries don’t count, as they’re people that LOOK like animals.
NO Snuff: Fucking people to death is Right Out.
NO Watersports or Scat: Most readers see pee or poop used in a sexual context as DISGUSTING -- me included.
NO Gore: Blood is okay if used tastefully and in limited amounts.

Sex Characters:

Next, you need characters to make your sex scenes happen. So, what kind of people would actually Do the sex scenes you chose? Traditionally in Western literature, there are Three main characters:

  • Protagonist: One who fights For--
  • Antagonist: One who fights Against--
  • Victim: The one caught between them, and/or lived to tell the tale. 

In current modern literature: Hero ~ Villain ~ Victim

In a basic erotica story you'd have a Lover, a Beloved, and a third character that tries to interfere. 
  • Erotica, and Romances: Hero ~ Heroine ~ Troublemaker (cock-blocker)
  • BL/ yaoi / shounen ai stories: Seme ~ Uke ~ Rival
  • BDSM stories: Top (Dominant) ~ Bottom (Submissive) ~ Interfering Goody-Goody
In harem eroge, where the main character is collecting conquests, you not only need a minimum of 3 characters that would do the sex you want, but you also need to give them differing personality types. Don't forget to make it so that each of them runs interference and out-right cock-blocks each other. Ahem... Adds conflict to the story.

Here are some characters types...

Seducer (Top/Seme) types:
(Yep, I did a poll for this too…!)
~~~~~~~~~~~~
1) The Teddy Bear: Sincere, affectionate, and slightly clumsy, they patiently until their beloved is vulnerable; such as inebriation -- then ruthlessly seduce them.
2) The Loaded Gun: Silent and anti-social, they are highly dangerous to everyone, but their beloved.
3) The Guardian: Cold, cool, and critical, they don't show any outward signs of affection, yet they always come to the rescue."
4) The Elite: They're is so good at what they do, no one can win against them, and it's all for their beloved."
5) The Quiet One: Sweet, smiling, and seemingly harmless, they wait until their beloved is isolated and alone -- then ruthlessly seduce them.
6) The Royal Brat: Ruthlessly uses charm, beauty, and connections to captivate, isolate, and then seduce the lover of their choice.
7) The Trickster: Never without a smirk, they entice their prey with smoke and mirrors only to entrap them in a web of seduction they will never escape.
8) The Sadist:  A demanding lover that shows their affection by bullying their chosen beloved.
9) The Stalker: They they know absolutely everything about the one they adore -- and they're not ashamed to use it.
10) The Boss: A demanding lover that shows their affection by bullying their chosen beloved.
11) The Demon: Pitiless and calculating, they seduce their prey specifically to destroy them -- until they fall in love.
12) The Archangel: Armed with angelic beauty, but an iron-clad heart, they specialize in bringing sexy villains to their knees.
13) The Tyrant: Obsessively controlling of every aspect of their lover's life -- for their own good of course.
14) The Jester: Uses a facade of cheerful, absent-minded, silliness to get close to their unwitting prey -- only to devour them.
15) The Beast: Violently protective and aggressively affectionate to those they love -- whether they want it or not.

Seduced (Bottom/Uke) types:
(Oh look, another poll…!)
~~~~~~~~~~~~
1. The Brat: Obstinately defiant, they only submit to those strong enough to MAKE them submit.
2. The Defiant: Hates the very idea of taking comfort another's embrace, but will allow it if heart-broken -- or under the influence of alcohol.
3. The Cherub: Sweet, delicate, defenseless, and tearful, they're often bullied into sex -- repeatedly.
4. The Clueless Wonder: Quick-tempered, but easily distracted, they're commonly tricked into sex -- repeatedly.
5. The Little Dictator: Demanding, and attention-loving, they tend to bully their beloveds into ravishing them exactly the way they wish to be ravished.
6. The Puppy: Clumsy and affectionate, they'll allow any form sexual gratification their Love demands -- no matter how embarrassing.
7. The Home-maker: Utterly spoils the one they adore with lavish affection, special services, and Food.
8. The Butterfly: Desperate for affection, they're happy to take it any way they can get it from anyone at all.
9. The Kitten: Using not-so-accidental physical contact, pheromones, and flagrant nudity, they entice their unwitting lovers into ravishing them.
10. The Shattered Doll: Compulsively obedient due to extensive conditioning.
11. The Poisonous Flower: Beautiful and calculating, they entice their prey into ravishing them specifically to destroy them -- until they fall in love.
12. The Shattered Heart: Having loved and lost, they'll willingly indulge in sex, but view honest affection with suspicion, and Love with extreme prejudice.
13. The Wildcat: Free-spirited and kind-hearted, they have a knack for uncovering perilous secrets -- and attracting the dangerously powerful.
14. The Sleeping Beauty: Calm, cool, collected, and oblivious, they're fixated on a love forever out of reach -- until they're kissed.

