Subject: We could
Author:
Posted on: 2018-08-06 15:32:00 UTC

But then it becomes Interactive Fiction rather than a Visual Novel. Different genre, ever so slightly. Although the real differences manifest themselves more in Parser IF than in Twine stuff, which derives more from CYOA.

Not that I'm looking down on IF. Some of my favorite interactive experiences are traditional IF—Midnight. Swordfight, Three-Card Trick, I even have a soft spot for The Lurking Horror and that's a classic Infocom game—so lots of puzzles that I needed a guide to solve. (Although in retrospect a lot of them did make sense).

I'm not looking down on Twine either. Birdland, Belle Park, Youth Detective, and KNOWN UNKNOWNS ade a brilliant trilogy, and I loved 16 Ways to Kill a Vampire at MacDonalds.

If anything, I'd say the majority of visual novels are poorly designed and frustrating. A lot of them tend to have a nasty problem that if you went wrong it's hard to know where and you just have to play it all over from the start. Fate is actually great in this respect, because the majority of failures are immediate, and those that aren't make it kinda obvious what you messed up (typically, not focusing enough on one character and thus not getting them to like you enough for yhem to help you at a crucial moment). Additionally, many VNs offer the ability to fast-forward or skip stuff you've already seen, to mitigate the fact that you'll probably be replaying them a lot. This makes it way less painful.

But I think it's telling that my favorite VN is a babby's-first VN with a single path forward that's actually a mashup of a VN and a point 'n click. That being Phoenix Wright. Which, by the way, you should all play. It's excellent and a lot of fun and very well-written.

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