Hi everyone. I lied about Everett.
He is definitely going to end up at around 135k for his draft.
WHAT AN OPENER. ╰(*°▽°*)╯
Let's backtrack. Two weeks ago, I naively thought that Everett's rough draft would be around 125k words long. Yeah. Well, Everett is at 122k and I have 2.5 chapters left. VN chapters tend to be quite a bit longer than book chapters owing to the branching so yeah. I'm thinking around 15k left which means 135k for the rough draft.
I was correct that I'm close to the end of his route by today, but not quite there yet. Last post, I was on Chapter 9, I think. I'm currently at Chapter 13. You know. Progress.
Anyway! Here are some screencaps of the choice menu with the "in game guide/hint system" implemented!
I still can't do too many screen caps of game and character moments yet because frankly....I don't have a lot of the main game BGs. I have...two rooms and one street. But here are some anyway.
I love having Zen and Callis on screen together. Just makes me smile.
I'm getting art...slowly. BGs are going to take a while. I was really hoping I could release the demo for Thornewood by September. At the pace I'm currently getting BGs, that is not going to happen. When I first started getting them, the turnaround was a little faster so I was hopeful but it's just kind of slowed to a crawl unfortunately - I think the artists are just super busy suddenly. And early game introduces the central location of the story which has a lot of BGs associated with it - it's the shop you see in the above screen caps. Even just in chapter one I'm missing...at least three backgrounds that are essential to the scenes because this building has a lot of different rooms in it.
And you don't even meet everyone until Chapter two of the game...which has another new environment that most of the chapter takes place in.
So the prologue, Ch 1, and Ch 2 are the LEAST amount of content I think a demo would need for this game. And really, I think I need Chapter 3 as well to really drive home what kind of story it's going to be...which has an additional 5 BGs or something? So yeah.
It's just one of those games.
At this rate, game may be half written by the time the demo even comes out. Given the size of this game, that may not be a bad thing though. Because it's...another behemoth.
Dammit Esh, why do you always write long games?!...you might be wondering.
Let me pause here and say that...some people on the internet are incapable of seeing others exist and talk about craft while also 'creating imperfectly' - so if you make stuff and you dare to feel anything but humbled by and ashamed of flaws in your work, raising your head even slightly above the muck to talk as if you know something...means these people MUST show up and remind you that your work sucks actually...
I just want to say that I know my work has flaws and issues. I know I'm not a perfect writer. So if you are one of the above people and you're gasping in horror that I'm about to talk about writing stuff...you can just go about your business (why are you even reading my blog? LoL)
If you don't like writer talk or you find it insufferable, you can skip the rest of this post 'cause I wanna ramble a bit and this is my blog, so I'm gonna. =)
So for everyone else who is curious why I like to write long games...here is my reasoning:
I like writing long form fiction (IE something like a novel in length). That's it. That's the reason. Long form fiction is just the structure I prefer.
Well, I also like exploring a lot of LIs - I clearly have a preference for games that explore 6-9 love interests. I think it's fun. That combo...means big games.
One of the weird things about the typical visual novel structure is that when you have individual routes you are essentially bundling multiple story lines into a single product. On top of that, those story lines then have internal branching. If you strip away that branching, depending on the linear length of each complete storyline, a visual novel isn't just "A Story" it's a bundle of short stories, a bundle of novellas, or a bundle of novels.
This is why it can be so frustrating when you write a 200,000 word visual novel and people call it short. 200,000 words is a lot of words! But if you have 6 LIs and you factor in branching, the linear story line for each LI may be the length of a short story so the "time to credits" (IE the time it takes between clicking 'new game' and reaching the end one time) can feel quite short. It's not that the game is short, it's the experience of one story line of the game is like reading a short story.
