Klippy
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What is VN without multiple endings, though? :PWhen they have routes, they matter. I can think of many a VN with no choices whatsoever.
A visual novel.What is VN without multiple endings, though? :P
Okay, guess we don't have the same opinion as usual.A visual novel.
VN without multiple endings is nothing more than an interactive movie.
Considering that they're called "Visual Novels" and what they are isn't much more detailed an explanation than that...I'm not seeing where choice would be a prerequisite. Plus, as I've mentioned before, not all visual novels are games. A lot of them are just books as a visual medium...hence the name.Okay, guess we don't have the same opinion as usual.
VN without multiple endings is nothing more than an interactive movie.
Well, as I said, they're not always games. In most cases, they're text-heavy games where characters' lines are (often) voiced and what is happening is either explained, implied, or shown (usually with an explanation, assuming it's done using a CG). Still not entirely sure why they're being likened to movies considering...they aren't like movies, they're like books if they were a visual medium.I'll be honest: these types of games sound really boring. If I wanted to watch a movie, I'd watch a movie.
My main point is that if we do consider VNs (I didn't mean VN as a genre but as a description of novel game (should have specified that, but I wasn't if you would know what I mean by novel game, though... =D)) without branching paths as VNs, then Telltale games will have to be considered VNs which was the starting point of our discussion.Considering that they're called "Visual Novels" and what they are isn't much more detailed an explanation than that...I'm not seeing where choice would be a prerequisite. Plus, as I've mentioned before, not all visual novels are games. A lot of them are just books as a visual medium...hence the name.
Careful where you wave that idea that single-ending VNs aren't VNs at all, because in most parts of the internet that'd be seen as flamebait. Especially with that "interactive movie" part considering that the defining characteristic of movies is that they...move. VNs use still sprites 9 times out of 10, so...
I had no idea FF13 was a VN xDDDDWhat, like FFXIII? :D
Was it? I thought we were just...huh. Wow, I guess it was. Yeah, totally agree with you, then.My main point is that if we do consider VNs (I didn't mean VN as a genre but as a description of novel game (should have specified that, but I wasn't if you would know what I mean by novel game, though... =D)) without branching paths as VNs, then Telltale games will have to be considered VNs which was the starting point of our discussion.
And I believe we both agree that they are not VNs.
I just stayed up the entire night finishing Life is Strange. Totally worth it. Some cringe worthy dialogues and poor lip syncing aside, it is a really great experience. Ironically I personally enjoyed episode 5 the most haha. Highly recommend it.Are any of these episodic games actually worth buying, now that they're finally finished? I've had half an eye on a couple (Tales from the Borderlands and Life Is Strange, mainly) and I'm not really sure what to make of them...are they, like, Western visual novels or something? I love Borderlands and I've enjoyed most of the visual novels I've played (a couple of routes in Amnesia and Katawa Shoujo were VERY poorly written) so would Tales appeal to me as well? How about Life Is Strange? I've seen people in fits of rage over that final episode; it's quite confusing, and doing research on a game that relies so heavily on story is a risky prospect...
But it does by the very definition of interaction. And what do you mean by different routes? Is there a movie that allows you to change an element of it through its own internal functions? Because absolutely nothing comes to mind.Though I will say this: whether a VN does or doesn't involve choices doesn't make it any more or less interactive than watching a movie that follows different routes as well.
It's different because one medium requires outside input in order to progress, while another medium doesn't require the involvement of the audience at all.Because in both cases, you're just making a choice to see this different story. How is playing Fate/Stay Night and following a flowchart to get to the specific ending you wanted any different than choosing between watching the original Fate/Stay Night anime and the 2015 one?
Yes actually. The interactive element might actually be a hindrance to the work as a whole, but that distinction is importantThen how does that make the game more interactive? Because you clicked a button?
The Fate series, in particular, comes to mind. As for movies? Sure, Blu-Rays and DVDs, among other things. Especially if you want to reach a certain ending. Oreimo too, to some extent.But it does by the very definition of interaction. And what do you mean by different routes? Is there a movie that allows you to change an element of it through its own internal functions? Because absolutely nothing comes to mind.
VN's more often than not have Auto functions and can have as many as one meaningful "choice" in their entirety, if any at all. Hell, even the more choice-based games can have a timer and if you don't do anything, the story progresses. Steins;Gate comes to mind, and I can't well see people taking well to the idea that that's not a VN. So really, I don't think anything about VNs inherently makes input necessary, it's definitely a case-by-case thing.It's different because one medium requires outside input in order to progress, while another medium doesn't require the involvement of the audience at all.
I dunno about that. Sure, you pressed a button in the game, but there had to be some sort of interaction in opting to watch the anime as well. You not only had to make the choice, but you also had to make it happen, which, more likely than not, actually requires more interaction than just clicking a single key.Yes actually. The interactive element might actually be a hindrance to the work as a whole, but that distinction is important
I'm still confused because you said it as if the movies themselves had internal functions that changed the outcome. Having an option for video settings isn't interactive in the same way a video game is, if that's what you're trying to say.The Fate series, in particular, comes to mind. As for movies? Sure, Blu-Rays and DVDs, among other things. Especially if you want to reach a certain ending. Oreimo too, to some extent.
The choice is what matters though. Even if Stein;s Gate can reach the ending without any input from the player after clicking "New Game", the option of interrupting the flow of the game and giving you a choice in the outcome is what makes it a game. I hate Quick Time Events as a whole and think they're better off not existing, but that doesn't make it any less gameplay.VN's more often than not have Auto functions and can have as many as one meaningful "choice" in their entirety, if any at all. Hell, even the more choice-based games can have a timer and if you don't do anything, the story progresses. Steins;Gate comes to mind, and I can't well see people taking well to the idea that that's not a VN. So really, I don't think anything about VNs inherently makes input necessary, it's definitely a case-by-case thing.
But those are from external actions. Video games are defined by their level of interactivity within their own confines.I dunno about that. Sure, you pressed a button in the game, but there had to be some sort of interaction in opting to watch the anime as well. You not only had to make the choice, but you also had to make it happen, which, more likely than not, actually requires more interaction than just clicking a single key.
It's not really semantics because the in-game interaction does make the difference between a video game and a movie, and that interactive element is why many people don't consider video games art. That's not to say interactivity is inherently a good thing, because some games misuse the level of interactivity or even cut it down to a minimum in order to be seen as pretentious tripe(The Graveyard).Semantically, of course. If we were to talk functionally, it'd be about the same.