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HTTP/1.1 200 OKDate: Sat, 09 Nov 2024 03:00:20 GMTContent-Type: text/html; charsetutf-8Transfer-Encoding: chunkedConnection: keep-alivecc-stable-domain: direct-mink.cloudvent.netcc-resolver: v3cc-build-id: 17663190access-control-allow-origin: *Cache-Control: s-maxage2419200, max-age0, must-revalidate, publiclast-modified: Wed, 16 Oct 2024 00:59:43 GMTcc-cache-group: defaultcc-perf: fetch-headers95;t99vary: Accept-Encodingcc-cache-status: MISSCF-Cache-Status: HITServer: cloudflareCF-RAY: 8dfa8d4cdc42efac-PDXalt-svc: h3:443; ma86400 !DOCTYPE html>html langen>head>meta charsetutf-8>meta contentwidthdevice-width nameviewport>meta contentsummary nametwitter:card>meta content@sakurariver nametwitter:site>meta contentA Canadian Video Game company making anime-themed games. Browse our games, blogs, and other things! nameog:description>meta contentA Canadian Video Game company making anime-themed games. Browse our games, blogs, and other things! namedescription>meta contenthttps://sakurariver.ca/ propertyog:url>meta contentSakura River Interactive propertyog:title>title>Sakura River Interactive/title>link data-cms-original-href/favicon.ico href/favicon.ico?_cchid4f25bfd3d83c948373c9c7142284f55a relicon typeimage/x-icon>meta contentcUvfrL7m9MKl_qPbrunc_h-24O24TuUlF2ONQFxaEhk namegoogle-site-verification>link asimage data-cms-original-href/uploads/denise-jans-9uv9cah1hoq-unsplash.jpg href/uploads/denise-jans-9uv9cah1hoq-unsplash.jpg?_cchid655c484526fa5b8cb953f2164631860a relpreload>meta content12 namenext-head-count>link asstyle data-cms-original-href/_next/static/css/753e707d5c21c413.css href/_next/static/css/753e707d5c21c413.css?_cchid5523d034382d338edd76a1edb753694f relpreload>link data-cms-original-href/_next/static/css/753e707d5c21c413.css data-n-g href/_next/static/css/753e707d5c21c413.css?_cchid5523d034382d338edd76a1edb753694f relstylesheet>noscript data-n-css>/noscript>script data-cms-original-src/_next/static/chunks/polyfills-42372ed130431b0a.js defer nomodule src/_next/static/chunks/polyfills-42372ed130431b0a.js?_cchid87ec20f5ac287f8eafdc49cf0ea85588>/script>script data-cms-original-src/_next/static/chunks/webpack-84a7614cbb05aa5f.js defer src/_next/static/chunks/webpack-84a7614cbb05aa5f.js?_cchid17a0c9314dbf83ffef474bbb793bd9e9>/script>script data-cms-original-src/_next/static/chunks/framework-ada8c3131db50756.js defer src/_next/static/chunks/framework-ada8c3131db50756.js?_cchidf63c368bcd6bc308f129a5bebc4f6bd0>/script>script data-cms-original-src/_next/static/chunks/main-72898143bf9007dc.js defer src/_next/static/chunks/main-72898143bf9007dc.js?_cchide730ec8a06a29c3f68362464737db654>/script>script data-cms-original-src/_next/static/chunks/pages/_app-18545dd09d9052ea.js defer src/_next/static/chunks/pages/_app-18545dd09d9052ea.js?_cchid163288aec686bd9e6a9243b16e732209>/script>script data-cms-original-src/_next/static/chunks/996-8e95e8224d77b673.js defer src/_next/static/chunks/996-8e95e8224d77b673.js?_cchid99a789f261b3671ec67d5564b2ca11d2>/script>script data-cms-original-src/_next/static/chunks/348-44adeccd61a096d6.js defer src/_next/static/chunks/348-44adeccd61a096d6.js?_cchid31bb10b40b0b97fe23d96d3f6db7b2d7>/script>script data-cms-original-src/_next/static/chunks/pages/index-41546c36297381e7.js defer src/_next/static/chunks/pages/index-41546c36297381e7.js?_cchidfb03ba8abdcb44d5d9a64ada95b9c8da>/script>script data-cms-original-src/_next/static/jfJLr8TDYM2LH73RKRrdE/_buildManifest.js defer src/_next/static/jfJLr8TDYM2LH73RKRrdE/_buildManifest.js?_cchid784a5df898da3e60ac58b5b14b53201b>/script>script data-cms-original-src/_next/static/jfJLr8TDYM2LH73RKRrdE/_ssgManifest.js defer src/_next/static/jfJLr8TDYM2LH73RKRrdE/_ssgManifest.js?_cchid59670c7131f24244abc208a944ddc169>/script>/head>body>div id__next>header classheader-container>nav classnav>svg classtop-right burger height26 rolebutton viewBox0 0 36 22 width26 xmlnshttp://www.w3.org/2000/svg>g transformmatrix(1,0,0,1,-419.5,-274.131)>g idarrow_rocket>path dM420,274.631L450,274.631C450,274.631 459.044,284.599 450,284.599C440.956,284.599 420,284.646 420,284.646L430.014,274.631 idtop>/path>g transformmatrix(1,-1.22465e-16,-1.22465e-16,-1,0,569.277)>path dM420,274.631L450,274.631C450,274.631 459.044,284.599 450,284.599C440.956,284.599 420,284.646 420,284.646L430.014,274.631 idbottom>/path>/g>g transformmatrix(1,0,0,1,0,-0.0234189)>path dM420,284.646L450,284.646 idmiddle>/path>/g>/g>/g>/svg>a href/>img altSakura River Interactive Logo classnavLogo data-cms-original-src/images/sakura-river-logo.svg src/images/sakura-river-logo.svg?_cchid34e57dd8921430cf917a93d17ed32a72>/a>ul classmain-menu>li>a href/games>Games/a>/li>li>a href/blog>Blog/a>/li>li>a href/lifeForGamers>Life for Gamers/a>/li>li>a href/tales>Tales/a>/li>/ul>/nav>/header>main classmain>div classmain-top>a href/blog/new-experimental-direction>article classhero-container>img altCompass on a city map classhero-image data-cms-original-src/uploads/denise-jans-9uv9cah1hoq-unsplash.jpg src/uploads/denise-jans-9uv9cah1hoq-unsplash.jpg?_cchid655c484526fa5b8cb953f2164631860a>div classhero-info>header classhero-header>New Experimental Direction/header>div classhero-excerpt>Whats with the new webnovel and life article direction? Find out here!/div>/div>/article>/a>section classgamebar-section undefined>ul classgamebar>li classgamebar-list-item>article>a classgame-item standard-border href/games/fading-hearts>img altFading Hearts Promo Cover Image classgame-image data-cms-original-src/uploads/fh-header.jpg src/uploads/fh-header.jpg?_cchid58dcee658fa6d317d62f713204dc858f>header classgame-title>Fading Hearts/header>/a>/article>/li>li classgamebar-list-item>article>a classgame-item standard-border href/games/infinite-gameworks-episode-0>img altInfinite Game Works Episode 0 Promo Image classgame-image data-cms-original-src/uploads/header.jpg src/uploads/header.jpg?_cchid1e8fec61236d582f5b14677a030031da>header classgame-title>Infinite Gameworks Episode 0/header>/a>/article>/li>/ul>/section>/div>div classmain-mid>ul classarticle-collection article-collection-row >li classarticle-collection-item standard-border>article>a classsmall-article href/blog/programming-drifting>img altVideo Game car with hand drawn streaks on test track classarticle-image data-cms-original-src/uploads/drifting-car.jpg src/uploads/drifting-car.jpg?_cchida0c0fd516b9cafcd227827c249daa2c5>header classarticle-title>Programming Drifting/header>div classarticle-description>Been working on drifting mechanics and the feeling of speed/div>/a>/article> /li>li classarticle-collection-item standard-border>article>a classsmall-article href/blog/new-website-launch-again>img altPicture of a River at night with Sakura Blossoms classarticle-image data-cms-original-src/uploads/sora-sagano-8sozj8jf0s8-unsplash.jpg src/uploads/sora-sagano-8sozj8jf0s8-unsplash.jpg?_cchid7a15c31c4b06f4b686b86d362d234a2e>header classarticle-title>Unreal 5?! + New Website Launch... Again/header>div classarticle-description>Unreal 5?! And so the cycle begins again! New site!/div>/a>/article> /li>li classarticle-collection-item standard-border>article>a classsmall-article href/blog/story-as-a-game-of-skill>img altDev Perspective \#1 - Story as a "Game of Skill" classarticle-image data-cms-original-src/uploads/dp-title-card-large.png src/uploads/dp-title-card-large.png?_cchid4c67ea45bc9aefcaf4da97e10058910b>header classarticle-title>Story as a Game of Skill/header>div classarticle-description>I wanted to reflect on why I started this whole thing in the first place. Just a sudden feeling I had when I was pounding away on that/div>/a>/article> /li>li classarticle-collection-item standard-border>article>a classsmall-article href/blog/pre-release-thoughts-on-tyranobuilder>img altTyranoBuild Logo classarticle-image data-cms-original-src/uploads/tyranothoughtslarge-220x162.png src/uploads/tyranothoughtslarge-220x162.png?_cchidb38b4a7d845d34d43f7e7957d11ff050>header classarticle-title> Pre-Release Thoughts on TyranoBuilder/header>div classarticle-description>What of this new visual novel engine from the perspective of a developer who has pushed Renpy to the limit?/div>/a>/article> /li>/ul>div classmid-sidebar>h2>Tales/h2>ul classtale-chapter-collection >li classtale-chapter-li standard-border>article>a classtale-chapter href/tales/isekai-club/a-day-in-the-isekai-club>header classtale-chapter-header>A Day in the Isekai Club/header>div classtale-chapter-meta>span>Isekai Club/span> span classtale-chapter-number>#1/span> time datetime2024-09-20T00:00:00.000Z>September 20, 2024!-- --> /time>/div>/a>/article>/li>/ul>h2>Life for Gamers/h2>ul classarticle-collection article-collection-column >li classarticle-collection-item standard-border>article>a classsmall-article href/lifeForGamers/giving-gifts-in-games-and-irl>img altGift box in wrapping paper with ribbon classarticle-image data-cms-original-src/uploads/ekaterina-shevchenko-zltlhekbh04-unsplash.jpg src/uploads/ekaterina-shevchenko-zltlhekbh04-unsplash.jpg?_cchid6f21174f784085da8e92351e26824bf2>header classarticle-title>Giving Gifts in Games and IRL/header>div classarticle-description>Giving decent gifts to npcs in games is usually a great way to increase affection. But IRL its not the same. Could it be better in games?/div>/a>/article> /li>li classarticle-collection-item standard-border>article>a classsmall-article href/lifeForGamers/exposure-as-attraction>img altHourglass Symbol + Cycle Symbol equal Heart symbol Question Mark classarticle-image data-cms-original-src/uploads/Attraction-by-Exposure.png src/uploads/Attraction-by-Exposure.png?_cchid3b098ef76b259824504b6a8251bb8ee6>header classarticle-title>Exposure as Attraction/header>div classarticle-description>One of the most common ways to get the love interest in Visual Novels is simple. Get all of their events. But is that true for real life?/div>/a>/article> /li>/ul>/div>/div>/main>footer>© 2011 - 2024 Sakura River Interactive/footer>/div>script id__NEXT_DATA__ typeapplication/json>{props:{pageProps:{posts:{content:\u003cimg src\/uploads/denise-jans-9uv9cah1hoq-unsplash.jpg\ alt\Compass on a city map\ title\Why this way?\ height\427\ width\640\ /\u003e\n\nWhats with the new webnovel and life article direction? Its to get more content to you all while we make the games.\n\nYes, this is content marketing. But what I didnt realize I did that by mistake a long ago... and it felt right... somehow. And was fun... and sometimes theraputic! My writing soul gets nutured. And my webdev spirit gets therapy because I get to design it how I want!\n\nAnd for the first fiction series (that may be made into a game eventually) its an \u003ca href\https://sakurariver.ca/tales/isekai-club\ title\Isekai Club\ target\_blank\ rel\noopener\\u003eIsekai Club\u003c/a\u003e. Why? Because Isekai stuff is my guilty pleasure. Especially some of the RPGLit ones.\n\nAs a game dev who enjoys game/RPGLit... it is extremely tempting to go make an RPG out of an RPGLite. Probably would be more of a parody if anything. Hahaha!\n\nAlso the life articles are also a venue to dump out my brain filled with life advice. And also to merge it with a game developers point of view. Surprisingly one dating-sim mechanic is remakably similar to real life.(/lifeForGamers/exposure-as-attraction)\n\nSo sit back... enjoy the content on the site!,content_html:\u003cimg src\/uploads/denise-jans-9uv9cah1hoq-unsplash.jpg\ alt\Compass on a city map\ title\Why this way?\ height\427\ width\640\ /\u003e\n\u003cp\u003eWhats with the new webnovel and life article direction? Its to get more content to you all while we make the games.