Meanwhile if you have a bundle of the equivalent of six - nine novels, it's going to be a lot of words that sound like a really horrifying number. Especially sci-fi and fantasy. These novels are often 90,000 - 150,000 words long (sometimes way longer - these are modest numbers tbh!). And if you have 6 of those, you're looking at at least 550,000 words of linear storyline. And then on top of that, you have the branching and endings and variations.
If you're writing long form fiction AND multiple routes AND branching, you inherently have very high word counts.
And it's not even about high word counts being better or more valid. They're not. Short form fiction and Mid-length fiction (IE short stories and novellas) are as valid and as entertaining and heartfelt as novels. They just serve different purposes and have different narrative structures.
My games being "long" isn't because they're more valid, better, whatever - plenty of people do not like "long games." The length is just a side effect of me liking the structure of long form fiction and liking to write a lot of LIs - and ending up with something that is basically an entire book series bundled into a single experience.
It's really popular for people to claim that long VNs are long due to "intentionally padding out the word count." But realistically the superfluous content or sometimes wordy exposition (that nearly ALL writers sometimes have in their work) wouldn't budge the word count that much. If you come across a novel where, 10 times, read a page you consider filler, it feels like SO MUCH FILLER but realistically it's 3000 - 4000 words. That's not a small chunk, BUT. Those 4000 words are not why a 150,000 word novel is "long". Even if you remove them, the word count does budge that much.
"A lot" is relative and sometimes it's just a feeling. Some people play my games and think it's "too much blah, blah" (which is still one of my favourite comments I've ever gotten!)
But usually with VNs that high word count is coming mostly from the number routes and the level of branching. If you strip out the choices and you include the common route content for the story lines in GS - the start of the adventure to the end of it - each love interest's complete "time to credits" storyline was only about 95000 words - which is the length of a YA science fiction novel (not even a very long one).
That isn't to say that my stories don't have exposition or superfluous stuff I could cut - they totally do. I always think this when watching LPs or streams - "Oh, I could have cut some of this dialogue." But realistically even if I cut 20k per route (which would not have been possible), Gilded Shadows still would have been 850,000 words. Cutting even 180,000 words of filler would not have made it a "short" or even "medium length" game.
Like all writers, I can get wordy (I mean...look at this post...*gestures at it*), I can overuse certain phrases (if you know, you know). I include scenes in my VNs that I might not include in a traditional novel because of game and narrative design reasons. But GS isn't long because I intentionally padded it and Thornewood isn't going to be long because of that either. It's just a big game with a lot of LIs and a lot of branching. Gilded Shadows had something like 350,000 words of just choice and ending variations.
VNs are so complicated because you have the total word count and then you have the individual route word count, the total storyline word count, the linear word count...there are so many different to structurally break down where all those words live and how players experience them.
But my primary focus tends to be the storyline and what the player experiences as they try to read these individual story lines, because my goal is to write a story line that feels like reading a good novel. And that is, for me, going to mean around 90000 - 120000 words of linear storyline per LI.
And when I have 6 love interests, or 8 love interests, or 9 love interests...that results in a chunky game, every time.
Next Couple of Weeks Development-wise:
I'm basically focusing on writing the game with some coding of demo stuff here and there as I wait for the rest of the art.
By my next post here on tumblr, I should have Everett's route done. I've been bouncing back and forth on who to write next, and I still haven't really decided. I think it's going to be either Kiran or Zen. And I'm leaning towards Zen. I've done three routes with fairly slow-paced romances - although different styles of slow. Everett's romance develops at a leisurely pace, but there's actually a lot of flirting and affection through the route. Which isn't necessarily how Ivailo and Callis flow.
But I still kind of want to do an LI whose romance I know will move faster. I know that includes Zen, but I'm not sure how Kiran's romance will flow. I definitely think Ferran is a whole other beast. Allen and Julian...are...idk. They're not outlined enough for me to know yet. Kiran, though is going to be a "feel it out as I go" sort of situation. Hence, leaning towards Zen.
But I have to finish Everett first and that's what I'll be doing the next couple of weeks. I will see you then.