Thursday, August 29, 2013

Katawa Shoujo - Visual Novels and Art

Visual novels, for the uninitiated, are a form of illustrated literature found solely in digital form. Music, storytelling, and character and background art serve to provide the player--or reader--with a rather unique experience. As far as entertainment mediums go, visual novels remain a relatively unexplored. Perhaps that has as much to do with their narrow appeal as their highly cultured themes. Regardless, my discussion here today is simply to analyze the genre by using the most popular 'intro novel' out there: Katawa Shoujo. I've been playing the game for a few weeks now and after having my fill of it, I think it's time to get some of my own thoughts and opinion out there...both the positive and negative.

The game's website features a well-written 'about' section that describes what you're getting into, but for those unwilling to click the link, I'll give you a quick rundown. For starters, Katawa Shoujo is told from the perspective of a high school student who discovers he has Arrhythmia: a dangerous heart condition that can be fatal if not properly treated. Unable to return to being a normal student, he finds himself enrolled at Yamaku high school: a school designed for the disabled. Rather than your usual cast of schoolgirls, KS features amputees, the blind, and a number of students with their own set of quirks. The characters are easily KS's strong suit. They're by no means a complete departure from standard harem tropes, but their disabilities present a unique twist that keeps you guessing. In fact, getting to know each of the game's five main 'route' characters is an engaging and enjoyable experience. Even the non-route characters have their own interesting tales to tell. From the comical Kenji to the obnoxiously fun Misha, there is just enough variety to blend together a cast that doesn't feel completely cookie-cutter.

The disabilities are a constant theme in KS's story. There's a lot of interesting dialogue here about how people deal with their lack of arms, sight, or hearing. Some of its is purely mechanical, but every so often the writing really comes through and presents a unique look inside of these characters. Everyone deals with their circumstances in various ways, and it's up to the main character to sift through them and discover how he'll deal with his own situation. The reader is privy to his thoughts as he contemplates his both his new-found home, and the prospect of his life even after high school. Again, some of this stuff is very interesting and makes for a great discussion on themes like self-identity, personal independence, and understanding your limitations as well as overcoming them.

Like 'choose your own path' books of the past, visual novels allow players/readers to shape their experiences via the occasional choice. Which choices you make affect how the story plays out, giving you a bit of ownership in the plot's eventual direction. If you make someone mad, or perhaps gain their trust instead, you'll have to deal with the consequences of your actions. For this reason, replayability is huge. The game's Skip Mode allows you to skip previously read text in a fast-forward state and quickly reach choice scenarios again. Because you can only take one route per play though and could potentially even fail, you're going to have to try again if you want the full experience. It's an interesting way to tell a story, and the game's built-in save state feature compliments that nicely. While not unique to KS, I believe it's worth pointing out how the routes work before we jump to the next section.

By the end of Act I you'll be forced into the route of one of the five main girls, depending on your previous choices. You'll be able to tell which girl you're about to get 'locked into' by how the end of the act plays out. Following an animated scene, you'll find yourself in an Act II specific to that character. From there, it's all about how you interact with her in an attempt to 'win' the route. You can make choices to either succeed or fail in this state, and there's always the looming threat of the main character's heart condition putting him in the hospital...or worse. Anyways, looking back to the game's victory conditions we can see that there's basically only one end goal: sleep with the girl. This is, unfortunately, where the game--and the genre as a whole--takes a turn for the worst.

After finishing Act I my immersion was broken. Before this I was completely engrossed in the life of this high school student and his rather peculiar situation. Again, the themes in KS are fairly strong. If you don't feel something while playing it I'd wager that you're some sort of robot who is missing the ability to sympathize with others. Sure, it's entirely fictional, but it's hard not to become a bit attached to the characters. Act I did a great job of introducing them, and giving the player just enough of an insight into their life to generate some initial interest. However, as the curtains came down on Act I, I felt that I had been mislead. Well, 'mislead' might be the wrong word to use here. It was more the case that I had tricked myself into forgetting what this game was: a visual novel. Finding love is a key component of these games, where routes typically represent a relationship with either a good or bad end. There's no denying that VNs rarely deviate from this structure, and KS is no exception.

By now you're thinking, "Okay, so you don't like the romance. Big deal. It doesn't make the game worse." That's just it though: it did make the game worse. As you head down a character's route you'll start to forget about heart problems or the fact that the story is set in a school for the disabled. Instead, you become increasingly focused on how to achieve a good end with the girl of your choice. Questions about society and independence are thrown aside and replaced with the single most overdone theme in human history: love. That might sound spiteful, but it was something of a surprise for me to realize--all too late--that I was playing a dating simulator and little more. There was such a good opportunity to have a meaningful dialogue on the subject of disabilities, but instead we're presented with a cheap cut & paste straight out of 'how to make a visual novel 101'.