\u003c/p\u003e\n\u003cp\u003eYes, this is content marketing. But what I didnt realize I did that by mistake a long ago... and it felt right... somehow. And was fun... and sometimes theraputic! My writing soul gets nutured. And my webdev spirit gets therapy because I get to design it how I want!\u003c/p\u003e\n\u003cp\u003eAnd for the first fiction series (that may be made into a game eventually) its an \u003ca href\https://sakurariver.ca/tales/isekai-club\ title\Isekai Club\ target\_blank\ rel\noopener\\u003eIsekai Club\u003c/a\u003e. Why? Because Isekai stuff is my guilty pleasure. Especially some of the RPGLit ones.\u003c/p\u003e\n\u003cp\u003eAs a game dev who enjoys game/RPGLit... it is extremely tempting to go make an RPG out of an RPGLite. Probably would be more of a parody if anything. Hahaha!\u003c/p\u003e\n\u003cp\u003eAlso the life articles are also a venue to dump out my brain filled with life advice. And also to merge it with a game developers point of view. \u003ca href\/lifeForGamers/exposure-as-attraction\\u003eSurprisingly one dating-sim mechanic is remakably similar to real life.\u003c/a\u003e\u003c/p\u003e\n\u003cp\u003eSo sit back... enjoy the content on the site!\u003c/p\u003e\n,data:{_schema:default,title:New Experimental Direction,date:2024-10-05T00:00:00.000Z,excerpt:Whats with the new webnovel and life article direction? Find out here!,categories:Blog,primary_image:/uploads/denise-jans-9uv9cah1hoq-unsplash.jpg,primary_image_alt:Compass on a city map},slug:new-experimental-direction},{content:\n\u003cimg src\/uploads/drifting-car.jpg\ alt\Car drifting image in UE5 \ height\451\ width\742\ /\u003e\n\nWow... trying to make a drifting car game that actually uses physics and is easy to pick up for a non-racing audience is hard. It is easy to just get a pre-packaged car drifting kit and plop it into our game. We in fact bought two of them. Then I realized that it isnt as easy to pick up for those without experience in driving games or that it wouldnt use the chaos physics engine. So we may have to market more... uh... Eurobeats instead of drifting for beginners. Have easy to use parts. Then have an option for drifting parts for those players who are good at drifting.\n\nWell need to use the chaos physics engine just so that it integrates well with our other games. There is the plan to implement \Standalone DLC\ games. Where one game can act like DLC for another. There has been a physical version of this out years ago related to a certain hedgehog. So why isnt this more common in the digital age? Very sad.\n\nLooking at all of these features of the car physics already made... wow. There are all these options to customize the car handing in Unreal Engine 5. It makes for an amazing opportunity to customize your car with parts as progression gameplay. But were not really a specialized driving sim game company. So it would be important to us to make sure the audience understands that this game isnt that. The setting is literally the same place as _Fading Hearts._ You know... the one with magical girls flying around?\n\n\u0026nbsp;\n,content_html:\u003cimg src\/uploads/drifting-car.jpg\ alt\Car drifting image in UE5 \ height\451\ width\742\ /\u003e\n\u003cp\u003eWow... trying to make a drifting car game that actually uses physics and is easy to pick up for a non-racing audience is hard. It is easy to just get a pre-packaged car drifting kit and plop it into our game. We in fact bought two of them. Then I realized that it isnt as easy to pick up for those without experience in driving games or that it wouldnt use the chaos physics engine. So we may have to market more... uh... Eurobeats instead of drifting for beginners. Have easy to use parts. Then have an option for drifting parts for those players who are good at drifting.\u003c/p\u003e\n\u003cp\u003eWell need to use the chaos physics engine just so that it integrates well with our other games. There is the plan to implement \u0026quot;Standalone DLC\u0026quot; games. Where one game can act like DLC for another. There has been a physical version of this out years ago related to a certain hedgehog. So why isnt this more common in the digital age? Very sad.\u003c/p\u003e\n\u003cp\u003eLooking at all of these features of the car physics already made... wow. There are all these options to customize the car handing in Unreal Engine 5. It makes for an amazing opportunity to customize your car with parts as progression gameplay. But were not really a specialized driving sim game company. So it would be important to us to make sure the audience understands that this game isnt that. The setting is literally the same place as \u003cem\u003eFading Hearts.\u003c/em\u003e You know... the one with magical girls flying around?\u003c/p\u003e\n\u003cp\u003e \u003c/p\u003e\n,data:{_schema:default,title:Programming Drifting,date:2024-06-01T00:00:00.000Z,excerpt:Been working on drifting mechanics and the feeling of speed,categories:Blog, Drifting,primary_image:/uploads/drifting-car.jpg,primary_image_alt:Video Game car with hand drawn streaks on test track},slug:programming-drifting},{content:\n!(/uploads/sora-sagano-8sozj8jf0s8-unsplash.jpg \Photo by Sora Sagano on Unsplash\)\n\nAnd so... here we go again! Launching another website... and were making 3d games now?\n\nThats right. For the longest time weve held the skills for 3D game production at a faster pace than producing 2D games. Studied game design theories adapted for 3D games. Studied netcode theories for FPS and RTS games. Yet... we focused on making 2D-based games.\n\nWhile I love 2D Visual Novels, making 3D games seems to be far inside my own skillset. Or rather a lower hanging fruit in terms of indie game production.\n\nAlso why jump to Unreal Engine and not Unity? At first it was because I knew at least the basics of an older C++ version. Then I realized I could get away with just using blueprints for most things except for multi-threading. I could do multi-threading but there isnt a powerful use for it until I get into crazy simulation stuff.\n\nI also want to explore more concepts such as Standalone-DLC games. Where like every game would be an expansion of another game. In a kind of web. Imagine you got a 3rd person shooter game. Then you have an action RPG game youre playing. Everything looks grim in the RPG. Then the character you built in the 3rd person shooter comes in and saves the day.\n\nLook forward to more info later.\n,content_html:\u003cp\u003e\u003cimg src\/uploads/sora-sagano-8sozj8jf0s8-unsplash.jpg\ alt\\ title\Photo by Sora Sagano on Unsplash\\u003e\u003c/p\u003e\n\u003cp\u003eAnd so... here we go again! Launching another website... and were making 3d games now?\u003c/p\u003e\n\u003cp\u003eThats right. For the longest time weve held the skills for 3D game production at a faster pace than producing 2D games. Studied game design theories adapted for 3D games. Studied netcode theories for FPS and RTS games. Yet... we focused on making 2D-based games.\u003c/p\u003e\n\u003cp\u003eWhile I love 2D Visual Novels, making 3D games seems to be far inside my own skillset. Or rather a lower hanging fruit in terms of indie game production.\u003c/p\u003e\n\u003cp\u003eAlso why jump to Unreal Engine and not Unity? At first it was because I knew at least the basics of an older C++ version. Then I realized I could get away with just using blueprints for most things except for multi-threading. I could do multi-threading but there isnt a powerful use for it until I get into crazy simulation stuff.\u003c/p\u003e\n\u003cp\u003eI also want to explore more concepts such as Standalone-DLC games. Where like every game would be an expansion of another game. In a kind of web. Imagine you got a 3rd person shooter game. Then you have an action RPG game youre playing. Everything looks grim in the RPG. Then the character you built in the 3rd person shooter comes in and saves the day.\u003c/p\u003e\n\u003cp\u003eLook forward to more info later.\u003c/p\u003e\n,data:{_schema:default,title:Unreal 5?! + New Website Launch... Again,date:2024-05-07T00:00:00.000Z,excerpt:Unreal 5?! And so the cycle begins again! New site!,categories:null,primary_image:/uploads/sora-sagano-8sozj8jf0s8-unsplash.jpg,primary_image_alt:Picture of a River at night with Sakura Blossoms},slug:new-website-launch-again},{content:\n\u003cimg src\/uploads/dp-title-card-large.png\ height\591\ width\783\ /\u003e\n\nThe rise of visual novels on Steam and the new popularity of narrative-focused games have progressed games as a medium, however, there is the reoccurring question:\n\n_Is it truly a game?_\n\nThis is interesting as many might consider some visual novels as games and others as not. What’s the difference? One question comes to light: _Is it a game of skill?_ We’ll explore this question and perhaps come closer to an answer.\n\n# How can story be about skill?\n\nThere are two general ways that the story itself (in isolation from other game mechanics) can be about skill: _perceiving the story and influencing the story_.\n\nWhen I say perceive I’m not talking about a surface understanding, I’m talking about the ability to read between the lines as a form of skill. One only needs to look to the _Ace Attorney_ games for a prime example of this. Can you figure out the contradiction in a person’s testimony?\n\nInfluencing the story is about taking the game rules (which may or may not come from the story) and using them to alter the events in the story. Technically, quick time events (QTE) kinda count, however, _Mass Effect_ and _Deus Ex: Human Revolution_ are better examples. An NPC’s personality counts as a game rule. If you understand the character’s personality then you can better influence them.\n\n# Why are visual novels sometimes not considered games?\n\nThe more traditional visual novels (especially Japanese commercial ones that sell well) aren’t really designed to be interactive. They let you choose which side character gets to become the main character in their story. This allows you to explore each character’s story more in-depth than the traditional linear format.\n\nThere is a _common_ route which would be considered the trunk of the story, and there’s also separate _character routes_ that start when the common ends. To access that character route you usually need to faithfully trigger that character’s events. In old visual novels you had to “save scum” to do it, whereas modern ones now use icons or other means to indicate which choices trigger which character’s events.\n\nFor the traditional visual novel you aren’t intended to be challenged. Why? Because players would just look up all the correct answers on the internet, bypassing the challenge of finding those choices. Visual novel developers realized this, but seeing as how players stopped complaining and sales were still good, there wasn’t a reason for challenge.\n\nThis works well for getting the best story experience and reduces the barrier between the story and player. However, someone who’s treating it as a game will search for the “gameplay”, get frustrated, and quits, even though visual novels were never designed with that in mind.\n\nThen there are visual novels which don’t follow that framework, and sometimes get a negative impression from veterans of the genre as a result. Why? Because it prevents them from accessing the story, but traditional gamers favour it more because it gives the challenge that they desire.\n\n# The hybrid visual novel\n\nOne game that successfully uses story as gameplay is _Long Live the Queen_ by Hanako Games. It mixes stat-based gameplay with visual novel elements. Hence, the hybrid visual novel.