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Our red string game
Our red string game








I made Jack, the "alpha male winner", a guy with brother issues that tries to overcompensate for a lost love, Jessica, the "bitchy slut", a girl who was in truth lost and desperate to get acceptance and love from her peers, and so. But it's important to add a twist and some depth to these archetypes, or they end up becoming cardboard cliches (that happens all the time with anime and manga, for example). It's important to build your characters around archetypes: that way you make them stand out and instantly recognisable by the player, giving him clear guides to understand and pursue the paths and characters he finds appealing. What I mean is that they followed a bit too much the tropes of the archetype they represent. The second problem was that some of the characters felt a bit "flat". That was necessary for several reasons, mainly to be able to provide a lot of very different branches and options to players, but now I'd like to weave their connections more thoughtfully, creating more interesting and intense scenarios where each choice can affect the main story and the side characters all at once. Their plots existed in parallel to some of the other cast. For example, Wilson and Enrico had nothing to do with Jack or Tyrone, or Ethan with Arthur, or Iris with Jessica.

our red string game

I felt that GGGB had a few problems when I was writing it: first of all, many characters had no relationship between them. I want to make their life's more three-dimensional and interconnect them. I love populating the life of the protagonist with interesting people that provide a lot of options for players to explore.īut keeping with the more focused approach I'm aiming for, I want those characters to have weight, not just for the options they provide, but in the way they affect the story and how they relate emotionally to the main character. GGGB had a ton of characters and it seems like ORS will have quite a bunch of them, too. I hope you'll like the improvements as much as I do But for now, I can just show you the silhouettes for the main male characters. You don't know how much your support means to me and how it can make this grow.

our red string game

I can invest in my own creation and give you guys the games I truly want to make, how I truly want to make them. But now, thanks to GGGB and to you, that's different. The style of the drawings will remain the same, just with the look I would've wanted GGGB to have! I couldn't achieve that before because I was on my own, I couldn't afford to invest from the get go and I had to do everything myself. As I said before, I hired a couple artists to work with me.

our red string game

So, in what aspects will it differ? Aside from a main one, central aspect of the new concept, which I can't talk about yet, one of the new things will be it's improved production values. Itwill take place in a similar scenario and will have as it's core choice mechanics, branching story-lines and character depth and evolution. I hope to make a good job so you can really enjoy what's about to come. And this is my main focus this time, creating cool, fleshed out and interesting characters that can produce fun and very engaging scenarios and choices for you to make and watch sexy mayhem (or not) ensue. After all, choices are only entertaining if you care about their effects, and to that effect, you need to care about the characters. I believe GGGB was good because all of the choices, but also because of it's characters. What I'm trying to say is that I want to be more focused with Our Red String. I don't know if I'm conveying my feelings about this. Her personality and development were spread too thin over radically different branches. The possibilities were plentiful and so diverse, but that meant that Ashley as a character suffered, and so did the story and her interaction with the other characters.

Our red string game full#

That's why Ashley could be a good, sweet girl, a drug-dealing thug, a nasty, cheating girl, a full blown bimbo or anything in between. GGGB was my first dive into this creative genre and I wanted to squeeze everything I could out of it, exploring as many of the branches and options that were possible. That was the main point I built my first game around, and it will be the same for the second. What I love about writing visual novels is the potential to give the player the power of affecting the outcome of the story and the evolution of it's characters. And I guess you won't be surprised and happy to hear if I tell you it will be similar to Good Girl Gone Bad. I guess you have many questions about what Our Red String will be like.








Our red string game