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I was surprised with the amount of interest that my last post caused, and you had very interesting things to say about the subject of Adult Visual Novels. Many of you had views and opinions that are very similar to mine, but since you're interested I'll share my ideas on how I tackle the creation of my VNs. 

I didn't start with a clear game-design philosophy when I decided to jump on this task, but I guess the basic ideas where already somewhere in my mind. I only really played a few Adult VNs before deciding to try my luck with GGGB and I’ve learned quite a bit since then, both by looking at those other games and by trying to improve upon them with my first project. Somehow I managed to complete GGGB, and after such a big undertaking I feel I’m clearer on what my take is when making a Visual Novel and my ideas are more mature. I’m sharing those ideas for those who are interested, and they may even prove to be of use for those interested in creating their own VN projects who might be looking for some guidance.

So, these are the core design elements I think about when creating Our Red String, and they were already present in GGGB:

INTERACTIVITY: The first thing that was clear on my mind from the get go is that I’m making a game, not a picture book. This means giving the player agency through choices. Actions have consequences in the world of the game and its characters. This is what makes the story feel alive, your ability to influence it in a meaningful way. This is the core element of the experience. But to keep the experience a game there has to be some element of difficulty, something left to chance. By not having 100% control of where the story goes, ignoring what consequences your actions can have, the story takes you with it. Rather than directing it from above, you’re trapped in its flow. If I’m doing a good job that’s what you should feel like when playing. Of course it’s just an illusion, but a well made one at that.

CONTEXT: I want to create a story and characters you can relate to or care about. I feel people who search this kind of adult interactive experiences do so because they are dissatisfied with the mainstream content you can so easily access in all those streaming platforms. In those videos you have just the sex, but you lack a context. Who are those people and why are they fucking? I believe games provide the context that’s missing in the audiovisual productions. Most adult Visual Novels try to provide a “why” to the sex scenes they portray through a developing plot. But I try to go beyond that:  not to give just a reason why sex is happening between those characters, but also to convey the feelings attached to it. That’s what makes you emotionally involved in the sex that’s portrayed, and what makes it much more hot and satisfying. That’s why in ORS I tried to set up a lot of interesting emotional connections between characters.  So no brain-dead characters or plastic dolls in an empty plot that’s barely an excuse to jump from sex scene to sex scene.

GAMEPLAY FLOW: The goal here was very clear: no pointless wasting of time. No grinding. No meaningless choices. That’s accomplished by not giving the player more control than is needed to immerse him in the game and its story. You don’t have to move your character around the map, like in and RPGMaker game. You don’t have to grind for stats or worry about weekly cycles and game-play loops. You don’t make pointless choices about breakfast or other trivial stuff that doesn’t influence the story in any meaningful way. The game-play is conducted through choices, and every choice you make must be essential and have a noticeable effect on the story. Having some kind of stat system is important too, since it’s the means the player has to communicate with the game, keeping track of his or her progress. GGGB had one so rudimentary that’s laughable, but it enabled the players to track Ashley’s disposition towards Good and Bad and served as a measure of what choices and branching storylines were available. With ORS I expanded on that, adding more complexity, and trying to display that complexity in a cool and accessible manner. A good UI is really important, and a well designed one is a sign of quality (and also makes the game easier to navigate and enjoy). Not counting GGGB’s bare-bones features, ORS was my first time designing a UI. I put quite a lot of thought into it and I also had a lot of fun designing it.

ART:  The art used for ORS or GGGB could’ve been done very differently and the core experience wouldn’t have suffered, but good presentation is paramount. It’s what sells the game and what differentiates it from books or text-based games. When dealing with something erotic, eye-candy is super important and often times half of the arousing experience, sometimes even more. My way of tackling art in GGGB and ORS has been slightly different, but the core idea is the same: I want to provide art as good looking and as plentiful as possible. I want to develop the visual aspect as much as I can, making varied scenes and characters and packing as much drawings per scene as I can. Also, I want the look and style of the characters to also be interactive, so they change depending on the player choices, giving him the ability to alter not only the plot of the game but also the look of it. In GGGB I had to do everything on my own and now I have someone who helps with the color and a studio taking care of the backgrounds. The next step would be to hire full-time an artist who’s better than I am and let him do all the art, but that takes a ton of money. Hopefully in the future I will be able to... Oh, and a mention to the audio presentation of the game: the soundtrack is also a sign of quality and can immerse the player in the game if chosen and used correctly. That’s why I’m slowly having OSTs especially made for ORS!

I think that’s basically it. To summarize: Lots of meaningful choices that open interesting branching storylines, interesting and rich characters that can involve you emotionally in the action, a smooth game-play flow that doesn’t get in the way of the experience and sexy looking art and presentation. 

I guess it’s pretty simple, but it’s not that easy to do, especially when you take care of everything yourself and like to make things as complex as you humanly can, which is why I tend to do (lol). But I like challenging myself to create something I can put a piece of me in and be proud of, and so far I’m enjoying it! I hope you’re enjoying it too, and I hope you enjoy even more what’s to come!

Once again, thank you a ton for your support, without it none of this could’ve happened, and I want it to continue, so please keep believing in this project!

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Comments

Julian Harper

I agree with everything you say, choice and the impact my choices have on the story/characters is my biggest draw to adult VNs, and you make some of the best of them.