\n\nYou play as a princess soon-to-be crowned Queen after her mother passes away, however, many people want her dead both within and outside the kingdom. The question is, why do they want the princess killed and does this have anything to do with her mother’s death?\n\nIn _Long Live the Queen_ understanding the story is key. Sometimes considered the _Dark Souls_ of visual novels, the game is filled with skill checks which dictate whether you pass or fail certain tasks. Knowing when, how and under what conditions each story event happens will help players survive.\n\nAs you can imagine, the standard way of following a walkthrough doesn’t work here, that’s because the skills you train are related to the story. If a walkthrough tells you to build up your military skills over a certain point of time, then you know that something military-related is going to happen in the future. Although non-linear in scope, making a walkthrough that is _completely_ spoiler-free would be really hard.\n\n# Show me your skills\n\nWhen players argue about whether something is a game, they usually mean skill-based games. Story can test a gamer’s skills, but many visual novels were not designed to be tests of skill in the first place. This is the reason why “walking simulators” may not be considered games by some as well.\n\nHowever, like _Long Live the Queen_, there are more visual novels being released that feature story as skill-based gameplay. Slowly but surely more players will start to see that story and gameplay can coincide and offer a fulfilling experience outside of industry norms.\n,content_html:\u003cimg src\/uploads/dp-title-card-large.png\ height\591\ width\783\ /\u003e\n\u003cp\u003eThe rise of visual novels on Steam and the new popularity of narrative-focused games have progressed games as a medium, however, there is the reoccurring question:\u003c/p\u003e\n\u003cp\u003e\u003cem\u003eIs it truly a game?\u003c/em\u003e\u003c/p\u003e\n\u003cp\u003eThis is interesting as many might consider some visual novels as games and others as not. What’s the difference? One question comes to light: \u003cem\u003eIs it a game of skill?\u003c/em\u003e We’ll explore this question and perhaps come closer to an answer.\u003c/p\u003e\n\u003ch1\u003eHow can story be about skill?\u003c/h1\u003e\n\u003cp\u003eThere are two general ways that the story itself (in isolation from other game mechanics) can be about skill: \u003cem\u003eperceiving the story and influencing the story\u003c/em\u003e.\u003c/p\u003e\n\u003cp\u003eWhen I say perceive I’m not talking about a surface understanding, I’m talking about the ability to read between the lines as a form of skill. One only needs to look to the \u003cem\u003eAce Attorney\u003c/em\u003e games for a prime example of this. Can you figure out the contradiction in a person’s testimony?\u003c/p\u003e\n\u003cp\u003eInfluencing the story is about taking the game rules (which may or may not come from the story) and using them to alter the events in the story. Technically, quick time events (QTE) kinda count, however, \u003cem\u003eMass Effect\u003c/em\u003e and \u003cem\u003eDeus Ex: Human Revolution\u003c/em\u003e are better examples. An NPC’s personality counts as a game rule. If you understand the character’s personality then you can better influence them.\u003c/p\u003e\n\u003ch1\u003eWhy are visual novels sometimes not considered games?\u003c/h1\u003e\n\u003cp\u003eThe more traditional visual novels (especially Japanese commercial ones that sell well) aren’t really designed to be interactive. They let you choose which side character gets to become the main character in their story. This allows you to explore each character’s story more in-depth than the traditional linear format.\u003c/p\u003e\n\u003cp\u003eThere is a \u003cem\u003ecommon\u003c/em\u003e route which would be considered the trunk of the story, and there’s also separate \u003cem\u003echaracter routes\u003c/em\u003e that start when the common ends. To access that character route you usually need to faithfully trigger that character’s events. In old visual novels you had to “save scum” to do it, whereas modern ones now use icons or other means to indicate which choices trigger which character’s events.\u003c/p\u003e\n\u003cp\u003eFor the traditional visual novel you aren’t intended to be challenged. Why? Because players would just look up all the correct answers on the internet, bypassing the challenge of finding those choices. Visual novel developers realized this, but seeing as how players stopped complaining and sales were still good, there wasn’t a reason for challenge.\u003c/p\u003e\n\u003cp\u003eThis works well for getting the best story experience and reduces the barrier between the story and player. However, someone who’s treating it as a game will search for the “gameplay”, get frustrated, and quits, even though visual novels were never designed with that in mind.\u003c/p\u003e\n\u003cp\u003eThen there are visual novels which don’t follow that framework, and sometimes get a negative impression from veterans of the genre as a result. Why? Because it prevents them from accessing the story, but traditional gamers favour it more because it gives the challenge that they desire.\u003c/p\u003e\n\u003ch1\u003eThe hybrid visual novel\u003c/h1\u003e\n\u003cp\u003eOne game that successfully uses story as gameplay is \u003cem\u003eLong Live the Queen\u003c/em\u003e by Hanako Games. It mixes stat-based gameplay with visual novel elements. Hence, the hybrid visual novel.\u003c/p\u003e\n\u003cp\u003eYou play as a princess soon-to-be crowned Queen after her mother passes away, however, many people want her dead both within and outside the kingdom. The question is, why do they want the princess killed and does this have anything to do with her mother’s death?\u003c/p\u003e\n\u003cp\u003eIn \u003cem\u003eLong Live the Queen\u003c/em\u003e understanding the story is key. Sometimes considered the \u003cem\u003eDark Souls\u003c/em\u003e of visual novels, the game is filled with skill checks which dictate whether you pass or fail certain tasks. Knowing when, how and under what conditions each story event happens will help players survive.\u003c/p\u003e\n\u003cp\u003eAs you can imagine, the standard way of following a walkthrough doesn’t work here, that’s because the skills you train are related to the story. If a walkthrough tells you to build up your military skills over a certain point of time, then you know that something military-related is going to happen in the future. Although non-linear in scope, making a walkthrough that is \u003cem\u003ecompletely\u003c/em\u003e spoiler-free would be really hard.\u003c/p\u003e\n\u003ch1\u003eShow me your skills\u003c/h1\u003e\n\u003cp\u003eWhen players argue about whether something is a game, they usually mean skill-based games. Story can test a gamer’s skills, but many visual novels were not designed to be tests of skill in the first place. This is the reason why “walking simulators” may not be considered games by some as well.\u003c/p\u003e\n\u003cp\u003eHowever, like \u003cem\u003eLong Live the Queen\u003c/em\u003e, there are more visual novels being released that feature story as skill-based gameplay. Slowly but surely more players will start to see that story and gameplay can coincide and offer a fulfilling experience outside of industry norms.\u003c/p\u003e\n,data:{_schema:default,title:Story as a Game of Skill,date:2015-10-01T00:00:00.000Z,excerpt:I wanted to reflect on why I started this whole thing in the first place. Just a sudden feeling I had when I was pounding away on that,categories:Dev Perspective, Game Dev Blog,primary_image:/uploads/dp-title-card-large.png,primary_image_alt:Dev Perspective \\#1 - Story as a \Game of Skill\},slug:story-as-a-game-of-skill},{content:\nSo a new visual novel engine is heading for the English market. Comes at an interesting time where Visual Novels have penetrated the Steam market and is growing. But what of this new visual novel engine from the perspective of a developer who has pushed Ren’py to the limit? Rather interesting thoughts.\n\nKeep in mind this is based on screenshots of the interface. References to Ren’py will naturally be made.\n\nI will try to keep in mind the perspectives from the super-indies and the money-making indies as much as possible.\n\n### Easy-to-Use IDE Interface a Half-Step Away from Writer’s Comfort Zone\n\nThe interface looks extremely welcoming and friendly to new people to this area. If it has a built in spell-checker it would be amazing. Lots of visual elements to indicate what everything does.\n\nHowever, writers aren’t actually scared of huge walls of text. They feel comfortable in this. Look at any word processor and the word density is big.\n\nSo the minor nag that might happen is that writers would have to do more scrolling around since they can’t see as much. Maybe there would be an option to decrease the size of the visual elements? They are still helpful.\n\nOf course you can view the source text files directly for more dense reading. However, when you expose some writers to anything that looks like coding with equals signs and brackets they may be more reluctant to change things like position of characters for example.\n\nCompared to Ren’py, for most basic scripting I can literally hand off the raw script to editors and writers and they would be able to understand it.\n\n### Based on HTML5 Technology… Which a lot of People are Good At\n\nTyranoBuilder is based on HTML5. So if you had to get a web programming job or even made your own website, you would feel right at home with a few minor speed bumps. Also a lot of people out there who are good at HTML5 so finding talent wouldn’t be as hard.\n\nSometimes you do choose a technology because a lot of people out there are good at it. As a Computer Science major who likes all the programmically efficient algorithms, it really hurts me to admit it. But it’s true.\n\n### Source Files are in Plaintext for your Source Control Needs\n\nWhile this may seem like a minor point, it would be a **MAJOR** dealbreaker if the source was not saved in plain-text. Especially with larger teams. Using source control is incredibly helpful.\n\n### Standalone Desktop Theoretically Should be Bloaty… But Probably Most People Wouldn’t Care that Much\n\nIf you are exporting to a standalone desktop application, it “should” be somewhat bloaty in size and computational complexity. You have to bring along a HTML5 simulator or something to run it.\n\nHowever considering that Visual Novels aren’t by nature computationally complex by any means and people watch HD Cat Videos for fun, the only people who would notice are the techie people. It wouldn’t be as huge of a factor in the case for Visual Novels.\n\nRen’py is still scripted but should run closer to the “native” application performance than TyranoBuilder. At least in file size. Although this point is more due to me being aware of more Ren’py specific optimizations that have been done over many years.\n\n“But what about Sakura River’s games? You guys are always trying to do something interesting! At least you talk about it!” That brings us to our next point.\n\n### JavaScript Programming Going Wild\n\nJavaScript is a Turing complete language. So the crazy story structure of Fading Hearts should be possible on TyranoBuilder as well. I can’t say this for every “interactive story” engine out there however. Heck, industry-strength interactive story design tools can’t model Fading Hearts properly or easily.\n\nBut TyranoBuilder can… and that says something about the potential and future-proofing of it.