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How crucial is a waifu game storyline?
Horror story for a game - how to create dread?how to write a sports game scene?video game equivalent of an editor?How do you do “beta reading” for a game before the game is ready?Repetition of information in my multi-path / multi-play-through game - how to deal with it?Should I avoid sex scenes / nudity in my horror game (or in general)?What kind of writing style works for a game?License for incorporating game-play and characters of a video-game in a novel?Write an unnerving, yet likable, character (video game)Ways to develop characters in a fast paced video game
So, with the recent craze in waifu games, I've decided to try my hand at making one. I have a semi-intricate plot with twists, and some events planned with their own snippet of story. Problem is, I have no idea if it's even necessary. I mean, a lot of people are going to be in it for the waifus, and not at all for the story. So, should I even bother?
Background: a waifu game is a game where the main point is to collect fighters or characters, typically sexy anime girls. Examples are Azur Lane, Girl's Frontline, and Valkyrie Crusade.
plot romance videogame
|
show 3 more comments
So, with the recent craze in waifu games, I've decided to try my hand at making one. I have a semi-intricate plot with twists, and some events planned with their own snippet of story. Problem is, I have no idea if it's even necessary. I mean, a lot of people are going to be in it for the waifus, and not at all for the story. So, should I even bother?
Background: a waifu game is a game where the main point is to collect fighters or characters, typically sexy anime girls. Examples are Azur Lane, Girl's Frontline, and Valkyrie Crusade.
plot romance videogame
2
@Galastel It's a re-anglicisisation of the Japanese rendition of the English word 'Wife'. It's generally used to refer to fictional characters that one is romantically attracted to. A 'waifu game' is more officially known as a Dating Simulator or a Romance Visual Novel.
– Matthew Dave
8 hours ago
1
I think what the OP is referring to is a gacha game. I'm not sure how precise the linguistics or lexicography in question is.
– ShapeOfMatter
8 hours ago
1
A monad is a monoid in the category of endofunctors :)
– ShapeOfMatter
8 hours ago
7
This isn't a writing question, just low-hanging fruit. If you asked whether a (fill in the blank) should have a story, writers will say "YES! it is always better with a story." No exceptions.
– wetcircuit
7 hours ago
3
Fully agree with @wetcircuit. In that way, the question even seems off-topic and would fit better into some SE network about video game design. A better fitting question would be something about finding the right structure or emotional level for your waifu story, for example.
– Spectrosaurus
7 hours ago
|
show 3 more comments
So, with the recent craze in waifu games, I've decided to try my hand at making one. I have a semi-intricate plot with twists, and some events planned with their own snippet of story. Problem is, I have no idea if it's even necessary. I mean, a lot of people are going to be in it for the waifus, and not at all for the story. So, should I even bother?
Background: a waifu game is a game where the main point is to collect fighters or characters, typically sexy anime girls. Examples are Azur Lane, Girl's Frontline, and Valkyrie Crusade.
plot romance videogame
So, with the recent craze in waifu games, I've decided to try my hand at making one. I have a semi-intricate plot with twists, and some events planned with their own snippet of story. Problem is, I have no idea if it's even necessary. I mean, a lot of people are going to be in it for the waifus, and not at all for the story. So, should I even bother?
Background: a waifu game is a game where the main point is to collect fighters or characters, typically sexy anime girls. Examples are Azur Lane, Girl's Frontline, and Valkyrie Crusade.
plot romance videogame
plot romance videogame
edited 8 hours ago
Kale Slade
asked 8 hours ago
Kale SladeKale Slade
1,219430
1,219430
2
@Galastel It's a re-anglicisisation of the Japanese rendition of the English word 'Wife'. It's generally used to refer to fictional characters that one is romantically attracted to. A 'waifu game' is more officially known as a Dating Simulator or a Romance Visual Novel.
– Matthew Dave
8 hours ago
1
I think what the OP is referring to is a gacha game. I'm not sure how precise the linguistics or lexicography in question is.
– ShapeOfMatter
8 hours ago
1
A monad is a monoid in the category of endofunctors :)
– ShapeOfMatter
8 hours ago
7
This isn't a writing question, just low-hanging fruit. If you asked whether a (fill in the blank) should have a story, writers will say "YES! it is always better with a story." No exceptions.
– wetcircuit
7 hours ago
3
Fully agree with @wetcircuit. In that way, the question even seems off-topic and would fit better into some SE network about video game design. A better fitting question would be something about finding the right structure or emotional level for your waifu story, for example.
– Spectrosaurus
7 hours ago
|
show 3 more comments
2
@Galastel It's a re-anglicisisation of the Japanese rendition of the English word 'Wife'. It's generally used to refer to fictional characters that one is romantically attracted to. A 'waifu game' is more officially known as a Dating Simulator or a Romance Visual Novel.
