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When Is It Okay For The Main Character To Be "Bland"? 

1/16/2017

2 Comments

 
Hey everyone! Milica here. I hope you all enjoyed the holidays; for those of you celebrating any of the upcoming holidays, I wish you a wonderful holiday season as well :)

Now that the crew is back and kicking, it's time I returned with another editorial for you guys as well. 

To start things off, I'm going to assume that a lot of you know what I'm talking about when I say the words "Mystic Messenger." 

Yup. This game is actually what inspired our topic of the evening. I think that it's one of the best examples of a visual novel featuring a "bland" MC in recent memory. 

As much as I love learning about and trying to connect with the character I'm playing as, I nevertheless feel that there can be an advantage to having a sort of blank slate as your lead every once in a while. I shall explain.

The idea of having control over an action in a story is a big thing for players; sometimes it does make sense to have less control, yet other times it's admittedly frustrating. There are instances where your character will do the opposite of the choice you thought you made, or they will act in a way that's totally unreflective of how you personally would've handled the situation. The VNs that use these devices for conflict are usually the ones with less gameplay/choices.

Once we cut down on - or eliminate entirely - the MC's dialogue, we're able to make more choices that are more likely to be in line with things we'd probably say or reply with, which is something that I think Mystic Messenger does really well. We're able to play more as ourselves, and less like the MC. It gives a chance for the characters we interact with to be fleshed out more, and for us to learn so much more about them. We're better able to get inside their heads, and maybe even find ourselves in their shoes. They feel a lot more real to us.

That's the other thing about many VNs with fully-developed MCs. I often find that the development of other characters kind of suffers in favour of excessive internal dialogue. Though at the same time, I acknowledge that it really depends on the goal for the VN. Mystic Messenger's system definitely wouldn't work for Lucid9. Regardless, Lucid9 manages to keep Yama's inner thoughts concise so as to allow for that nice balance between introspection and interaction (thanks to Dia's direction and our writers' clever wordplay *wink*) 

I actually read a post-apocalyptic VN called Aloners recently (maybe some of you know about it), and the way it handles characterization is pretty cool. You essentially develop your character's personality and attitude towards things through decisions you make, even though you character has her own thought process from the very beginning. As the story goes on, you learn more about her backstory and what's become of the situation she's currently in. You give her a voice. This is wonderfully balanced with the development and "dimensionalization" (as I'll call it) of your companion, with whom you choose what sort of relationship you'll have. This tells me that maybe there's a way to combine player insertion and the VN's world after all; this is a particular technique that I'd like to see used again in VNs.

That being said, it may - understandably - depend on how many characters you're dealing with, because it really boils down to focus. At this point, blank slates seem to be most effective in stories that don't involve established backstories and motives prior to the actual objective of the VN, so that the player can literally be that person and direct their attention to making more meaningful connections with characters - as themselves. 

I could be wrong, though. Is there a VN you've read that you believe does something innovative with the "bland" MC?
2 Comments

Happy New Year!

1/2/2017

4 Comments

 
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The Boys - Eufonie
Hey, guys! On behalf of the entire team at Fallen Snow Studios, we would like to wish you all a Happy New Year!

This year our team will be working hard
to bring you the highest quality content we can. Although our rate of production had slowed down a bit, thanks to finals and holidays, we expect our pace to pick up this month. Even so, some of the writers have already begun writing the first draft of the heroine routes. We're planning to have the first act finished by the first quarter of 2017, if everything runs smoothly.

In addition, we now have a significant number of the backgrounds completed (around 9 so far), thanks to Eufonie’s hard work these past few months. He'll be setting some of his time aside to brush up on his art as he tackles the remaining BGs. As for Dizzy and Elphaze, they're currently working on finalizing the character sprites. The writers will be giving them a list of poses and expressions to sketch once they've made some progress with the scripts.

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Airi Hiraga - DizzyWorld2
I had a discussion with Breeze a while back, and he had suggested a number of interesting ideas for the music and sound effects for the next part of Lucid9, such as tracks that gradually evolve during a scene to reflect the tone of the conversation—almost cinimatic in nature, if I had to make a comparison. We'll definitely be discussing the details at some point to see how it'll play out in the programming.

On a side note, we expect to host another podcast with some of the voice actors for Lucid9! We're aiming to record on the 7th of January. The video will be posted on our YouTube channel once editing is complete, so we hope you guys look forward to that. We'll also update you guys about the VA patch around that time as well.


That's all of the news for now. From the bottom of our hearts, we would like to thank you for all the support you have given us this year; we are truly grateful and fortunate to have such wonderful supporters. We would also like to thank all of our staff, whose diligent and talented work makes this project possible.