\n\n### Live2D is Possible… With Some Programming\n\nThat’s right! If you’ve been dying to use Live2D in your Visual Novel, you can with TyranoBuilder. However since using Live2D does require more programming, you’ll need some programming chops to use it.\n\nI hear in the future there might be something for the less-programmically minded however.\n\nI’ve been wanting a feature like this for Ren’py for so long. It currently doesn’t exist for Live2D.\n\n### Ren’Py Steam Integration in Pre-Release… TyranoBuilder Steam Integration is Under Consideration\n\nThis is an interesting point that only directly affects developers on Steam. However TyranoBuilder in English is being sold on Steam.\n\nI am so unsure of what to make of this. The casual developers in English require a Steam account to get TyranoBuilder. Ren’py developers don’t require Steam to get Ren’py. However Ren’py will have Steam API support very soon.\n\nYou see, for more people to accept TyranoBuilder (in English) you need English games released on it commercially. At least one as “proof” that it can be done (this is a business-minded thinking). The path of least resistance is through Steam at this point. If you’re going to release on Steam everyone is going to try to convince you to get achievements and trading cards.\n\n### Cost Factor of Free vs. Price of a Dinner\n\nThis is an interesting part to talk about. For those on the super-shoestring **and** for those making money on Steam, Ren’py is going to be the choice.\n\nHowever TyranoBuilder isn’t that expensive to get. It also can be easier to find HTML5 programming talent if you’re doing a business. So it might save you on labour costs.\n\nSo this part really depends on your particular situation.\n\n### Conclusion? How’s Your Money/HTML5/Writing/Desire for Live2D?\n\nSo both can compete with each other with trade-offs here and there. If money is a concern then Ren’Py is usually the safer bet unless you have easy access to HTML5 talent than Ren’Py talent. The exception(or not) is if you are on Steam. Writers might feel they may have to scroll more often. TyranoBuilder should be easier to get into than Ren’py but not by that much. If you want Live2D and have programming chops, then go for TyranoBuilder.\n\nHopefully that sums everything up. They are definitely comparable (at this point). And keep in mind, this is by looking at screenshots of TyranoBuilder and working with Ren’py. So kinda uneven exposure bias.\n\nLet’s see how well these thoughts hold up in the future though.\n,content_html:\u003cp\u003eSo a new visual novel engine is heading for the English market. Comes at an interesting time where Visual Novels have penetrated the Steam market and is growing. But what of this new visual novel engine from the perspective of a developer who has pushed Ren’py to the limit? Rather interesting thoughts.\u003c/p\u003e\n\u003cp\u003eKeep in mind this is based on screenshots of the interface. References to Ren’py will naturally be made.\u003c/p\u003e\n\u003cp\u003eI will try to keep in mind the perspectives from the super-indies and the money-making indies as much as possible.\u003c/p\u003e\n\u003ch3\u003eEasy-to-Use IDE Interface a Half-Step Away from Writer’s Comfort Zone\u003c/h3\u003e\n\u003cp\u003eThe interface looks extremely welcoming and friendly to new people to this area. If it has a built in spell-checker it would be amazing. Lots of visual elements to indicate what everything does.\u003c/p\u003e\n\u003cp\u003eHowever, writers aren’t actually scared of huge walls of text. They feel comfortable in this. Look at any word processor and the word density is big.\u003c/p\u003e\n\u003cp\u003eSo the minor nag that might happen is that writers would have to do more scrolling around since they can’t see as much. Maybe there would be an option to decrease the size of the visual elements? They are still helpful.\u003c/p\u003e\n\u003cp\u003eOf course you can view the source text files directly for more dense reading. However, when you expose some writers to anything that looks like coding with equals signs and brackets they may be more reluctant to change things like position of characters for example.\u003c/p\u003e\n\u003cp\u003eCompared to Ren’py, for most basic scripting I can literally hand off the raw script to editors and writers and they would be able to understand it.\u003c/p\u003e\n\u003ch3\u003eBased on HTML5 Technology… Which a lot of People are Good At\u003c/h3\u003e\n\u003cp\u003eTyranoBuilder is based on HTML5. So if you had to get a web programming job or even made your own website, you would feel right at home with a few minor speed bumps. Also a lot of people out there who are good at HTML5 so finding talent wouldn’t be as hard.\u003c/p\u003e\n\u003cp\u003eSometimes you do choose a technology because a lot of people out there are good at it. As a Computer Science major who likes all the programmically efficient algorithms, it really hurts me to admit it. But it’s true.\u003c/p\u003e\n\u003ch3\u003eSource Files are in Plaintext for your Source Control Needs\u003c/h3\u003e\n\u003cp\u003eWhile this may seem like a minor point, it would be a \u003cstrong\u003eMAJOR\u003c/strong\u003e dealbreaker if the source was not saved in plain-text. Especially with larger teams. Using source control is incredibly helpful.\u003c/p\u003e\n\u003ch3\u003eStandalone Desktop Theoretically Should be Bloaty… But Probably Most People Wouldn’t Care that Much\u003c/h3\u003e\n\u003cp\u003eIf you are exporting to a standalone desktop application, it “should” be somewhat bloaty in size and computational complexity. You have to bring along a HTML5 simulator or something to run it.\u003c/p\u003e\n\u003cp\u003eHowever considering that Visual Novels aren’t by nature computationally complex by any means and people watch HD Cat Videos for fun, the only people who would notice are the techie people. It wouldn’t be as huge of a factor in the case for Visual Novels.\u003c/p\u003e\n\u003cp\u003eRen’py is still scripted but should run closer to the “native” application performance than TyranoBuilder. At least in file size. Although this point is more due to me being aware of more Ren’py specific optimizations that have been done over many years.\u003c/p\u003e\n\u003cp\u003e“But what about Sakura River’s games? You guys are always trying to do something interesting! At least you talk about it!” That brings us to our next point.\u003c/p\u003e\n\u003ch3\u003eJavaScript Programming Going Wild\u003c/h3\u003e\n\u003cp\u003eJavaScript is a Turing complete language. So the crazy story structure of Fading Hearts should be possible on TyranoBuilder as well. I can’t say this for every “interactive story” engine out there however. Heck, industry-strength interactive story design tools can’t model Fading Hearts properly or easily.\u003c/p\u003e\n\u003cp\u003eBut TyranoBuilder can… and that says something about the potential and future-proofing of it.\u003c/p\u003e\n\u003ch3\u003eLive2D is Possible… With Some Programming\u003c/h3\u003e\n\u003cp\u003eThat’s right! If you’ve been dying to use Live2D in your Visual Novel, you can with TyranoBuilder. However since using Live2D does require more programming, you’ll need some programming chops to use it.\u003c/p\u003e\n\u003cp\u003eI hear in the future there might be something for the less-programmically minded however.\u003c/p\u003e\n\u003cp\u003eI’ve been wanting a feature like this for Ren’py for so long. It currently doesn’t exist for Live2D.\u003c/p\u003e\n\u003ch3\u003eRen’Py Steam Integration in Pre-Release… TyranoBuilder Steam Integration is Under Consideration\u003c/h3\u003e\n\u003cp\u003eThis is an interesting point that only directly affects developers on Steam. However TyranoBuilder in English is being sold on Steam.\u003c/p\u003e\n\u003cp\u003eI am so unsure of what to make of this. The casual developers in English require a Steam account to get TyranoBuilder. Ren’py developers don’t require Steam to get Ren’py. However Ren’py will have Steam API support very soon.\u003c/p\u003e\n\u003cp\u003eYou see, for more people to accept TyranoBuilder (in English) you need English games released on it commercially. At least one as “proof” that it can be done (this is a business-minded thinking). The path of least resistance is through Steam at this point. If you’re going to release on Steam everyone is going to try to convince you to get achievements and trading cards.\u003c/p\u003e\n\u003ch3\u003eCost Factor of Free vs. Price of a Dinner\u003c/h3\u003e\n\u003cp\u003eThis is an interesting part to talk about. For those on the super-shoestring \u003cstrong\u003eand\u003c/strong\u003e for those making money on Steam, Ren’py is going to be the choice.\u003c/p\u003e\n\u003cp\u003eHowever TyranoBuilder isn’t that expensive to get. It also can be easier to find HTML5 programming talent if you’re doing a business. So it might save you on labour costs.\u003c/p\u003e\n\u003cp\u003eSo this part really depends on your particular situation.\u003c/p\u003e\n\u003ch3\u003eConclusion? How’s Your Money/HTML5/Writing/Desire for Live2D?\u003c/h3\u003e\n\u003cp\u003eSo both can compete with each other with trade-offs here and there. If money is a concern then Ren’Py is usually the safer bet unless you have easy access to HTML5 talent than Ren’Py talent. The exception(or not) is if you are on Steam. Writers might feel they may have to scroll more often. TyranoBuilder should be easier to get into than Ren’py but not by that much. If you want Live2D and have programming chops, then go for TyranoBuilder.\u003c/p\u003e\n\u003cp\u003eHopefully that sums everything up. They are definitely comparable (at this point). And keep in mind, this is by looking at screenshots of TyranoBuilder and working with Ren’py. So kinda uneven exposure bias.\u003c/p\u003e\n\u003cp\u003eLet’s see how well these thoughts hold up in the future though.\u003c/p\u003e\n,data:{_schema:default,title: Pre-Release Thoughts on TyranoBuilder,date:2015-03-27T00:00:00.000Z,excerpt:What of this new visual novel engine from the perspective of a developer who has pushed Renpy to the limit?,categories:Developers Perspective,primary_image:/uploads/tyranothoughtslarge-220x162.png,primary_image_alt:TyranoBuild Logo},slug:pre-release-thoughts-on-tyranobuilder},games:{content:\n## FEATURES\n\n- Your choices change the GENRE of the game!\n- Every NPC lies to you at some point in the game\n- Change the ending AND the final climax!\n- Daily Life-sim\n- RPG Battles!\n- Shocking plot-twists!\n\nAn interactive story/game where you play the role of Ryou, a seemingly normal high school student in the land of Sorayama. Solve the mysteries that surround him while maintaining his friendships and saving Claire. Remain ignorant of the secrets and live a normal life or choose to learn the truth. Be careful where you put your priorities for it may prove fatal.\n\n## STORY\n\n“I am Ryou, a daydreamer and a student at Cyrstal Waters High . I have two very close female friends, Claire and Rina. I have a crush on my childhood friend Claire but she is already in a relationship. Rina seems to be attracted to me but… I can’t date Rina when I like Claire. I am a very idealistic but romantic kind of guy. It’s a complicated problem.\n\nWhen I realized that Claire was suffering from an abusive relationship, everything changed. There was nothing Rina or I did that could get her out of it. There was one last resort. Breaking my romantic ideals to save Claire, I had to learn the art of seduction.