Yeah, VN writing is a lot more dialog heavy, I think. A normal novel would spend more time describing the world, but with a VN it's right there in front of you so it's not really necessary to do so. Also you'll occasionally have to restrain yourself from writing any action-heavy sequences that would be too difficult to render in a VN engine (the common retort is 'well that's what CGs are for,' but CGs take time and your artists might want to kill you if you use them too much). Emi, due to her being such an athletic lass, was originally going to be saddled with a lot more CGs before wiser heads prevailed.Aura wrote:I felt it's like writing a theatre play script. Visualization is the biggest thing that changes the way one must write, and the branching structure the next after that.Waytfm wrote:Another question that just sprung to mind. I've noticed that writing for a VN is nothing like writing a novel or purely text-based work. What did you do to fit the VN format?
Narration in a VN is more about someone's thought processes than describing surroundings--or at least that was my experience in this case.
Voice acting would've been in English--that's the language the damn thing was written in, after all.WorldlyWiseman wrote:Actually, I'd like to ask: how much would the visual presentation and such have changed if you'd had access to whatever you guys needed to provide decent voice acting for the game?Tununias wrote:If you had hired voice actors, would you have done it in English or in Japanese if it were just as easy for you to do it either way?
Visually we wouldn't have had to change anything. On the writing side, there would've been a lot less narration.