- The Fallen Snow Studios Team
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Misaki Kazehaya - Elphaze
4 Comments

Can An Ending Ruin A Visual Novel?

12/17/2016

4 Comments

 
Hey everyone! It's nice to meet you :)

Milica here; I'm really happy to be a part of Fallen Snow Studios and helping complete the much-anticipated Lucid9. It's a great visual novel backed by a great crew, and I've certainly been learning a lot from them these past few months. This is actually the first time I've ever had any sort of involvement in the creation of a VN, so it's definitely an interesting and worthwhile experience for me. 

As David mentioned in our last progress update, I'll be taking over the blog from now on as far as other content goes. We should have another update prepared for you guys sometime in January, which will be written up by either me or David. In any case, the heads-up is there :)

Though in keeping things a little more active around here, David had this really cool idea to write blog posts about topics concerning VNs, anime, and writing in general. He approached me with it; naturally, I accepted, and thought it'd be neat to turn these into monthly editorials.

Which brings me to the question of the day, as you can see by the title. It's something I've been thinking about lately, especially after giving my thoughts on the endings in Asagao Academy on another website (if you haven't played it yet, I highly recommend you do). I believe it'll also make for a nice discussion in the comments :)

An ending to a story seems to be the thing that either makes or breaks said story for us as the audience. The same idea certainly applies to VNs; although in this case, depending on the scope and nature of the VN, I'd say that endings should be judged within the context of their individual routes, and should not necessarily be indicative of the VN's quality as a whole.

Still, these endings often change the way we view those characters or situations if or when they show up elsewhere in the VN. They might even leave a dent on the routes entirely. But why is that?

Well, I've got some ideas. When it comes to VNs we find enjoyable or even just okay, we're expecting the routes to culminate in something profound, whether happy or unfortunate. What's always been so fascinating about VNs to me is how flexible they are in having a story go either way, with the usual advantage of being able to make choices that could very well make the stark contrast in how a scenario could've otherwise gone totally believable. 

I should make the quick note that kinetic novels don't have this same advantage; as with film, for instance (since it's not often movies get alternate endings), the pressure on them is even greater to make the audience stand by their stories from beginning to end. 

With that being said, VNs nevertheless require consistency in their storytelling, and there needs to be a plausible point to everything that happened in order to justify a given ending. While VNs are arguably closer to literature in design than they are to games, it's still important for them to have pacing, structure, and especially the climax down to a science. They're a visual medium, after all. But beyond that, you're interacting closely with and making even more (literally) direct connections to characters and their circumstances than you would with a movie's, or even a book's characters, so the conclusion is possibly a bigger deal here than in those other media.

The reason for this is because it all comes down to our emotions towards the events unfolding before us, since we're actively involved in the events. It's as if we've formed a bond with the VN, because of how much it relates to, understands, or even teaches us with the compelling story it has to tell. So then when an ending doesn't feel as though it's in the spirit of the rest of the VN, we may feel lied to or betrayed at that moment, because we know that's not what we actually would've done or allowed to happen in real life (even if it's something beyond our control, it still has to make sense within the context of the narrative). Everything that we thought we knew and came to appreciate may suddenly be all for not, and we might not feel a connection with a character, route, or maybe even the VN anymore. We'll probably assume that, because all that good stuff was leading up to lameness, then maybe it's all actually lame as well.

That's what ultimately changes our views on what we witness in VNs. One of the big things, as mentioned, is disconnection, but another major flaw is when a "twist" is added in that really isn't necessary. Again, there needs to be a logical reason for a reveal that can be discerned from the information provided to us in the story. Let's take Mr. Ryouta as an example of a twist that works. The reason why he makes total sense as the antagonist in the common route, is because all the information that Yama recollects about him cause him - and by extension, the player - to realize just how morbid Ryouta actually is, and how capable he is of such horrid acts. Ryouta might not have been high on people's list of suspects at first, but the subtlety in his cynical dialogue, his relationship to Yama, and what he does pre and in-game is what slowly clue people in during the deduction sequence - even right before the big reveal. It wasn't just devised out of left field for the sake of shocking people, who thought they otherwise knew who did it all along. You know what I mean?

So, we're all able to get behind what makes a good ending. However, will a "bad" ending always harm the story by default? Like with any product within the same medium, we have to remember that not all VNs are the same; thus, the acceptability of an ending will not be the same for each story, unless perhaps they're in the same genre or follow a similar narrative.