\n\nThe only thing was… I started to learn that there was something going on in this town. Rumors of creatures running around at night, a close call, and a textbook history that doesn’t add up. Even Claire and Rina are connected somehow. Between finding out what is really going on and saving Claire, I don’t know if I could manage both.\n\nIf only I could stop daydreaming so much then I might have some time. Why are my daydreams so strong now when I need to focus?”\n\n\u0026nbsp;\n\n## SCREENSHOTS\n\n\u003cimg src\/uploads/fh-screen1.jpg\ height\338\ width\450\ /\u003e\n\n\u003cimg src\/uploads/fh-screen2.jpg\ height\338\ width\450\ /\u003e\u003cimg src\/uploads/fh-screen3.jpg\ height\338\ width\450\ /\u003e\n,content_html:\u003ch2\u003eFEATURES\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003eYour choices change the GENRE of the game!\u003c/li\u003e\n\u003cli\u003eEvery NPC lies to you at some point in the game\u003c/li\u003e\n\u003cli\u003eChange the ending AND the final climax!\u003c/li\u003e\n\u003cli\u003eDaily Life-sim\u003c/li\u003e\n\u003cli\u003eRPG Battles!\u003c/li\u003e\n\u003cli\u003eShocking plot-twists!\u003c/li\u003e\n\u003c/ul\u003e\n\u003cp\u003eAn interactive story/game where you play the role of Ryou, a seemingly normal high school student in the land of Sorayama. Solve the mysteries that surround him while maintaining his friendships and saving Claire. Remain ignorant of the secrets and live a normal life or choose to learn the truth. Be careful where you put your priorities for it may prove fatal.\u003c/p\u003e\n\u003ch2\u003eSTORY\u003c/h2\u003e\n\u003cp\u003e“I am Ryou, a daydreamer and a student at Cyrstal Waters High . I have two very close female friends, Claire and Rina. I have a crush on my childhood friend Claire but she is already in a relationship. Rina seems to be attracted to me but… I can’t date Rina when I like Claire. I am a very idealistic but romantic kind of guy. It’s a complicated problem.\u003c/p\u003e\n\u003cp\u003eWhen I realized that Claire was suffering from an abusive relationship, everything changed. There was nothing Rina or I did that could get her out of it. There was one last resort. Breaking my romantic ideals to save Claire, I had to learn the art of seduction.\u003c/p\u003e\n\u003cp\u003eThe only thing was… I started to learn that there was something going on in this town. Rumors of creatures running around at night, a close call, and a textbook history that doesn’t add up. Even Claire and Rina are connected somehow. Between finding out what is really going on and saving Claire, I don’t know if I could manage both.\u003c/p\u003e\n\u003cp\u003eIf only I could stop daydreaming so much then I might have some time. Why are my daydreams so strong now when I need to focus?”\u003c/p\u003e\n\u003cp\u003e \u003c/p\u003e\n\u003ch2\u003eSCREENSHOTS\u003c/h2\u003e\n\u003cimg src\/uploads/fh-screen1.jpg\ height\338\ width\450\ /\u003e\n\u003cp\u003e\u003cimg src\/uploads/fh-screen2.jpg\ height\338\ width\450\ /\u003e\u003cimg src\/uploads/fh-screen3.jpg\ height\338\ width\450\ /\u003e\u003c/p\u003e\n,data:{title:Fading Hearts,excerpt:An interactive story/game where you play the role of Ryou, a seemingly normal high school student in the land of Sorayama. Solve the mysteries that surround him while maintaining his friendships and saving Claire. Remain ignorant of the secrets and live a normal life or choose to learn the truth. Be careful where you put your priorities for it may prove fatal.,categories:cool,thumbnail_image:/uploads/fh-header.jpg,thumbnail_image_alt:Fading Hearts Promo Cover Image,primary_image:/uploads/fh-header.jpg,primary_image_alt:Fading Hearts Promo Cover Image,sortOrder:1,widget_caption_large:Your choices changes the GENRE of the story! Almost EVERY NPC LIES to you at some point in the game! Live a life of adventure or a normal life! A game with true choices! An interactive story/game where you play the role of Ryou, a seemingly normal high school student in the land of Sorayama.,widget_caption_small:Your choices changes the GENRE of the story! Almost EVERY NPC LIES to you at some point in the game! Live a life of adventure or a normal life!,widget_steam_id:259720,widget:https://store.steampowered.com/widget/259720/?tYour%20choices%20changes%20the%20GENRE%20of%20the%20story!%20Almost%20EVERY%20NPC%20LIES%20to%20you%20at%20some%20point%20in%20the%20game!%20Live%20a%20life%20of%20adventure%20or%20a%20normal%20life!%20A%20game%20with%20true%20choices!%20An%20interactive%20story%2Fgame%20where%20you%20play%20the%20role%20of%20Ryou%2C%20a%20seemingly%20normal%20high%20school%20student%20in%20the%20land%20of%20Sorayama.%20},slug:fading-hearts},{content:\n## FEATURES\n\n- Indie game management-sim\n- Manage funding, game ideas and your team\n- Multiple endings\n- Multiple growth paths for team member\n- Discover the story behind each member\n\nPlay the role of Justin a high school student as he embarks on his dream journey to become a game developer. Having just won a programming contest he enlists the aid of Cleo the artist and Aki the music composer. How will the team grow and take on the hardships along the way?\n\n## STORY\n\nI am Ryou, a daydreamer and a student at Cyrstal Waters High . I have two very close female friends, Claire and Rina. I have a crush on my childhood friend Claire but she is already in a relationship. Rina seems to be attracted to me but… I can’t date Rina when I like Claire. I am a very idealistic but romantic kind of guy. It’s a complicated problem.\n\nWhen I realized that Claire was suffering from an abusive relationship, everything changed. There was nothing Rina or I did that could get her out of it. There was one last resort. Breaking my romantic ideals to save Claire, I had to learn the art of seduction.\n\nThe only thing was… I started to learn that there was something going on in this town. Rumors of creatures running around at night, a close call, and a textbook history that doesn’t add up. Even Claire and Rina are connected somehow. Between finding out what is really going on and saving Claire, I don’t know if I could manage both.\n\nIf only I could stop daydreaming so much then I might have some time. Why are my daydreams so strong now when I need to focus?\n\n## SCREENSHOTS\n\n\u003cimg src\/uploads/screenshot-09.png\ height\624\ width\829\ /\u003e\u003cimg src\/uploads/screenshot-10.png\ height\621\ width\828\ /\u003e\n\n## SYSTEM REQUIREMENTS\n\n- OS: Windows XP/Vista, Mac OS X 10.4+ (x86), Linux (x86, glibc 2.3+)\n- Memory: 512 MB recommended\n- CPU: 1.5 GHz recommended\n- Hard Drive: 300 MB free space\n\n\u0026nbsp;\n,content_html:\u003ch2\u003eFEATURES\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003eIndie game management-sim\u003c/li\u003e\n\u003cli\u003eManage funding, game ideas and your team\u003c/li\u003e\n\u003cli\u003eMultiple endings\u003c/li\u003e\n\u003cli\u003eMultiple growth paths for team member\u003c/li\u003e\n\u003cli\u003eDiscover the story behind each member\u003c/li\u003e\n\u003c/ul\u003e\n\u003cp\u003ePlay the role of Justin a high school student as he embarks on his dream journey to become a game developer. Having just won a programming contest he enlists the aid of Cleo the artist and Aki the music composer. How will the team grow and take on the hardships along the way?\u003c/p\u003e\n\u003ch2\u003eSTORY\u003c/h2\u003e\n\u003cp\u003eI am Ryou, a daydreamer and a student at Cyrstal Waters High . I have two very close female friends, Claire and Rina. I have a crush on my childhood friend Claire but she is already in a relationship. Rina seems to be attracted to me but… I can’t date Rina when I like Claire. I am a very idealistic but romantic kind of guy. It’s a complicated problem.\u003c/p\u003e\n\u003cp\u003eWhen I realized that Claire was suffering from an abusive relationship, everything changed. There was nothing Rina or I did that could get her out of it. There was one last resort. Breaking my romantic ideals to save Claire, I had to learn the art of seduction.\u003c/p\u003e\n\u003cp\u003eThe only thing was… I started to learn that there was something going on in this town. Rumors of creatures running around at night, a close call, and a textbook history that doesn’t add up. Even Claire and Rina are connected somehow. Between finding out what is really going on and saving Claire, I don’t know if I could manage both.\u003c/p\u003e\n\u003cp\u003eIf only I could stop daydreaming so much then I might have some time. Why are my daydreams so strong now when I need to focus?\u003c/p\u003e\n\u003ch2\u003eSCREENSHOTS\u003c/h2\u003e\n\u003cp\u003e\u003cimg src\/uploads/screenshot-09.png\ height\624\ width\829\ /\u003e\u003cimg src\/uploads/screenshot-10.png\ height\621\ width\828\ /\u003e\u003c/p\u003e\n\u003ch2\u003eSYSTEM REQUIREMENTS\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003eOS: Windows XP/Vista, Mac OS X 10.4+ (x86), Linux (x86, glibc 2.3+)\u003c/li\u003e\n\u003cli\u003eMemory: 512 MB recommended\u003c/li\u003e\n\u003cli\u003eCPU: 1.5 GHz recommended\u003c/li\u003e\n\u003cli\u003eHard Drive: 300 MB free space\u003c/li\u003e\n\u003c/ul\u003e\n\u003cp\u003e \u003c/p\u003e\n,data:{title:Infinite Gameworks Episode 0,excerpt:Play the role of Justin a high school student as he embarks on his dream journey to become a game developer.,categories:Game,thumbnail_image:/uploads/header.jpg,thumbnail_image_alt:Infinite Game Works Episode 0 Promo Image,primary_image:/uploads/igw-0-header.jpg,primary_image_alt:Infinite Game Works Episode 0 Promo Image,sortOrder:2,widget_caption_large:A Game about making Games! Actually care about the people you work with! Play the role of Justin a high school student as he embarks on his dream journey to become a game developer. Having just won a programming contest he enlists the aid of Cleo the artist and Aki the music composer.,widget_caption_small:A Game about making Games! Go on a journey to become a game developer.,widget_steam_id:302290},slug:infinite-gameworks-episode-0},talesChapters:{content:\n“So then people who were freed from control of their lord started their own town government?” A girl in curly locks in a school uniform exclaimed. “Then they suffered from higher taxes than before? Ohohoho!” She held her hand beside her mouth and laughed. “I thought you were merely a naive, idealistic writer. But you do have the guts to write some juicy inconvenient realism! I applaud you Selestia!” The girl across from her crossed her arms with a frown, looking away.\n\nThere were five students sitting around a table in a small room. A few cabinets with posters on the doors filled with colourful illustrated characters and extremely long titles distributed throughout the room. Also a small windowed fridge filled with cool beverages in cans.\n\n“While I am grateful for your words, I cannot help but feel you are still mocking me.” Selestia pouted. “But now I am stuck on how to continue from here. Any ideas on how to progress this story?”\n\n“They should look to faith for a way forward and guidance.” Honoka put her hands in prayer. Sitting at the table her eyes were closed in momentary mediation. “Build a temple and uplift the people!”\n\n“Stop trying to insert your story into my story Honoka!” Celestia shouted. “This… story… is really important to me.” Honoka’s eyes opened and startled.\n\n“I am trying to help.” Honoka said despondent. “Sometimes having something to believe can give people strength and power.”\n\n“While true, Honoka, for a space-themed story with no aliens nor cosmic horrors, religious themes may not be as popular.” A teenager put his hands palms up. “If there were some void abominations then audiences would be more receptive. Usually human-only space stories tend to shy away from religion as a topic… unless it’s like a critique on society or something.”