– Matthew Dave
8 hours ago
1
I think what the OP is referring to is a gacha game. I'm not sure how precise the linguistics or lexicography in question is.
– ShapeOfMatter
8 hours ago
1
A monad is a monoid in the category of endofunctors :)
– ShapeOfMatter
8 hours ago
7
This isn't a writing question, just low-hanging fruit. If you asked whether a (fill in the blank) should have a story, writers will say "YES! it is always better with a story." No exceptions.
– wetcircuit
7 hours ago
3
Fully agree with @wetcircuit. In that way, the question even seems off-topic and would fit better into some SE network about video game design. A better fitting question would be something about finding the right structure or emotional level for your waifu story, for example.
– Spectrosaurus
7 hours ago
2
2
@Galastel It's a re-anglicisisation of the Japanese rendition of the English word 'Wife'. It's generally used to refer to fictional characters that one is romantically attracted to. A 'waifu game' is more officially known as a Dating Simulator or a Romance Visual Novel.
– Matthew Dave
8 hours ago
@Galastel It's a re-anglicisisation of the Japanese rendition of the English word 'Wife'. It's generally used to refer to fictional characters that one is romantically attracted to. A 'waifu game' is more officially known as a Dating Simulator or a Romance Visual Novel.
– Matthew Dave
8 hours ago
1
1
I think what the OP is referring to is a gacha game. I'm not sure how precise the linguistics or lexicography in question is.
– ShapeOfMatter
8 hours ago
I think what the OP is referring to is a gacha game. I'm not sure how precise the linguistics or lexicography in question is.
– ShapeOfMatter
8 hours ago
1
1
A monad is a monoid in the category of endofunctors :)
– ShapeOfMatter
8 hours ago
A monad is a monoid in the category of endofunctors :)
– ShapeOfMatter
8 hours ago
7
7
This isn't a writing question, just low-hanging fruit. If you asked whether a (fill in the blank) should have a story, writers will say "YES! it is always better with a story." No exceptions.
– wetcircuit
7 hours ago
This isn't a writing question, just low-hanging fruit. If you asked whether a (fill in the blank) should have a story, writers will say "YES! it is always better with a story." No exceptions.
– wetcircuit
7 hours ago
3
3
Fully agree with @wetcircuit. In that way, the question even seems off-topic and would fit better into some SE network about video game design. A better fitting question would be something about finding the right structure or emotional level for your waifu story, for example.
– Spectrosaurus
7 hours ago
Fully agree with @wetcircuit. In that way, the question even seems off-topic and would fit better into some SE network about video game design. A better fitting question would be something about finding the right structure or emotional level for your waifu story, for example.
– Spectrosaurus
7 hours ago
|
show 3 more comments
4 Answers
4
active
oldest
votes
Yes you should bother.
If you have a good story to tell, then it will almost certainly make your game better.
On the flip-side, how bad could your proposed plots and backstory be that your finished game would be worse than a game which didn't bother with plot because it assumes people only want to see (soft-core) pornography.
If your story is good, more people are going to play the game at least partly because of the story than will play it solely for the character art.
If your mechanics and UX are good, more people are going to play the game at least partly because of the "game" aspects than will play it solely for the character art.
add a comment |
There are plenty of genres that exist solely for a particular purpose or to deliver a type of scene.
- Pornography (no comment).
- Slasher (mostly films, all about gory ends to stupid or unfortunate people).
- Romance (two people get together, often against all odds. Characterization matters in this genre, but not plot).
- Action (fight! fight! fight!)
- Some children's books (I'd say see the Rainbow Magic series but I wouldn't wish it on anyone...if you have a child into it, you'll already be familiar with the single plot in every book)
In each genre of this type, badly written books (or movies or comics) sell. Works with no plot at all, confusing sequences, cardboard characters, even stories that break the laws of physics (yet aren't SF) or have zero logic.
And works that are so-so written will also sell. If you grab the reader/audience in a certain way. Or if you're backed by a publisher/producer with great marketing. Or you get lucky.
Honestly though, poorly done material usually doesn't do well. Some things take off like hotcakes, but they're the exception. I keep thinking of the awful (horrible writing!) 50 Shades of Gray, which was a blockbuster novel and is becoming a movie. But I can't think of another one. Except for outright porn (where the actors matter more than the story), works without good writing are generally ignored.
I'm not familiar with gacha or waifu, so I don't know what the market is like. You may do better getting something (anything) out there while the market is hot and there isn't much competition (if that's the case). In general though, a thoughtfully composed work is going to do better than one slapped together.
If you choose to write a real story you can attract viewers (players?) in two basic ways.
- Bring in more viewers who enjoy the genre but also care about quality. Let yours be the one they talk about. The one they tell their friends to try.