If a story is incredibly well-executed, then we might be able to excuse the ending. Again, if it's consistent in tone with the rest of the scenario, the characters are likeable, and the events are memorable, then the overall spirit and charisma of the VN could make up for it.

But what about the reverse? Can a good ending save a bad or lacking VN? Though if that's a stretch, how about saving a bad route? I personally think both scenarios are possible. I've personally experienced this in a couple VNs already (Liar! Uncover the Truth and Seduce Me the Otome are two that come to mind - no judgment towards anyone who likes them). It can make you appreciate certain moments, ideas, and characters more, and this definitely helps with the memorability factor.  

There's also the possibility that a story is purposely unlikeable, yet the ending gives it significance by shedding light on why it had to be that way. I have yet to find a VN like this, though. If anyone has, feel free to share examples.

But despite everything I've written here this evening, it really all depends on you. If you can still find value in a VN or a route(s) despite one or multiple endings that didn't sit well with you, that's awesome. If you find you're unable to, because you're unsure as to what you're supposed to find valuable after a suddenly jarring conclusion, that's completely understandable and something that many people will likely relate to.

And that wraps it up for this editorial! Thanks, guys, for giving it a read, and I can't wait to release more of these. I also look forward to your comments - whether you agree, disagree, or have additional thoughts, I want to read it all :) 

​Have a good night!

~ Milica M. "Mimo"
4 Comments

A Long Overdue Update!

11/11/2016

8 Comments

 
Hey, all! It's certainly been a while, hasn't it?

This is probably the longest we've been off the radar, but things have been pretty crazy on our end in light of recruitment. Firstly, I want to thank everyone who had applied to Fallen Snow Studios back in September and October. We really appreciate your interest in Lucid9!

After much deliberation, we'd selected the following people to assume the needed roles:

Via: Route Writer (Elizabeth Oshiro)
NuggetMelonSupreme: Route Writer (Akira Karube)
Milica/Mimo: Technical Editor
Humming Humbucker: Lead Editor

Welcome to the team, guys! Let's finish creating Lucid9 together!

While new blood brings forth fresh ideas, recruiting members comes along with it's own challenges, obviously. The biggest issue we noticed was with the organization of Trello. It's certainly a useful reference for longtime FSS members; however, it was overwhelmingly difficult for our new members to effectively digest the story without getting lost, especially where outdated ideas were concerned. Rather than having the information all spread out in individual cards, we went ahead and created a "Master Document". In it contains everything there is to know about the characters, setting, theme, routes, etc. in an easy-to-follow format. Instead of jumping from card to card, you can just read it all in one place.

Even though most of the story had been set in stone prior to recruiting, the writers nevertheless have a say in the creative direction of their routes (they'll be working on them for a while, after all). So to get a better handle of what direction they'd like to take with their routes and whether we can implement their ideas into the current outline, we're currently having them fill out a document. Hopefully that will be finished by this weekend, and detailed route planning should commence next week. We aim to start writing by the end of this year at the latest - if all goes well, of course.

Concerning the art, Dizzy and Elphaze are focusing on establishing a coloring style to match the literary tone of the routes. They've also been working closely to match the proportions of the new male and female sprites. Yuuko (now going by Eufonie) has finished creating a number of backgrounds as well. The one you see below is of Lemniscate.
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As for the voice acting patch for Inciting Incident, it will unfortunately be delayed. There's no set ETA at the moment, but we'll try to update you all once there is. The good news, though, is that we'll be releasing the official OST for Inciting Incident on Steam as DLC some time soon. I know that's been set aside for quite some time, and we really do apologize for the delay (some of you probably have already downloaded the tracks off of YouTube or the game itself by now). We'll notify everyone on our social media once it's out.

We've experienced some big setbacks in the last few months, and it's taken us some time to rebound from the effects. I'm sure things won't get any easier from here on out, but we've already overcome so much these past three years, so we aren't keeling over that easily. Even if there aren't many updates here, we're likely still grinding away on Lucid9 at some ungodly hour of the morning (fun fact: I'm writing this post at 2 AM).

Since she has much more of a knack for writing these posts than I do, I'll be handing the blog over to Milica, so expect there to be more content other than just progress updates. Hope you all look forward to that!

~ David A. "CardioPen"
8 Comments

We're Recruiting!

9/14/2016

6 Comments

 
Hey, all! Have some important news today.

Unfortunately, due to personal obligations and lack of time, two of our scenario writers had to step back from the Lucid9 project. We're very thankful for their contributions and wish them all the best in their future endeavors! Also, just to assure you, this will not negatively affect the routes since most of the general outline has already been completed.