\n\n“Yuya…” Honoka spoke dejectedly.\n\n“Let’s not forget I enjoy your eastern style monotheistic world.” Yuya smiled. “It’s unique compared to the stories I’ve read. But if you keep encouraging everyone else to adopt it, it wouldn’t be unique anymore. Also your magical action scenes are pretty cool.”\n\n“That is true… yes. Thank you Yuya!” Honoka’s lips smiled yet eyebrows troubled.\n\n“Back to Selestia’s story.” Yuya stroked his chin. “Hmm… how to continue? Common tale of Nobility or Royality doing a slow transition won’t work. I know!” Yuya snapped his finger smoothly into pointing at Selestia. “You need a heroic or sagely character to lead the people. No need to be actually sagely or hero-king-like. Just the appearance! They should prioritize education for the masses and maybe slowly transition into a democracy over generations. Cliche and idealistic… but should be compatible for Selestia’s style.”\n\n“Thank you Yuya!” Seleatia shouted with glee. “This really helps me out a lot.”\n\n“Anything to help your Isekai writing journey!” Yuya smiled. Selestia looked at Yuya for a second. Then she smiled.\n\n“That’s right!” Selestia nodded. Yuya looked around and saw a brown short haired girl with her head on the table.\n\n“Rihoko…” Yuya spoke with concern. “... are you doing alright?” One of her hands raised up and waved off in Yuya’s direction.\n\n“Ah… it’s not a big deal.” Rihoko spoke a grumpy lower voice. “My story is also kinda stuck. Cash flow in the… protag’s company… is kinda low. Between the lack of goods, people not having money to buy stuff… even the low tax of 60% doesn’t help.”\n\n“That’s quite the low tax.” Curly locks tossed in the air while a fan opened up in front of herself. “Why, the peasants should be grateful for such a kind tax.” Selestia and Yuya’s eyes’ widened. Silence filled the room.\n\n“Ahh… you play the part of villainess well Miu!” Yuya laughed as he recovered from the shock. “That’s something you only do if you are deliberately trying to suppress the populace at the cost of money.” Miu paused with a stalled expression of laughter.\n\n“Ohohoho… that’s right. You have to have that much money to do that.” Miu’s voice shook a little bit as she hid her mouth behind her fan. “Though I do forget the percentage to maximize tax revenue. What was it again?”\n\n“Simplified for the wider audience, 6%-18% depending on what services the government provides. Country ideology and various details notwithstanding… blah blah blah…” Yuya shrugged. Selestia, Miu, and Rihoko stopped and looked at Yuya. “What? That is the taxes we got here.” A moment of silence. Honoka looks around confused.\n\n“I’m feeling a little lost.” Honoka spoke up. “Can someone explain why everyone is looking kinda funny?”\n\n“Well sometimes you need to decrease taxes to get more taxes.” Yuya laughed. “It sounds weird but here is what happens.” He took a deep breath. Then let the air out of his lungs. “So… if taxes are lower, then people buy more. This means more taxes.” Yuya shrugged. “While usually you should try to get the correct ratios, those amounts should generate a lot more actual revenue than 50%. Your main concern would be trying to make sure inflation stays at a healthy rate.” Everyone else except Honoka nodded.\n\n“Wow… never thought about that.” Selestia broke the silence. “I’ll make sure to take note of that.”\n\n“Not sure about that Yuya. I…” Rihoko put her hand to her chin. “... probably have to think about that for a bit. My protag isn’t part of the nobility nor royalty.”\n\n“Hmm… interesting.” Yuya grinned. “I commonly see the main character already have that power and just straight up implement it. Usually the obstacle is the fallout from other nobles accusing you of “stealing” the people away with low taxes. Now you don’t even have the power to set the taxes.” Yuya took out a pen and started to twirl it in thought. “Hmm… this idea could work if the situation is right.”\n\n“What situation would that be?” Rihoko tilted her head.\n\n“Having a friend who is a fresh new noble with useless lands might work.” Yuya did his signature fingersnap. The twirling pen now flopped to the table. “Oops! Oh well. If it’s new and kinda like not useful lands by their society’s values our new friend noble might be given an excuse to have to absurdly lower taxes. New noble friend might be set up for failure anyways. Other nobles won’t think they are a threat till it’s too late.”\n\n“Ah… but if you had a noble friend they could just give you a special exception on the tax right? Ohoho!” Miu folded up her fan with a flick of her wrist and a crisp sound.\n\n“That can work too! Good thinking Miu!” Yuya replied with glee. “Much easier to pull off. Throw in a plot to save a noble’s family member or something and you can ask for that! Not as overpowered as the original plan but far less situational.”\n\n“No one can beat me when it comes to writing about Nobles!” Miu opened her fan again.\nDING-DONG! The school-bell rang.\n\n“Well that’s the bell! I declare this club meeting to be over! Enjoy your writing! See you tomorrow everyone!” Yuya got up followed by the rest of the members. They started to pack up and leave the room. Selestia walked up to Yuya.\n\n“Alright Yuya.” Selestia spoke brightly. “You ready to show me that space game at the net cafe?”\n,content_html:\u003cp\u003e“So then people who were freed from control of their lord started their own town government?” A girl in curly locks in a school uniform exclaimed. “Then they suffered from higher taxes than before? Ohohoho!” She held her hand beside her mouth and laughed. “I thought you were merely a naive, idealistic writer. But you do have the guts to write some juicy inconvenient realism! I applaud you Selestia!” The girl across from her crossed her arms with a frown, looking away.\u003c/p\u003e\n\u003cp\u003eThere were five students sitting around a table in a small room. A few cabinets with posters on the doors filled with colourful illustrated characters and extremely long titles distributed throughout the room. Also a small windowed fridge filled with cool beverages in cans.\u003c/p\u003e\n\u003cp\u003e“While I am grateful for your words, I cannot help but feel you are still mocking me.” Selestia pouted. “But now I am stuck on how to continue from here. Any ideas on how to progress this story?”\u003c/p\u003e\n\u003cp\u003e“They should look to faith for a way forward and guidance.” Honoka put her hands in prayer. Sitting at the table her eyes were closed in momentary mediation. “Build a temple and uplift the people!”\u003c/p\u003e\n\u003cp\u003e“Stop trying to insert your story into my story Honoka!” Celestia shouted. “This… story… is really important to me.” Honoka’s eyes opened and startled.\u003c/p\u003e\n\u003cp\u003e“I am trying to help.” Honoka said despondent. “Sometimes having something to believe can give people strength and power.”\u003c/p\u003e\n\u003cp\u003e“While true, Honoka, for a space-themed story with no aliens nor cosmic horrors, religious themes may not be as popular.” A teenager put his hands palms up. “If there were some void abominations then audiences would be more receptive. Usually human-only space stories tend to shy away from religion as a topic… unless it’s like a critique on society or something.”\u003c/p\u003e\n\u003cp\u003e“Yuya…” Honoka spoke dejectedly.\u003c/p\u003e\n\u003cp\u003e“Let’s not forget I enjoy your eastern style monotheistic world.” Yuya smiled. “It’s unique compared to the stories I’ve read. But if you keep encouraging everyone else to adopt it, it wouldn’t be unique anymore. Also your magical action scenes are pretty cool.”\u003c/p\u003e\n\u003cp\u003e“That is true… yes. Thank you Yuya!” Honoka’s lips smiled yet eyebrows troubled.\u003c/p\u003e\n\u003cp\u003e“Back to Selestia’s story.” Yuya stroked his chin. “Hmm… how to continue? Common tale of Nobility or Royality doing a slow transition won’t work. I know!” Yuya snapped his finger smoothly into pointing at Selestia. “You need a heroic or sagely character to lead the people. No need to be actually sagely or hero-king-like. Just the appearance! They should prioritize education for the masses and maybe slowly transition into a democracy over generations. Cliche and idealistic… but should be compatible for Selestia’s style.”\u003c/p\u003e\n\u003cp\u003e“Thank you Yuya!” Seleatia shouted with glee. “This really helps me out a lot.”\u003c/p\u003e\n\u003cp\u003e“Anything to help your Isekai writing journey!” Yuya smiled. Selestia looked at Yuya for a second. Then she smiled.\u003c/p\u003e\n\u003cp\u003e“That’s right!” Selestia nodded. Yuya looked around and saw a brown short haired girl with her head on the table.\u003c/p\u003e\n\u003cp\u003e“Rihoko…” Yuya spoke with concern. “... are you doing alright?” One of her hands raised up and waved off in Yuya’s direction.\u003c/p\u003e\n\u003cp\u003e“Ah… it’s not a big deal.” Rihoko spoke a grumpy lower voice. “My story is also kinda stuck. Cash flow in the… protag’s company… is kinda low. Between the lack of goods, people not having money to buy stuff… even the low tax of 60% doesn’t help.”\u003c/p\u003e\n\u003cp\u003e“That’s quite the low tax.” Curly locks tossed in the air while a fan opened up in front of herself. “Why, the peasants should be grateful for such a kind tax.” Selestia and Yuya’s eyes’ widened. Silence filled the room.\u003c/p\u003e\n\u003cp\u003e“Ahh… you play the part of villainess well Miu!” Yuya laughed as he recovered from the shock. “That’s something you only do if you are deliberately trying to suppress the populace at the cost of money.” Miu paused with a stalled expression of laughter.\u003c/p\u003e\n\u003cp\u003e“Ohohoho… that’s right. You have to have that much money to do that.” Miu’s voice shook a little bit as she hid her mouth behind her fan. “Though I do forget the percentage to maximize tax revenue. What was it again?”\u003c/p\u003e\n\u003cp\u003e“Simplified for the wider audience, 6%-18% depending on what services the government provides. Country ideology and various details notwithstanding… blah blah blah…” Yuya shrugged. Selestia, Miu, and Rihoko stopped and looked at Yuya. “What? That is the taxes we got here.” A moment of silence. Honoka looks around confused.\u003c/p\u003e\n\u003cp\u003e“I’m feeling a little lost.” Honoka spoke up. “Can someone explain why everyone is looking kinda funny?”\u003c/p\u003e\n\u003cp\u003e“Well sometimes you need to decrease taxes to get more taxes.” Yuya laughed. “It sounds weird but here is what happens.” He took a deep breath. Then let the air out of his lungs. “So… if taxes are lower, then people buy more. This means more taxes.” Yuya shrugged. “While usually you should try to get the correct ratios, those amounts should generate a lot more actual revenue than 50%. Your main concern would be trying to make sure inflation stays at a healthy rate.” Everyone else except Honoka nodded.\u003c/p\u003e\n\u003cp\u003e“Wow… never thought about that.” Selestia broke the silence. “I’ll make sure to take note of that.”\u003c/p\u003e\n\u003cp\u003e“Not sure about that Yuya. I…” Rihoko put her hand to her chin. “... probably have to think about that for a bit. My protag isn’t part of the nobility nor royalty.”\u003c/p\u003e\n\u003cp\u003e“Hmm… interesting.” Yuya grinned. “I commonly see the main character already have that power and just straight up implement it. Usually the obstacle is the fallout from other nobles accusing you of “stealing” the people away with low taxes. Now you don’t even have the power to set the taxes.” Yuya took out a pen and started to twirl it in thought. “Hmm… this idea could work if the situation is right.”