- Bring in viewers who have so far been turned off from waifu. An obvious audience here is women/girls. If the genre is about "collecting" sexy female characters, that's not going to attract most women (even gay women are generally annoyed by that premise). If your version has a real plot, characterization, and an interesting story beyond treating characters like Pokemon cards, you'll attract viewers (not just women) who like videogames and anime but so far haven't found much to bring them into waifu.
add a comment |
If what people are primarily looking for in X is Y, then you had better make Y excellent. If you don't have great Y, then mediocre Y + a great story isn't going to cut it.
But if everyone (including you) has great Y, then ALSO having a great story is what is going to make your work stand out from the pack. It's the attention to the optional details that makes the casual consumer into a passionate fan.
add a comment |
How crucial is a storyline in a Waifu game? It depends. (a lot of my answers start like that)
I've played 'waifu' games with absolutely no storyline, but knock-out backstories for the characters you can romance. I loved them.
I've played 'waifu' games with expansive storylines that made me want to burn my computer and bleach my brain.
So let's try to be a bit more specific. (Yes, I've played enough of these games to get specific).
If you mean like a dating sim type, where you have to 'level up' certain character traits (these are typically 'strength', 'intelligence', and 'charisma', or some variation of them). These are the games where you typically have 3 choices, and each has a preference for the 'trait' you need to level up to romance them. They'll usually be in some kind of bar or club or something to that effect.
These are the kinds of games where you need to learn what a 'sweatdrop' means she needs on a date, and you need to remember awkward details. Some of it is realistic, like her birthday and what day she's free (in numbers, because they can't be bothered to code text recognition).
Story lines in these kinds of games are...well, kinda not the point. It's about 'doing' stuff, about 'levelling up' as a character. It's recognizing certain things and acting upon it.
Now, if you get more into...light novel type games, where you only click the text to progress the story? Then the storyline is the whole point. Skimp on the story, and you shoot yourself in the foot. But make no mistake, I've played games like this without a storyline... Please don't.
These games are more typified by the branching progression system. Where you can play through the game a dozen times and each time get a different ending, or end up with a different girl. In some games, I've ended up with more than one (and sometimes they play that off as kind of awkward afterwards).
Right, but then you have the 'mod' type games. Where you have a pre-existing game (The Elder Scrolls 5 Skyrim, for example) and you make a small 'update' of sorts, so people who already have/play the game, can add your mod and get extra content.
In these types of situations, it really depends. In some cases, adding a storyline is kind of pointless. Sometimes it's just about updating possibilities, like having kids (the old fashion way) or just being able to see the scene playing out. Sometimes it's adding a 'prostitution option' to dialogue.
In above cases, the game play is your storyline. Adding 'story' isn't always needed, sometimes it's just about adding options to choose from. So, it isn't about what's said, per se, but just that the NPCs (non-player characters) can do things they couldn't before, and those actions are the story added. But, in this case, you have the pre-existing game they can otherwise do, if the mod content is boring.
This, therefore, holds less important than a stand-alone game where the game itself is what draws in the players.
EDIT
I just thought of a comparison that might make my point a bit clearer (yes, I ramble, yes I am aware of it). Let's look at Pokemon Red/Blue versus Pokemon Sun/Moon.
In both games your goal is to collect all Pokemon, and to beat the Pokemon League, right? Well, in Red/Blue, you'd be right. In Sun/Moon, you're just scratching the surface.
In Sun/Moon, you can also play with your Pokemon more directly. Give them treats, rub their heads, build islands for them, offer them more items...there's just so much more you can do.
These features don't add 'storyline', but it makes the game more immersive, and makes you want to keep playing, because you can 'do other stuff' other than just battle.
You see what I'm saying? If you apply that to any game, you give your player more reason to keep playing, because they have more functionality to keep them coming back. Without adding storyline.
Games don't 'need' a storyline to be great. Just look at Minecraft (the original, not the last updates where suddenly there's 'things'. Sometimes people just want stupid fun, where they can unplug and just do a thing to unwind.
Same goes for 'waifu' type games/content. Sometimes they want meaningful interactions (typically women, but not always/only), sometimes they just want fanservice (and yes, you know what I mean by that).
It depends. Who's your core market/audience? What do they want? Do you want to put in both 'story' and 'fanservice'?
Never doubt that women like these games too ^_^ Just saying.
– Fayth85
2 hours ago
add a comment |
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4 Answers
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4 Answers
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Yes you should bother.
If you have a good story to tell, then it will almost certainly make your game better.
On the flip-side, how bad could your proposed plots and backstory be that your finished game would be worse than a game which didn't bother with plot because it assumes people only want to see (soft-core) pornography.
If your story is good, more people are going to play the game at least partly because of the story than will play it solely for the character art.
If your mechanics and UX are good, more people are going to play the game at least partly because of the "game" aspects than will play it solely for the character art.
add a comment |
Yes you should bother.