Act II replaces the carefully structured and very honest feeling of the story with a contrived narrative. The MC is seemingly oblivious to the nature of his interactions with the other girls. That much might not be too surprising if you're at all familiar with the harem genre; male main characters are defined by only three points: strong looks, dismissiveness, and obliviousness. Unconcerned with the group of girls following him around, the story's hero picks one girl to start hanging around a bit more. Then a bit more. Repeat this a few times and, despite clear signs of where things are going, our adorably dense narrator still can't figure out that this girl totally digs him. This harem trope is moderately successful in an anime setting, but it's completely contrived here. The player knows what's going on, and he's guiding the main character through these hoops. What results is a strange disconnect between the player and the character he's guiding, and a complete shattering of the beautifully crafted immersion in Act I.

Katawa Shoujo tries to say something meaningful, but the context of its second and third acts overshadow its otherwise thoughtful approach to a very serious subject. I started the game fully aware of how things would turn out, but the excellent storytelling lead me away believe that I was playing a KS that didn't exist. Act II brought me back into reality, and Act III ultimately forced me to stop playing entirely. I can only walk away thinking to myself, yet again, that the solutions to all problems in life is to get a girlfriend. If that sounds shallow, then you'll probably find yourself shrugging at KS's halfway attempt at being a serious work of art. It's amazingly impressive that a team of amateurs put this together, but rather than use this as a kickoff point to investigate more visual novels, I find myself now turned off more than ever.


Sunday, August 11, 2013

Development Blog #2 - The Generic

Creating  generic blocks and items isn't too difficult, but anything easy comes with a slew of problems unique to me. I struggled for hours trying to get my textures to work. I ended up going with Pahimar's set-up for my Eclipse development environment. Unfortunately this ended up causing problems with loading the textures. It took some time, but I finally figured out my issue. In the meantime I didn't accomplish all that much between my last post and today. The item class only features a single new item: the Jack Hammer. There's no finalized texture or any mechanics attached to it besides a placeholder crafting recipe.


Oh, and right-clicking on mobs causes them to fly in the air. That's a thing.



Saturday, August 10, 2013

Development Blog #1 - Drill Pointed At The Head Of The Universe

Over a month after the release of 1.6.2 and, finally, I'm starting to build my own mod. It's taken some time to get everything set up, and even longer to make time for this project. The one thing that I'll undoubtedly end up regretting is this late start. My classes begin in just a couple of weeks. When that happens, I doubt I'll have enough time to dedicate to anything more than my article series and the occasional youtube video. But let's discard the pessimism momentarily to discuss this mod.

Standard Minecraft has some glaring issues for long-time players. Specifically the amount of grinding needed to accomplish anything impressive or worthwhile. An amazing build is created most often by those who dedicate the most time, and while there's nothing wrong with that it can be tedious for a player to work up their resource count to reach a similar level. One player on a server might be building skyscrapers and mob farms and roller coasters while another is struggling to automate a small wheat farm. One of them is strip mining for hours each day, or grinding away levels at a mob farm. The other gets on, plays for a few hours, and then goes on to address their other obligations in life. Caving takes time, and isn't always rewarded with a handful of diamonds. Strip mining is absurdly tedious, and while it provides the best diamond output it is very discouraging. The biggest reason why someone might step away from Minecraft? It takes too long to reach a level where it's possible to build the things they imagine.

The problem is in the first half of the name, Minecraft. The mining aspect is boring. Yep. Straight-up boring. That might seem like a strong claim, but who honestly enjoys shaft mining? Look at Feed The Beast. Buildcraft, Industrial Craft, GregTech, Tinker's Construct, Steve's Carts, ComputerCraft, and several other mods actively try to cut down the time you spend mining. They go so far as to actually automate the process...even to the point where you'll never have to use your pickaxe again. They immediately recognize that the amount of resources you need, and the amount of time you have, are not compatible. For a player who is no longer interested in the survival aspects outside of custom maps, it's incredibly frustrated to be limited by the sheer fact that I don't spend hours upon hours plundering the same depths again and again...and often without finding a single diamond.

My idea is to create a mod that changes the way players think about the mining process. It's an attempt at making mining fun and rewarding. You can look at it in one of two ways: one, you'll spend less time jumping around caves looking for the last four diamonds you need to complete your armor set, or two, you'll have so much fun exploring the world I've built that you'll actually look forward to caving. Caving isn't too bad on its own, but the key here is to make it worthwhile. Jumping into ravines and hoping they go below Y16 is an absurd way to look for the best mineral in the game. It's both risky and unlikely to find diamonds, and yet shaft mining is tedious and boring. I want to offer players an experience that combines cave exploration with the high-yield of mining below Y16...and make it even cooler.

The result? A mod that is part homage to one of my favorite RTS games, and part solution to a problem that has plagued my Minecraft experience since the days of Alpha. I'm hopeful that I can make this dream reality. I'll be updating on this blog with details as I go along. If you want to contribute, especially if you're an artist, lemme know. I'm looking for testers as well.

Until next time then.