Some other options are:

Zodiac types
Typology Types
Elemental types
Blood types

Motives for Sex
To do the story right, you have to come up with Motive for sex; a Reason or a Good Excuse for WHY the characters want/need to have sex. "Because their body wants it" is Not good enough! WHY does that body want sex?

Here are just a few perfectly legitimate reasons to need sex in a story. 
  • To salve a troubled heart.
  • To comfort someone during a crises.
  • To calm a savage God or Monster from a rampage.
  • To gain a magical tool or power.
  • To transform. 
  • To return someone to human shape. 
  • To activate or break a Spell.
  • To Feed on sexual energy. 
  • To stop someone from doing Evil.
  • To convince someone to do Evil.
  • As a reward for doing Good or Evil.
  • To gain control over someone's heart or bank account. 
  • To express feelings that can't be expressed through words.
  • To express thanks for being rescued.
  • To show the level of intimacy in a progressing Romantic relationship.

Sex PLOTs:
 Erotic Short: Good for Kinetic Novels.
1. They meet.
2. They hump.
3. What happened after.
The End
~~~~~~~~~~~~~~~~~~
Erotic Dating Sim?
Simply use the above pattern as a complete route for each pursue-able character, then apply lots of flags to push the player character back and forth between routes. Once a choice is finalized, add a Confession scene that becomes a tender humping scene and you're done!

Multi-Route Erotica: 
1. Main Character meets each potential conquest.
2. Main character goes after one (or more) of the potential conquests and seduces (or is seduced by) one or a few.
3. Troublemaker(s) and/or other potential conquests cause complications that keep main character from getting laid.
4. Conquest(s) and/or Main Character stalk each other and angst over how much they Really want to hump.
5. New revelations (exposed secrets) bring the main character and chosen conquest(s) back together--and they hump.
6. The climactic moment where a plot-twist is uncovered and/or a confession is made.
7. Complications are resolved, Relationships are solidified.
8. Everybody humps.
The End.
~~~~~~~~~~~~~~~~~~
To make the story longer, just add more humping.


Writing SEX:

Warning!!!
Do NOT depend on Art to carry the 'sexy' across, 
Especially during a First Encounter!

Guys are fine with a few hot pictures and strictly dialogue (& sound effects), but women need Description: sensations, emotions, feelings...etc. too. They need the scene written out and described in loving detail.

In fact, if you describe the sex scene well enough, you can actually get away with only one or two static images for the whole scene. (Think in terms of ordinary erotica novels with only one cover image for the whole story.)

Now then...

Writing the Sex Scene

ADV mode
Most Visual Novels separate a character's dialogue from their thoughts, feelings, and actions and rely on the images for description. If you plan to use the standard ADV dialogue box during your sex scenes, that's fine. Just remember to keep everything in strict Chronological order or you will confuse your readers as to what's going on.

Novel mode
If you're going to use a static image and write your scene out in Novel Mode to -- you DO NOT separate a character's dialogue from their thoughts, feelings, and actions. Nor do you rely on the image for description. You write the scene exactly the same way you would a for an unillustrated story you'd post on the 'net, or for a book.


Watch your GRAMMAR! 
I don't care how other eroges are written, most of them were originally in Japanese and kept the Japanese style of punctuation. Their way of using grammar is incorrect for English. 

For example: 
  • Japanese quotation: [I love you... I really do.]
  • US English quotation: "I love you, I really do."
  • UK English quotation: 'I love you, I really do.'
English dialogue always has Quotation Marks, and an Ellipses [...] is never used as a comma. Ellipses are only ever used to replace omitted or skipped words -- not anything else. 

In addition, ONLY the POV character gets internal thoughts and opinions! If you add anyone else's thoughts, you've just committed the heinous crime of HEAD-HOPPING.

Okay, onto the fun part!

Writing in Novel mode

The easiest way to write any scene is by starting with a list of Actions. Why a list? Because...  