If you have a good story to tell, then it will almost certainly make your game better.
On the flip-side, how bad could your proposed plots and backstory be that your finished game would be worse than a game which didn't bother with plot because it assumes people only want to see (soft-core) pornography.
If your story is good, more people are going to play the game at least partly because of the story than will play it solely for the character art.
If your mechanics and UX are good, more people are going to play the game at least partly because of the "game" aspects than will play it solely for the character art.
add a comment |
Yes you should bother.
If you have a good story to tell, then it will almost certainly make your game better.
On the flip-side, how bad could your proposed plots and backstory be that your finished game would be worse than a game which didn't bother with plot because it assumes people only want to see (soft-core) pornography.
If your story is good, more people are going to play the game at least partly because of the story than will play it solely for the character art.
If your mechanics and UX are good, more people are going to play the game at least partly because of the "game" aspects than will play it solely for the character art.
Yes you should bother.
If you have a good story to tell, then it will almost certainly make your game better.
On the flip-side, how bad could your proposed plots and backstory be that your finished game would be worse than a game which didn't bother with plot because it assumes people only want to see (soft-core) pornography.
If your story is good, more people are going to play the game at least partly because of the story than will play it solely for the character art.
If your mechanics and UX are good, more people are going to play the game at least partly because of the "game" aspects than will play it solely for the character art.
answered 8 hours ago
ShapeOfMatterShapeOfMatter
2914
2914
add a comment |
add a comment |
There are plenty of genres that exist solely for a particular purpose or to deliver a type of scene.
- Pornography (no comment).
- Slasher (mostly films, all about gory ends to stupid or unfortunate people).
- Romance (two people get together, often against all odds. Characterization matters in this genre, but not plot).
- Action (fight! fight! fight!)
- Some children's books (I'd say see the Rainbow Magic series but I wouldn't wish it on anyone...if you have a child into it, you'll already be familiar with the single plot in every book)
In each genre of this type, badly written books (or movies or comics) sell. Works with no plot at all, confusing sequences, cardboard characters, even stories that break the laws of physics (yet aren't SF) or have zero logic.
And works that are so-so written will also sell. If you grab the reader/audience in a certain way. Or if you're backed by a publisher/producer with great marketing. Or you get lucky.
Honestly though, poorly done material usually doesn't do well. Some things take off like hotcakes, but they're the exception. I keep thinking of the awful (horrible writing!) 50 Shades of Gray, which was a blockbuster novel and is becoming a movie. But I can't think of another one. Except for outright porn (where the actors matter more than the story), works without good writing are generally ignored.
I'm not familiar with gacha or waifu, so I don't know what the market is like. You may do better getting something (anything) out there while the market is hot and there isn't much competition (if that's the case). In general though, a thoughtfully composed work is going to do better than one slapped together.
If you choose to write a real story you can attract viewers (players?) in two basic ways.
- Bring in more viewers who enjoy the genre but also care about quality. Let yours be the one they talk about. The one they tell their friends to try.
- Bring in viewers who have so far been turned off from waifu. An obvious audience here is women/girls. If the genre is about "collecting" sexy female characters, that's not going to attract most women (even gay women are generally annoyed by that premise). If your version has a real plot, characterization, and an interesting story beyond treating characters like Pokemon cards, you'll attract viewers (not just women) who like videogames and anime but so far haven't found much to bring them into waifu.
add a comment |
There are plenty of genres that exist solely for a particular purpose or to deliver a type of scene.
- Pornography (no comment).
- Slasher (mostly films, all about gory ends to stupid or unfortunate people).
- Romance (two people get together, often against all odds. Characterization matters in this genre, but not plot).
- Action (fight! fight! fight!)
- Some children's books (I'd say see the Rainbow Magic series but I wouldn't wish it on anyone...if you have a child into it, you'll already be familiar with the single plot in every book)
In each genre of this type, badly written books (or movies or comics) sell. Works with no plot at all, confusing sequences, cardboard characters, even stories that break the laws of physics (yet aren't SF) or have zero logic.
And works that are so-so written will also sell. If you grab the reader/audience in a certain way. Or if you're backed by a publisher/producer with great marketing. Or you get lucky.
Honestly though, poorly done material usually doesn't do well. Some things take off like hotcakes, but they're the exception. I keep thinking of the awful (horrible writing!) 50 Shades of Gray, which was a blockbuster novel and is becoming a movie. But I can't think of another one. Except for outright porn (where the actors matter more than the story), works without good writing are generally ignored.
I'm not familiar with gacha or waifu, so I don't know what the market is like. You may do better getting something (anything) out there while the market is hot and there isn't much competition (if that's the case). In general though, a thoughtfully composed work is going to do better than one slapped together.
If you choose to write a real story you can attract viewers (players?) in two basic ways.