\u003c/p\u003e\n\u003cp\u003e“What situation would that be?” Rihoko tilted her head.\u003c/p\u003e\n\u003cp\u003e“Having a friend who is a fresh new noble with useless lands might work.” Yuya did his signature fingersnap. The twirling pen now flopped to the table. “Oops! Oh well. If it’s new and kinda like not useful lands by their society’s values our new friend noble might be given an excuse to have to absurdly lower taxes. New noble friend might be set up for failure anyways. Other nobles won’t think they are a threat till it’s too late.”\u003c/p\u003e\n\u003cp\u003e“Ah… but if you had a noble friend they could just give you a special exception on the tax right? Ohoho!” Miu folded up her fan with a flick of her wrist and a crisp sound.\u003c/p\u003e\n\u003cp\u003e“That can work too! Good thinking Miu!” Yuya replied with glee. “Much easier to pull off. Throw in a plot to save a noble’s family member or something and you can ask for that! Not as overpowered as the original plan but far less situational.”\u003c/p\u003e\n\u003cp\u003e“No one can beat me when it comes to writing about Nobles!” Miu opened her fan again.\nDING-DONG! The school-bell rang.\u003c/p\u003e\n\u003cp\u003e“Well that’s the bell! I declare this club meeting to be over! Enjoy your writing! See you tomorrow everyone!” Yuya got up followed by the rest of the members. They started to pack up and leave the room. Selestia walked up to Yuya.\u003c/p\u003e\n\u003cp\u003e“Alright Yuya.” Selestia spoke brightly. “You ready to show me that space game at the net cafe?”\u003c/p\u003e\n,data:{_schema:taleSeries,title:A Day in the Isekai Club,date:2024-09-20T00:00:00.000Z,excerpt:A Day in the Isekai Club,categories:null,primary_image:null,series:Isekai Club,seriesChapter:1},slug:a-day-in-the-isekai-club},lifeArticles:{content:\u003cimg src\/uploads/ekaterina-shevchenko-zltlhekbh04-unsplash.jpg\ alt\Gift box in wrapping paper with ribbon\ title\How are gifts in Games and IRL\ height\442\ width\640\ /\u003e\n\nPhoto by Ekaterina Shevchenko(https://unsplash.com/@shekatherine?utm_contentcreditCopyText\u0026amp;utm_mediumreferral\u0026amp;utm_sourceunsplash) on Unsplash(https://unsplash.com/photos/wrapped-gift-box-ZLTlHeKbh04?utm_contentcreditCopyText\u0026amp;utm_mediumreferral\u0026amp;utm_sourceunsplash)\n\nGiving decent gifts to npcs in games is usually a great way to increase affection. But IRL its not the same. Could it be better in games?\n\n# Gift Mechanics in Games\n\nGive an okay gift to an NPC in a game then you increase their affection. If its a gift that they want, the affection goes up more. Give something they dont like (like a spider maybe) then affection goes down. Simple right?\n\nBut as a gamer, you want to also go for a bigger increase in affection. So you mass \procure\ their favorite item. And then you can marry them day one!\n\nAs a game designer this is not intended. So you put a limit on the amount of gifts you can give per day to 1. Now its impossible to be that creepy and give a thousand cabbages in a single day.\n\nYou can still be creepy (and mostly thoughtless) if you give the same gift everyday even if its their favourite. But they would still love you more. Such is the limitation of current gift giving in a lot of games currently. The games are still fun though.\n\nBut how is it in real life?\n\n# Gift Mechanics IRL\n\nWe are going to assume the most naive interpretation of gift giving in real life. So no cultural traditions, holiday gift giving, financial sketchiness, political maneuvering etc... Each one of those would require a separate article and some I am not going to cover.\n\nWhen giving a gift and its accepted. There isnt an expectation of anything to be returned. There is an outward expectation that the giver and receiver would be on somewhat positive terms afterward.\n\nBut what if you want to be closer faster? Cant use the same \spam gift of their favourite item\ trick you can sometimes use in video games. Even if you are limited to one gift a day, if you give the same gift over and over you get a diminishing effective. Why? Many potential factors really. Supply and demand, Equity Theory, humans brains desiring new stimulus, etc... Lets go over some of them.\n\n## Supply and Demand\n\nThis should be straight forward. If supply is higher than demand then the value goes down. If its the other way then the value goes up. If you bring so much supply of the same gift everyday then the value of your gift naturally goes down in the eyes of the receiver.\n\n## Equity Theory Proposition III \u0026 IV\n\nHas four propositions. Well talk about only Proposition III \u0026 IV. Why? Because it kinda deserves an entire series of articles. This article is getting long and I can farm more content talking about Equity Theory.\n\nHere they are.\n\n\u003e Proposition III: Given societal pressures, people are most comfortable when they perceive that they are getting roughly what they deserve from life and love. If people feel over-benefited, they may experience pity, guilt, and shame. If they feel under-benefited, they may experience anger, sadness, and resentment.\n\u003e\n\u003e Proposition IV: People in inequitable relationships will attempt to reduce their distress through a variety of techniques – by restoring psychological equity, actual equity, or leaving the relationship.\n\u003e\n\u003e Rapson, R. L., \u0026 Hatfield, E. (2012). Equity Theory in Close Relationships. *Handbook of Theories of Social Psychology*, 200–217. https://doi.org/10.4135/9781446249222.n36\n\nInteresting but how does it apply to our gift giving scenario?\n\nAccording to proposition III the receiver of the everyday same gift would feel immensely guilty and shameful. Much distress! Why? Because they would feel over-benefited. But what would they do to fix it? According to proposition IV the receiver would make it equal mentally, actually or just stop interacting with the giver.\n\n## The Classic \But I Gave You so many Gifts!\ Scenario\n\nSo... what happens when the receiver asks the giver to stop? Giver gets confused and maybe angry and resentful as per Proposition III. Receiver experiences severe relationship whiplash from surface-level extreme positive to extreme negative. How this plays out? Many different ways.\n\n# \Roughly\ Equal is Relative... Probably\n\nNow time for personal unverified anecdote theory. Why? Because I am not holding myself to a higher standard and declaring it so. So here we go!\n\nSo what if a middle class person dates a top 1% person? The give and take disparity tolerance is likely different. Usually its around the price of a meal. But how much is a meal for a middle class person compared to a top 1%er? One person would feel okay for a gift from the 1%er but definitely not the other. And now the romantic comedy misunderstanding begins!\n\nJust remember, its all about perception!\n\n\u003caside\u003eEquity Theory is the Reason why Ryou likes Claire at first in Fading Hearts. \u003c/aside\u003e\n\n# So Can Games Do Better?\n\nShort answer: Yes but its more work.\n\nLong answer: Player can still try to maximize value. The game developer has to make a much more but somewhat doable item/gift system.\n\nLets make a quick design for illustration. Every item has a list of tags/needs it satisfies and some sort of amount the item satisfies the need by. Also a perceived monetary value should be added. For each need it also keeps track a method it satisfies them by. Lets make them display, equip, and consume.\n\nThen give each NPC a list of needs, wants, etc. Then when you give a gift it should satisfy a need. The need satisfied should also increase relationship points or something. The need should slowly go back up over time.\n\nNPCs should also track give-and-take (GAT) value gap and also have a GAT tolerance level. NPC should start rejecting gifts if the GAT tolerance level gets exceeded. There would be also be situational GAT tolerance modifiers like emergencies, hunger, etc...\n\nAs the NPC gets the item more often, there would be a supply-and-demand modifier and maybe an over-exposure modifier since the brain wants to experience new things as well.\n\n# So You are Saying its Possible...\n\nYes... very doable. Just a lot more data and testing to see if actually functions as expected. Also may require some sort of time mechanic.\n\nSo enjoy this theoretical gift giving system that you will likely never play! Hooray! Though this could be expanded for a wider economy sim of NPCs. Stay tuned next time! Maybe Ill talk more about Equity Theory!,content_html:\u003cimg src\/uploads/ekaterina-shevchenko-zltlhekbh04-unsplash.jpg\ alt\Gift box in wrapping paper with ribbon\ title\How are gifts in Games and IRL\ height\442\ width\640\ /\u003e\n\u003cp\u003ePhoto by \u003ca href\https://unsplash.com/@shekatherine?utm_contentcreditCopyText\u0026amp;utm_mediumreferral\u0026amp;utm_sourceunsplash\\u003eEkaterina Shevchenko\u003c/a\u003e on \u003ca href\https://unsplash.com/photos/wrapped-gift-box-ZLTlHeKbh04?utm_contentcreditCopyText\u0026amp;utm_mediumreferral\u0026amp;utm_sourceunsplash\\u003eUnsplash\u003c/a\u003e\u003c/p\u003e\n\u003cp\u003eGiving decent gifts to npcs in games is usually a great way to increase affection. But IRL its not the same. Could it be better in games?\u003c/p\u003e\n\u003ch1\u003eGift Mechanics in Games\u003c/h1\u003e\n\u003cp\u003eGive an okay gift to an NPC in a game then you increase their affection. If its a gift that they want, the affection goes up more. Give something they dont like (like a spider maybe) then affection goes down. Simple right?\u003c/p\u003e\n\u003cp\u003eBut as a gamer, you want to also go for a bigger increase in affection. So you mass \u0026quot;procure\u0026quot; their favorite item. And then you can marry them day one!\u003c/p\u003e\n\u003cp\u003eAs a game designer this is not intended. So you put a limit on the amount of gifts you can give per day to 1. Now its impossible to be that creepy and give a thousand cabbages in a single day.\u003c/p\u003e\n\u003cp\u003eYou can still be creepy (and mostly thoughtless) if you give the same gift everyday even if its their favourite. But they would still love you more. Such is the limitation of current gift giving in a lot of games currently. The games are still fun though.\u003c/p\u003e\n\u003cp\u003eBut how is it in real life?\u003c/p\u003e\n\u003ch1\u003eGift Mechanics IRL\u003c/h1\u003e\n\u003cp\u003eWe are going to assume the most naive interpretation of gift giving in real life. So no cultural traditions, holiday gift giving, financial sketchiness, political maneuvering etc... Each one of those would require a separate article and some I am not going to cover.\u003c/p\u003e\n\u003cp\u003eWhen giving a gift and its accepted. There isnt an expectation of anything to be returned. There is an outward expectation that the giver and receiver would be on somewhat positive terms afterward.\u003c/p\u003e\n\u003cp\u003eBut what if you want to be closer faster? Cant use the same \u0026quot;spam gift of their favourite item\u0026quot; trick you can sometimes use in video games. Even if you are limited to one gift a day, if you give the same gift over and over you get a diminishing effective. Why? Many potential factors really. Supply and demand, Equity Theory, humans brains desiring new stimulus, etc... Lets go over some of them.