In light of this, we've decided to open recruitment for two new writers. We also have available positions for a lead editor, technical editor, and assistant background artist—so five positions in all. If you are interested in joining (or know someone who is), there's more info about the requirements and tasks down below. Please read through it all carefully.

Depending on how many applications we receive, it'll take us a bit to go through all of them, so we appreciate the patience.

General Requirements (for all positions):
~ An excerpt of previous work(s).
~ Willing to commit long term. We’re only looking for individuals who will take this project seriously and hold it as a high priority (aside from school, work, illness, etc).
~ Willing to volunteer since our project is noncommercial.
~ If you're applying as a writer or editor, it’s highly, highly encouraged you play through Lucid9: Inciting Incident. Estimated time of reading is 10+ hours. (download links here: http://lucid9.weebly.com/download-inciting-incident.html)
~ Autonomous. Actively seeks participation in all aspects of development.
~ Reliable. Can maintain strict confidentiality.
~ Promptness and good time management to work on a regular basis.
~ A good communicator. Keeps regular contact with the rest of the team. It’s required to have Discord (It’s a nifty, free program that you can either download or use in-browser: https://discordapp.com/)


Scenario Writers
Scenario writers are the foundation of the project, thus, it is one of the most demanding and important positions. Writers must—I repeat: must—be the most active members in the group, so we will not accept nor tolerate any sort of passive attitude under any circumstance. Art, music, and programming all rely on the direction of the writers, so we are looking for adept individuals with very good time management and leadership skills to take on such a large project. As such, it’s mandatory that the writers are able to fully commit themselves to assist in creating Lucid9, and holds the project as one of their highest priorities. Not only must they concern themselves with the story, but all aspects of development ranging from public relations, team management, and so forth.

A project without committed writers will eventually lead to its death.

Concerning the story, while most it has already been outlined, the writers will still have some creative liberty to outline their respective routes (Akira’s or Elizabeth’s) as well as provide any potential, reasonable suggestions to improve the overall quality of the story. Again, it goes without saying that the writers must familiarize themselves with every aspect of the project to ensure an understanding of the direction we are planning to take with Lucid9.

The writers must have a firm grasp of the English language and are able to adapt and maintain a consistent writing style. It’s also highly preferred that the writers have some knowledge and experience in story development ranging from character progression, themes, plot, conflicts, etc. Considering the number of writers we will have, it is imperative that each are able to adopt an open-mind to limit creative conflict.


Lead Editor
In a way, the lead editor will serve as a mentor. Since each route will have a different writer, they will work closely with the scenario writers to assist them in maintaining a consistent and interesting writing style throughout the story. We’re hoping to find an individual with good time management skills to effectively assist each writer during the writing process.

Same as the scenario writers, it’s also required that the lead editor becomes familiar with every aspect of the story to have a better understanding of the characters’ personalities, backstories, and progressions in order to effectively revise awkward dialogue, narration, and pacing. They also have the task of managing the other editors.

The lead editor must have a strong understanding of grammar and punctuation. It’s also preferred that the lead editor has a basic understanding of story development, and can potentially assist in writing if the situation calls for it.


Technical Editor
The technical editor is tasked to assist in correcting grammar, spelling, and punctuation. They will also ensure that all of the script cues are correct. An understanding of programming language is not required, but it is recommended that they are able to take directions from our programmer in case the situation calls for it.

The technical editor must have a strong understanding of grammar and punctuation rules. It’s also preferred that the lead editor has a basic understanding of story development.


Assistant Background Artist
The assistant background artist will work alongside our sprite artists, Dizzy and Elphaze, to create backgrounds for the CGs. They will be guided by our lead BG artist, Yuuko, to ensure that CGs are consistent and aesthetically pleasing in presentation.

The BG artist must be knowledgeable in Photoshop, and can effectively adopt the current art style for Lucid9. Being able to develop a consistent art style is essential, therefore, it is preferred that recruits are skilled at both line art and coloring.

Developing Lucid9 is a long-term commitment. When all's said and done, we roughly estimate the entirety of the story will be around 50+ hours of reading. We at Fallen Snow Studios are all very passionate about this project, so we are hoping to find individuals who can share in our passion and assist us in creating a meaningful visual novel for others to experience. While we are unable to financially compensate you, we are able to provide testimonials that can potentially be used for a resume.

If you're interested in applying, please fill out the application form below. We will not accept any submissions if they are sent to us any other way.
​

Lucid9 Application Form
 
https://goo.gl/forms/cmBTYBE07A8Xcr4n2

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Thank you for your time. We look forward to your submissions!


~ David A. "CardioPen"

6 Comments
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