- Bring in more viewers who enjoy the genre but also care about quality. Let yours be the one they talk about. The one they tell their friends to try.
- Bring in viewers who have so far been turned off from waifu. An obvious audience here is women/girls. If the genre is about "collecting" sexy female characters, that's not going to attract most women (even gay women are generally annoyed by that premise). If your version has a real plot, characterization, and an interesting story beyond treating characters like Pokemon cards, you'll attract viewers (not just women) who like videogames and anime but so far haven't found much to bring them into waifu.
add a comment |
There are plenty of genres that exist solely for a particular purpose or to deliver a type of scene.
- Pornography (no comment).
- Slasher (mostly films, all about gory ends to stupid or unfortunate people).
- Romance (two people get together, often against all odds. Characterization matters in this genre, but not plot).
- Action (fight! fight! fight!)
- Some children's books (I'd say see the Rainbow Magic series but I wouldn't wish it on anyone...if you have a child into it, you'll already be familiar with the single plot in every book)
In each genre of this type, badly written books (or movies or comics) sell. Works with no plot at all, confusing sequences, cardboard characters, even stories that break the laws of physics (yet aren't SF) or have zero logic.
And works that are so-so written will also sell. If you grab the reader/audience in a certain way. Or if you're backed by a publisher/producer with great marketing. Or you get lucky.
Honestly though, poorly done material usually doesn't do well. Some things take off like hotcakes, but they're the exception. I keep thinking of the awful (horrible writing!) 50 Shades of Gray, which was a blockbuster novel and is becoming a movie. But I can't think of another one. Except for outright porn (where the actors matter more than the story), works without good writing are generally ignored.
I'm not familiar with gacha or waifu, so I don't know what the market is like. You may do better getting something (anything) out there while the market is hot and there isn't much competition (if that's the case). In general though, a thoughtfully composed work is going to do better than one slapped together.
If you choose to write a real story you can attract viewers (players?) in two basic ways.
- Bring in more viewers who enjoy the genre but also care about quality. Let yours be the one they talk about. The one they tell their friends to try.
- Bring in viewers who have so far been turned off from waifu. An obvious audience here is women/girls. If the genre is about "collecting" sexy female characters, that's not going to attract most women (even gay women are generally annoyed by that premise). If your version has a real plot, characterization, and an interesting story beyond treating characters like Pokemon cards, you'll attract viewers (not just women) who like videogames and anime but so far haven't found much to bring them into waifu.
There are plenty of genres that exist solely for a particular purpose or to deliver a type of scene.
- Pornography (no comment).
- Slasher (mostly films, all about gory ends to stupid or unfortunate people).
- Romance (two people get together, often against all odds. Characterization matters in this genre, but not plot).
- Action (fight! fight! fight!)
- Some children's books (I'd say see the Rainbow Magic series but I wouldn't wish it on anyone...if you have a child into it, you'll already be familiar with the single plot in every book)
In each genre of this type, badly written books (or movies or comics) sell. Works with no plot at all, confusing sequences, cardboard characters, even stories that break the laws of physics (yet aren't SF) or have zero logic.
And works that are so-so written will also sell. If you grab the reader/audience in a certain way. Or if you're backed by a publisher/producer with great marketing. Or you get lucky.
Honestly though, poorly done material usually doesn't do well. Some things take off like hotcakes, but they're the exception. I keep thinking of the awful (horrible writing!) 50 Shades of Gray, which was a blockbuster novel and is becoming a movie. But I can't think of another one. Except for outright porn (where the actors matter more than the story), works without good writing are generally ignored.
I'm not familiar with gacha or waifu, so I don't know what the market is like. You may do better getting something (anything) out there while the market is hot and there isn't much competition (if that's the case). In general though, a thoughtfully composed work is going to do better than one slapped together.
If you choose to write a real story you can attract viewers (players?) in two basic ways.
- Bring in more viewers who enjoy the genre but also care about quality. Let yours be the one they talk about. The one they tell their friends to try.
- Bring in viewers who have so far been turned off from waifu. An obvious audience here is women/girls. If the genre is about "collecting" sexy female characters, that's not going to attract most women (even gay women are generally annoyed by that premise). If your version has a real plot, characterization, and an interesting story beyond treating characters like Pokemon cards, you'll attract viewers (not just women) who like videogames and anime but so far haven't found much to bring them into waifu.
answered 8 hours ago
CynCyn
22.9k150107
22.9k150107
add a comment |
add a comment |
If what people are primarily looking for in X is Y, then you had better make Y excellent. If you don't have great Y, then mediocre Y + a great story isn't going to cut it.
But if everyone (including you) has great Y, then ALSO having a great story is what is going to make your work stand out from the pack. It's the attention to the optional details that makes the casual consumer into a passionate fan.
add a comment |
If what people are primarily looking for in X is Y, then you had better make Y excellent. If you don't have great Y, then mediocre Y + a great story isn't going to cut it.