\u003c/p\u003e\n\u003ch2\u003eSupply and Demand\u003c/h2\u003e\n\u003cp\u003eThis should be straight forward. If supply is higher than demand then the value goes down. If its the other way then the value goes up. If you bring so much supply of the same gift everyday then the value of your gift naturally goes down in the eyes of the receiver.\u003c/p\u003e\n\u003ch2\u003eEquity Theory Proposition III \u0026amp; IV\u003c/h2\u003e\n\u003cp\u003eHas four propositions. Well talk about only Proposition III \u0026amp; IV. Why? Because it kinda deserves an entire series of articles. This article is getting long and I can farm more content talking about Equity Theory.\u003c/p\u003e\n\u003cp\u003eHere they are.\u003c/p\u003e\n\u003cblockquote\u003e\n\u003cp\u003eProposition III: Given societal pressures, people are most comfortable when they perceive that they are getting roughly what they deserve from life and love. If people feel over-benefited, they may experience pity, guilt, and shame. If they feel under-benefited, they may experience anger, sadness, and resentment.\u003c/p\u003e\n\u003cp\u003eProposition IV: People in inequitable relationships will attempt to reduce their distress through a variety of techniques – by restoring psychological equity, actual equity, or leaving the relationship.\u003c/p\u003e\n\u003cp\u003eRapson, R. L., \u0026amp; Hatfield, E. (2012). Equity Theory in Close Relationships. \u003cem\u003eHandbook of Theories of Social Psychology\u003c/em\u003e, 200–217. https://doi.org/10.4135/9781446249222.n36\u003c/p\u003e\n\u003c/blockquote\u003e\n\u003cp\u003eInteresting but how does it apply to our gift giving scenario?\u003c/p\u003e\n\u003cp\u003eAccording to proposition III the receiver of the everyday same gift would feel immensely guilty and shameful. Much distress! Why? Because they would feel over-benefited. But what would they do to fix it? According to proposition IV the receiver would make it equal mentally, actually or just stop interacting with the giver.\u003c/p\u003e\n\u003ch2\u003eThe Classic \u0026quot;But I Gave You so many Gifts!\u0026quot; Scenario\u003c/h2\u003e\n\u003cp\u003eSo... what happens when the receiver asks the giver to stop? Giver gets confused and maybe angry and resentful as per Proposition III. Receiver experiences severe relationship whiplash from surface-level extreme positive to extreme negative. How this plays out? Many different ways.\u003c/p\u003e\n\u003ch1\u003e\u0026quot;Roughly\u0026quot; Equal is Relative... Probably\u003c/h1\u003e\n\u003cp\u003eNow time for personal unverified anecdote theory. Why? Because I am not holding myself to a higher standard and declaring it so. So here we go!\u003c/p\u003e\n\u003cp\u003eSo what if a middle class person dates a top 1% person? The give and take disparity tolerance is likely different. Usually its around the price of a meal. But how much is a meal for a middle class person compared to a top 1%er? One person would feel okay for a gift from the 1%er but definitely not the other. And now the romantic comedy misunderstanding begins!\u003c/p\u003e\n\u003cp\u003eJust remember, its all about perception!\u003c/p\u003e\n\u003caside\u003eEquity Theory is the Reason why Ryou likes Claire at first in Fading Hearts. \u003c/aside\u003e\n\u003ch1\u003eSo Can Games Do Better?\u003c/h1\u003e\n\u003cp\u003eShort answer: Yes but its more work.\u003c/p\u003e\n\u003cp\u003eLong answer: Player can still try to maximize value. The game developer has to make a much more but somewhat doable item/gift system.\u003c/p\u003e\n\u003cp\u003eLets make a quick design for illustration. Every item has a list of tags/needs it satisfies and some sort of amount the item satisfies the need by. Also a perceived monetary value should be added. For each need it also keeps track a method it satisfies them by. Lets make them display, equip, and consume.\u003c/p\u003e\n\u003cp\u003eThen give each NPC a list of needs, wants, etc. Then when you give a gift it should satisfy a need. The need satisfied should also increase relationship points or something. The need should slowly go back up over time.\u003c/p\u003e\n\u003cp\u003eNPCs should also track give-and-take (GAT) value gap and also have a GAT tolerance level. NPC should start rejecting gifts if the GAT tolerance level gets exceeded. There would be also be situational GAT tolerance modifiers like emergencies, hunger, etc...\u003c/p\u003e\n\u003cp\u003eAs the NPC gets the item more often, there would be a supply-and-demand modifier and maybe an over-exposure modifier since the brain wants to experience new things as well.\u003c/p\u003e\n\u003ch1\u003eSo You are Saying its Possible...\u003c/h1\u003e\n\u003cp\u003eYes... very doable. Just a lot more data and testing to see if actually functions as expected. Also may require some sort of time mechanic.\u003c/p\u003e\n\u003cp\u003eSo enjoy this theoretical gift giving system that you will likely never play! Hooray! Though this could be expanded for a wider economy sim of NPCs. Stay tuned next time! Maybe Ill talk more about Equity Theory!\u003c/p\u003e\n,data:{_schema:default,title:Giving Gifts in Games and IRL,date:2024-10-06T04:00:00.000Z,excerpt:Giving decent gifts to npcs in games is usually a great way to increase affection. But IRL its not the same. Could it be better in games?,categories:null,primary_image:/uploads/ekaterina-shevchenko-zltlhekbh04-unsplash.jpg,primary_image_alt:Gift box in wrapping paper with ribbon,primary_image_credit:Photo by \u003ca href\https://unsplash.com/@shekatherine?utm_contentcreditCopyText\u0026utm_mediumreferral\u0026utm_sourceunsplash\\u003eEkaterina Shevchenko\u003c/a\u003e on \u003ca href\https://unsplash.com/photos/wrapped-gift-box-ZLTlHeKbh04?utm_contentcreditCopyText\u0026utm_mediumreferral\u0026utm_sourceunsplash\\u003eUnsplash\u003c/a\u003e },slug:giving-gifts-in-games-and-irl},{content:\n\u003cimg src\/uploads/Attraction-by-Exposure.png\ style\width: fit-content; max-height: 30vh;\ /\u003e\n\nOne of the most common ways to \get the love interest\ in Visual Novels is simple. Get all of their events. But is that true for real life?\n\nBut first lets explore exposure as a video game mechanic.\n\n# Exposure as a Dating Sim Game Mechanic\n\nThe most basic mechanic for Visual Novels and Dating Sims is very simple.\nYou trigger as many events as you can with the desired love interest.\nThen you increase your affection rating somehow as a result. Sometimes\nyou may need to make a few correct choices. However at least this put\nyou on their \path\.\n\nAs an aside understanding this strategy was key in funneling players to get the\n\worst ending\ in Fading Hearts accidentally. They would try this strategy\non one of the love interests, make choices that are extremely tempting yet\nwrong, then get the worst but most deeply cathartic ending. The numbers and timing was tuned so that this would consistently happen if they followed that\nstrategy.\n\nThen they would have a huge desire to discover how this worst ending occurred. And when they did they discovered the method would understand the meaning behind it.\n\nBut more on that some other time.\n\n# Mere Exposure IRL\n\nHow does this work in real life? Almost the same actually. It really helps\nyou get in the door and talking with a person you are interested in. Foot in\nthe door. Just like in the video games.\n\nHowever if you have consistent negative interactions all the\ntime without some sort of random reward schedule it wont work further.\nAnd lets be honest... having all positive interactions all the time\nsometimes feel unnatural. So there really needs to be decent follow up.\n\nMarketing tends to \Mere Exposure\ this a lot with spamming advertisements at a basic level.\n\n# Fiction Mimicks Reality\n\nSo this basic dating-sim mechanic of exposure is very similiar to how it functions\nin real life. From what it can do and its limitations.\n\nNext time well get into how a dating game mechanic doesnt quite match up\nto how it goes in real life.\n\nDisclaimer: This article is absolutely written to (likely ineffectively)\nconvince you buy our games while you gain knowledge. Enjoy the content!\n,content_html:\u003cimg src\/uploads/Attraction-by-Exposure.png\ style\width: fit-content; max-height: 30vh;\ /\u003e\n\u003cp\u003eOne of the most common ways to \u0026quot;get the love interest\u0026quot; in Visual Novels is simple. Get all of their events. But is that true for real life?\u003c/p\u003e\n\u003cp\u003eBut first lets explore exposure as a video game mechanic.\u003c/p\u003e\n\u003ch1\u003eExposure as a Dating Sim Game Mechanic\u003c/h1\u003e\n\u003cp\u003eThe most basic mechanic for Visual Novels and Dating Sims is very simple.\nYou trigger as many events as you can with the desired love interest.\nThen you increase your affection rating somehow as a result. Sometimes\nyou may need to make a few correct choices. However at least this put\nyou on their \u0026quot;path\u0026quot;.\u003c/p\u003e\n\u003cp\u003eAs an aside understanding this strategy was key in funneling players to get the\n\u0026quot;worst ending\u0026quot; in Fading Hearts accidentally. They would try this strategy\non one of the love interests, make choices that are extremely tempting yet\nwrong, then get the worst but most deeply cathartic ending. The numbers and timing was tuned so that this would consistently happen if they followed that\nstrategy.\u003c/p\u003e\n\u003cp\u003eThen they would have a huge desire to discover how this worst ending occurred. And when they did they discovered the method would understand the meaning behind it.\u003c/p\u003e\n\u003cp\u003eBut more on that some other time.\u003c/p\u003e\n\u003ch1\u003eMere Exposure IRL\u003c/h1\u003e\n\u003cp\u003eHow does this work in real life? Almost the same actually. It really helps\nyou get in the door and talking with a person you are interested in. Foot in\nthe door. Just like in the video games.\u003c/p\u003e\n\u003cp\u003eHowever if you have consistent negative interactions all the\ntime without some sort of random reward schedule it wont work further.\nAnd lets be honest... having all positive interactions all the time\nsometimes feel unnatural. So there really needs to be decent follow up.\u003c/p\u003e\n\u003cp\u003eMarketing tends to \u0026quot;Mere Exposure\u0026quot; this a lot with spamming advertisements at a basic level.\u003c/p\u003e\n\u003ch1\u003eFiction Mimicks Reality\u003c/h1\u003e\n\u003cp\u003eSo this basic dating-sim mechanic of exposure is very similiar to how it functions\nin real life. From what it can do and its limitations.\u003c/p\u003e\n\u003cp\u003eNext time well get into how a dating game mechanic doesnt quite match up\nto how it goes in real life.\u003c/p\u003e\n\u003cp\u003eDisclaimer: This article is absolutely written to (likely ineffectively)\nconvince you buy our games while you gain knowledge. Enjoy the content!\u003c/p\u003e\n,data:{_schema:default,title:Exposure as Attraction,date:2024-09-29T00:00:00.000Z,excerpt:One of the most common ways to \get the love interest\ in Visual Novels is simple. Get all of their events. But is that true for real life?,categories:Life for Gamers,primary_image:/uploads/Attraction-by-Exposure.png,primary_image_alt:Hourglass Symbol + Cycle Symbol equal Heart symbol Question Mark},slug:exposure-as-attraction},data:{content:,content_html:,data:{title:Sakura River Interactive,heading:Sakura River Interactive,subtitle:Get yer Anime-themed games!,excerpt:A Canadian Video Game company making anime-themed games. Browse our games, blogs, and other things!,date:2022-07-22T00:00:00.000Z},slug:_data}},__N_SSG:true},page:/,query:{},buildId:jfJLr8TDYM2LH73RKRrdE,isFallback:false,gsp:true,scriptLoader:}/script>/body>/html>
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