Each Character gets their own Paragraph
of Actions AND Dialogue!!!

When you write out all the actions in the order they actually happen, then paragraph them together by character, what you end up with looks very much like a List -- and it's supposed to.
He did this.
She reacted this way and did that.
He reacted this way and did the other…
Etc... 
Once you have all the actions for your scene listed THEN add the description and dialogue. If your sentences end up short and choppy, it means you didn't add enough description, such as body-language or internal thoughts.

Write each scene IN DETAIL!

As in, every sight, every sound, every scent, every sensation. Describe the setting where the humping will happen BRIEFLY, then focus on the characters and stay focused on the characters.

You don't need the word "Said". 

When writing in ADV mode, you already have the speaker's name posted at the top so not using the word "said" goes without saying. However, you don't need "said" in Novel mode either.

As long as you have an action with your dialogue, even if it's just a simple facial expression  the one doing the speaking will already be identified -- especially if you put the actions FIRST and write the dialogue After.

Jason rolled his eyes. "Oh yeah, I really believe that."

Don't Forget...! ONLY the POV character gets internal thoughts and opinions! If you add anyone else's thoughts, you've just committed the heinous crime of HEAD-HOPPING.

Ready? Set? GO!

Things to keep in mind while Writing...!

Describe the scene in Chronological Order:
1. He did this.
2. She reacted this way and did that.
3. He reacted this way and did the other…
4. Etc...
Write each scene only ONCE.

You don't need to keep writing the same scene over and over in each participants' POV. They'll only get skipped by your readers in favor of the main character's POV anyway.

Pick ONE Point of View per scene!

This will keep your readers from getting confused over who did what and who felt what especially when it gets hot and heavy.

Write what you KNOW.

Avoid hate-mail: Do Your RESEARCH!  If you write something anatomically impossible or something you're totally ignorant about, at least one of your readers will most definitely let you know. Guess how I found out?

Words to AVOID:
MEMBER: It's a dick, a prick, or a cock, and sometimes a ‘length’. NOT a 'member' and NEVER a 'Manhood.' 'Member' and 'Manhood' are words used by ancient granny romance authors and under-aged fan-fiction writers.
PENIS: This is word that should only ever come out of a doctor's mouth.
VAGINA: This is another word that should only ever come out of a doctor's mouth.
WOMANHOOD: It's a pussy, a sex, a cleft, a core, a center, an entrance, and for the very brave; a 'cunt*'. Not a 'slit', that's derogatory, and NEVER a 'Womanhood.' 'Womanhood' is another word used by ancient granny romance authors and under-aged fan-fiction writers too embarrassed to write the proper terms.
*Note: Some people consider 'Cunt' derogatory. I'm not one of them. However, I do see the word as very coarse and emotionally powerful. I advise using it only during extreme moments, such as right before or during orgasm.
APPENDAGE: Whether it's an arm, a dick, an ear, or a foot -- name the frikkin limb!
LOCKS: Locks are tiny portions of hair that tend to curl. Children have locks, not grown adults. Adults can finger a single lock or a tendril, but what they have on their heads is hair, and if it's really long, a mane.

If you're too shy to write dick, prick, cock, or pussy
DON'T write Sex.

Getting into the Mood:
Hump with your significant other, watch porn, or read your favorite erotica just before you sit down to write. (If you're not old enough to watch porn, you're not old enough to be making Eroge games. Seriously.)

Put on some music that suits your story.

Close the door, shut off the phone, and don't get online. Interruptions will make it hard to maintain that special mood.

Enjoy yourself! If it's not fun for you to write, it won't be fun for anyone to read.

In Conclusion...

Coming up with a viable reason to make sex important to a story's plot can be a tough challenge. Most stories tend to be goal-driven toward an accomplishment, (save the world, save my family, escape the bad-guys...) or toward a prize, (if I do this I get the kingdom, I get the girl, I get the Maltese Falcon...) Making sex part of a story's plot is MUCH harder. An easy way is to make sex necessary to get to their goal. However, the Best way is by making Sex the CAUSE or the RESULT of everything that happens in the story.

Enjoy!

DISCLAIMER: As with all advice, take what you can use and throw out the rest. As a multi-published author, I have been taught some fairly rigid rules on what is publishable and what is not. If my rather straight-laced (and occasionally snotty,) advice does not suit your creative style, by all means, IGNORE IT.