But if everyone (including you) has great Y, then ALSO having a great story is what is going to make your work stand out from the pack. It's the attention to the optional details that makes the casual consumer into a passionate fan.
add a comment |
If what people are primarily looking for in X is Y, then you had better make Y excellent. If you don't have great Y, then mediocre Y + a great story isn't going to cut it.
But if everyone (including you) has great Y, then ALSO having a great story is what is going to make your work stand out from the pack. It's the attention to the optional details that makes the casual consumer into a passionate fan.
If what people are primarily looking for in X is Y, then you had better make Y excellent. If you don't have great Y, then mediocre Y + a great story isn't going to cut it.
But if everyone (including you) has great Y, then ALSO having a great story is what is going to make your work stand out from the pack. It's the attention to the optional details that makes the casual consumer into a passionate fan.
answered 5 hours ago
Chris SunamiChris Sunami
35.4k344130
35.4k344130
add a comment |
add a comment |
How crucial is a storyline in a Waifu game? It depends. (a lot of my answers start like that)
I've played 'waifu' games with absolutely no storyline, but knock-out backstories for the characters you can romance. I loved them.
I've played 'waifu' games with expansive storylines that made me want to burn my computer and bleach my brain.
So let's try to be a bit more specific. (Yes, I've played enough of these games to get specific).
If you mean like a dating sim type, where you have to 'level up' certain character traits (these are typically 'strength', 'intelligence', and 'charisma', or some variation of them). These are the games where you typically have 3 choices, and each has a preference for the 'trait' you need to level up to romance them. They'll usually be in some kind of bar or club or something to that effect.
These are the kinds of games where you need to learn what a 'sweatdrop' means she needs on a date, and you need to remember awkward details. Some of it is realistic, like her birthday and what day she's free (in numbers, because they can't be bothered to code text recognition).
Story lines in these kinds of games are...well, kinda not the point. It's about 'doing' stuff, about 'levelling up' as a character. It's recognizing certain things and acting upon it.
Now, if you get more into...light novel type games, where you only click the text to progress the story? Then the storyline is the whole point. Skimp on the story, and you shoot yourself in the foot. But make no mistake, I've played games like this without a storyline... Please don't.
These games are more typified by the branching progression system. Where you can play through the game a dozen times and each time get a different ending, or end up with a different girl. In some games, I've ended up with more than one (and sometimes they play that off as kind of awkward afterwards).
Right, but then you have the 'mod' type games. Where you have a pre-existing game (The Elder Scrolls 5 Skyrim, for example) and you make a small 'update' of sorts, so people who already have/play the game, can add your mod and get extra content.
In these types of situations, it really depends. In some cases, adding a storyline is kind of pointless. Sometimes it's just about updating possibilities, like having kids (the old fashion way) or just being able to see the scene playing out. Sometimes it's adding a 'prostitution option' to dialogue.
In above cases, the game play is your storyline. Adding 'story' isn't always needed, sometimes it's just about adding options to choose from. So, it isn't about what's said, per se, but just that the NPCs (non-player characters) can do things they couldn't before, and those actions are the story added. But, in this case, you have the pre-existing game they can otherwise do, if the mod content is boring.
This, therefore, holds less important than a stand-alone game where the game itself is what draws in the players.
EDIT
I just thought of a comparison that might make my point a bit clearer (yes, I ramble, yes I am aware of it). Let's look at Pokemon Red/Blue versus Pokemon Sun/Moon.
In both games your goal is to collect all Pokemon, and to beat the Pokemon League, right? Well, in Red/Blue, you'd be right. In Sun/Moon, you're just scratching the surface.
In Sun/Moon, you can also play with your Pokemon more directly. Give them treats, rub their heads, build islands for them, offer them more items...there's just so much more you can do.
These features don't add 'storyline', but it makes the game more immersive, and makes you want to keep playing, because you can 'do other stuff' other than just battle.
You see what I'm saying? If you apply that to any game, you give your player more reason to keep playing, because they have more functionality to keep them coming back. Without adding storyline.
Games don't 'need' a storyline to be great. Just look at Minecraft (the original, not the last updates where suddenly there's 'things'. Sometimes people just want stupid fun, where they can unplug and just do a thing to unwind.
Same goes for 'waifu' type games/content. Sometimes they want meaningful interactions (typically women, but not always/only), sometimes they just want fanservice (and yes, you know what I mean by that).
It depends. Who's your core market/audience? What do they want? Do you want to put in both 'story' and 'fanservice'?
Never doubt that women like these games too ^_^ Just saying.
– Fayth85
2 hours ago
add a comment |
How crucial is a storyline in a Waifu game? It depends. (a lot of my answers start like that)
I've played 'waifu' games with absolutely no storyline, but knock-out backstories for the characters you can romance. I loved them.