Xinix

Very interesting read! I think especially the gameplay flow is one of the harder things to get right. It's very easy to get lost in adding more but meaningless choices and complexity.

Dominique

I couldn't agree more, but while I agree it seems simple enough from a design perspective, it is so incredibly hard to pull off. If your players begin to see your characters as individuals and care what happens to them... that is the moment when the magic happens since any choice you make on their behalf comes with an emotional cost. It is such a fine line to walk between the sense of control and the thrill of the unknown. How many games pull that off? Only a handful and all of them are strongly story driven, transcending the genre they originate in.

Breadloaf

"GGGB had one so rudimentary that’s laughable, but it enabled the players to track Ashley’s disposition towards Good and Bad and served as a measure of what choices and branching storylines were available." That's a nice burn directed towards Mass Effects paragon/renegade system, too!

NateGrey

Thanks for sharing this! I think you especially nailed it on the Gameplay Flow. I can't believe how many games are out there where you have to watch the same event over and over again until it has raised your stats enough to be slightly different next time. Or the so-called sandboxes where you have the freedom to wander through all kinds of locations but what you're really doing is finding the one location where there's actually something to do (even worse if that is only at a certain day/time!). Your games just allow me to make choices, enjoy the story and wonder about what will happen next.

Zmr684

It's us who should thank you for creating and sharing one of the best, if not the best, adult game. It's so refreshing to not only have plenty of choices all along the story, but have them all impact the developments of the différents story arc. So thanks a lot to you, you doing great!

Matt Gorman

Love the part about not wanting to waste time. Too many adult games do a lot of that.

Kim Taeyeon

Very informative article, I think the quality writing, agency, and stat systems are the signature of an EvaKiss game. It's never writing, or choices, or stats for the sake of having them, they always play a key role in telling the story. When you've got all these elements it is really easy to lose yourself in the story.

shleefin

This post should be the gold standard for designing any adult game.

Hotdog25

I'll be short, ORS is the first game, especially "adult" game, which really made me fully immerse and even made me rethink some aspects of my life and motivate myself for some things, while doing the parallels with some of the characters (e.g. Ian/Wade). So I could say you should be definitely proud of yourself for what you're achieving with this one, especially when you're making your patreons filling this way (at least myself ;)) And I love your passion around the game and your perfectionist approach to it, with all the polishing and constant improvements, and not caring too much of what people might complain/or demand, you need to feel it's perfect yourself first, and then it will be great definitely, regardless of any suggestions. This one echoes me so badly as well. Keep it up, I'm hands down the fan of your style and what you do ;)

Patty74

Great post, thx for sharing! But please, pretty please with milk and cookies DONT ever hire an artist! I am here BECAUSE of your art and your personal style. It is high quality, it is unique and it always manages to transport the "feeling" of the written part of the scene. You are criminally underselling there if you feel the need to hire a "better" artist....

Sara

New supporter here, and I just want to say that your approach toward game design and storytelling really stands out not just from other forms of adult media, but from the vast majority of other adult games. I generally find adult VNs pretty lacking in story and characters to the point of basically being uninspired wank fuel with no more substance than whatever's being put out by mainstream porn studios. That's why I generally speaking prefer reading, as fiction authors typically produce content with a lot more variations and blurred lines between 'this story is about plot', 'this story is about romance', or 'this story is about sex'. You can very much have all three without compromising one for another. Your focus on putting characters first, and giving players agency while not reducing your supporting cast to uninspired prizes for the player to win really makes your work stand out. Just the fact that you're taking the effort to give the supporting cast stories and narrative when the player isn't actively pursuing them gives your work a depth most lack. I'm very much going to be going back and following multiple playthroughs to see more of the characters you've gotten me invested in outside of the route I've decided to follow for my primary save (my main playthrough is always going to be the Holly/Lena/Ian triad though, god there's so much potential there). Anyway, keep up the good work. You're making content and filling a niche that very few others are even really attempting.

mike

I love it! I agree with you on every single statement. It has to be meaningful. Whats meaningful? I’ll let you decide. You seem to be spot on with it or at least very close to it. 😍

Kev ooooh

Your work is much more ambitious than 90% of the current glut of VNs. The VN world needs a lot more people like you if its to grow beyond its roots. Japan has had a lot longer at it than most and you can tell in the average quality of the games.

Sin Art

Thats why your games are so great! :) Plz go on with this great job! Thx :)

Saini Mustapizza

Great job on making it into VN Game Design. I love the way you made your game, especially the choices you would select dictate/change the story. Side comment: GGGB is amazing!

Salver

I really love the game design philosophy you outlined for visual novels, especially the emphasis on meaningful choices and consequences instead of arbitrary stat grinding. Not only that, but the focus on context and emotionally rich writing blew me away in GGGB. It wasn't just great adult material, the characters very much came to life and I was deeply invested in how their stories unfolded. Finally the art style, which drew me to your work in the first place, is simply beautiful. I can't wait to see how this approach continues as Our Red String develops.

Robert Arctor

I love this summary, and I think you nailed it. I don't think it's at all simple to reach this level of awareness of what makes a good VN; a lot of developers seem to give it no structured thought at all in the first place. Thank you for putting your heart and your back into your projects!