I've played 'waifu' games with expansive storylines that made me want to burn my computer and bleach my brain.
So let's try to be a bit more specific. (Yes, I've played enough of these games to get specific).
If you mean like a dating sim type, where you have to 'level up' certain character traits (these are typically 'strength', 'intelligence', and 'charisma', or some variation of them). These are the games where you typically have 3 choices, and each has a preference for the 'trait' you need to level up to romance them. They'll usually be in some kind of bar or club or something to that effect.
These are the kinds of games where you need to learn what a 'sweatdrop' means she needs on a date, and you need to remember awkward details. Some of it is realistic, like her birthday and what day she's free (in numbers, because they can't be bothered to code text recognition).
Story lines in these kinds of games are...well, kinda not the point. It's about 'doing' stuff, about 'levelling up' as a character. It's recognizing certain things and acting upon it.
Now, if you get more into...light novel type games, where you only click the text to progress the story? Then the storyline is the whole point. Skimp on the story, and you shoot yourself in the foot. But make no mistake, I've played games like this without a storyline... Please don't.
These games are more typified by the branching progression system. Where you can play through the game a dozen times and each time get a different ending, or end up with a different girl. In some games, I've ended up with more than one (and sometimes they play that off as kind of awkward afterwards).
Right, but then you have the 'mod' type games. Where you have a pre-existing game (The Elder Scrolls 5 Skyrim, for example) and you make a small 'update' of sorts, so people who already have/play the game, can add your mod and get extra content.
In these types of situations, it really depends. In some cases, adding a storyline is kind of pointless. Sometimes it's just about updating possibilities, like having kids (the old fashion way) or just being able to see the scene playing out. Sometimes it's adding a 'prostitution option' to dialogue.
In above cases, the game play is your storyline. Adding 'story' isn't always needed, sometimes it's just about adding options to choose from. So, it isn't about what's said, per se, but just that the NPCs (non-player characters) can do things they couldn't before, and those actions are the story added. But, in this case, you have the pre-existing game they can otherwise do, if the mod content is boring.
This, therefore, holds less important than a stand-alone game where the game itself is what draws in the players.
EDIT
I just thought of a comparison that might make my point a bit clearer (yes, I ramble, yes I am aware of it). Let's look at Pokemon Red/Blue versus Pokemon Sun/Moon.
In both games your goal is to collect all Pokemon, and to beat the Pokemon League, right? Well, in Red/Blue, you'd be right. In Sun/Moon, you're just scratching the surface.
In Sun/Moon, you can also play with your Pokemon more directly. Give them treats, rub their heads, build islands for them, offer them more items...there's just so much more you can do.
These features don't add 'storyline', but it makes the game more immersive, and makes you want to keep playing, because you can 'do other stuff' other than just battle.
You see what I'm saying? If you apply that to any game, you give your player more reason to keep playing, because they have more functionality to keep them coming back. Without adding storyline.
Games don't 'need' a storyline to be great. Just look at Minecraft (the original, not the last updates where suddenly there's 'things'. Sometimes people just want stupid fun, where they can unplug and just do a thing to unwind.
Same goes for 'waifu' type games/content. Sometimes they want meaningful interactions (typically women, but not always/only), sometimes they just want fanservice (and yes, you know what I mean by that).
It depends. Who's your core market/audience? What do they want? Do you want to put in both 'story' and 'fanservice'?
Never doubt that women like these games too ^_^ Just saying.
– Fayth85
2 hours ago
add a comment |
How crucial is a storyline in a Waifu game? It depends. (a lot of my answers start like that)
I've played 'waifu' games with absolutely no storyline, but knock-out backstories for the characters you can romance. I loved them.
I've played 'waifu' games with expansive storylines that made me want to burn my computer and bleach my brain.
So let's try to be a bit more specific. (Yes, I've played enough of these games to get specific).
If you mean like a dating sim type, where you have to 'level up' certain character traits (these are typically 'strength', 'intelligence', and 'charisma', or some variation of them). These are the games where you typically have 3 choices, and each has a preference for the 'trait' you need to level up to romance them. They'll usually be in some kind of bar or club or something to that effect.
These are the kinds of games where you need to learn what a 'sweatdrop' means she needs on a date, and you need to remember awkward details. Some of it is realistic, like her birthday and what day she's free (in numbers, because they can't be bothered to code text recognition).
Story lines in these kinds of games are...well, kinda not the point. It's about 'doing' stuff, about 'levelling up' as a character. It's recognizing certain things and acting upon it.
Now, if you get more into...light novel type games, where you only click the text to progress the story? Then the storyline is the whole point. Skimp on the story, and you shoot yourself in the foot. But make no mistake, I've played games like this without a storyline... Please don't.
These games are more typified by the branching progression system. Where you can play through the game a dozen times and each time get a different ending, or end up with a different girl. In some games, I've ended up with more than one (and sometimes they play that off as kind of awkward afterwards).
Right, but then you have the 'mod' type games. Where you have a pre-existing game (The Elder Scrolls 5 Skyrim, for example) and you make a small 'update' of sorts, so people who already have/play the game, can add your mod and get extra content.
In these types of situations, it really depends. In some cases, adding a storyline is kind of pointless. Sometimes it's just about updating possibilities, like having kids (the old fashion way) or just being able to see the scene playing out. Sometimes it's adding a 'prostitution option' to dialogue.
In above cases, the game play is your storyline. Adding 'story' isn't always needed, sometimes it's just about adding options to choose from. So, it isn't about what's said, per se, but just that the NPCs (non-player characters) can do things they couldn't before, and those actions are the story added. But, in this case, you have the pre-existing game they can otherwise do, if the mod content is boring.
This, therefore, holds less important than a stand-alone game where the game itself is what draws in the players.
EDIT
I just thought of a comparison that might make my point a bit clearer (yes, I ramble, yes I am aware of it). Let's look at Pokemon Red/Blue versus Pokemon Sun/Moon.
In both games your goal is to collect all Pokemon, and to beat the Pokemon League, right? Well, in Red/Blue, you'd be right. In Sun/Moon, you're just scratching the surface.
In Sun/Moon, you can also play with your Pokemon more directly. Give them treats, rub their heads, build islands for them, offer them more items...there's just so much more you can do.
These features don't add 'storyline', but it makes the game more immersive, and makes you want to keep playing, because you can 'do other stuff' other than just battle.
You see what I'm saying? If you apply that to any game, you give your player more reason to keep playing, because they have more functionality to keep them coming back. Without adding storyline.
Games don't 'need' a storyline to be great. Just look at Minecraft (the original, not the last updates where suddenly there's 'things'. Sometimes people just want stupid fun, where they can unplug and just do a thing to unwind.
Same goes for 'waifu' type games/content. Sometimes they want meaningful interactions (typically women, but not always/only), sometimes they just want fanservice (and yes, you know what I mean by that).
It depends. Who's your core market/audience? What do they want? Do you want to put in both 'story' and 'fanservice'?
How crucial is a storyline in a Waifu game? It depends. (a lot of my answers start like that)
I've played 'waifu' games with absolutely no storyline, but knock-out backstories for the characters you can romance. I loved them.
I've played 'waifu' games with expansive storylines that made me want to burn my computer and bleach my brain.
So let's try to be a bit more specific. (Yes, I've played enough of these games to get specific).
If you mean like a dating sim type, where you have to 'level up' certain character traits (these are typically 'strength', 'intelligence', and 'charisma', or some variation of them). These are the games where you typically have 3 choices, and each has a preference for the 'trait' you need to level up to romance them. They'll usually be in some kind of bar or club or something to that effect.
These are the kinds of games where you need to learn what a 'sweatdrop' means she needs on a date, and you need to remember awkward details. Some of it is realistic, like her birthday and what day she's free (in numbers, because they can't be bothered to code text recognition).
Story lines in these kinds of games are...well, kinda not the point. It's about 'doing' stuff, about 'levelling up' as a character. It's recognizing certain things and acting upon it.
Now, if you get more into...light novel type games, where you only click the text to progress the story? Then the storyline is the whole point. Skimp on the story, and you shoot yourself in the foot. But make no mistake, I've played games like this without a storyline... Please don't.
These games are more typified by the branching progression system. Where you can play through the game a dozen times and each time get a different ending, or end up with a different girl. In some games, I've ended up with more than one (and sometimes they play that off as kind of awkward afterwards).
Right, but then you have the 'mod' type games. Where you have a pre-existing game (The Elder Scrolls 5 Skyrim, for example) and you make a small 'update' of sorts, so people who already have/play the game, can add your mod and get extra content.
In these types of situations, it really depends. In some cases, adding a storyline is kind of pointless. Sometimes it's just about updating possibilities, like having kids (the old fashion way) or just being able to see the scene playing out. Sometimes it's adding a 'prostitution option' to dialogue.
In above cases, the game play is your storyline. Adding 'story' isn't always needed, sometimes it's just about adding options to choose from. So, it isn't about what's said, per se, but just that the NPCs (non-player characters) can do things they couldn't before, and those actions are the story added. But, in this case, you have the pre-existing game they can otherwise do, if the mod content is boring.
This, therefore, holds less important than a stand-alone game where the game itself is what draws in the players.
EDIT
I just thought of a comparison that might make my point a bit clearer (yes, I ramble, yes I am aware of it). Let's look at Pokemon Red/Blue versus Pokemon Sun/Moon.
In both games your goal is to collect all Pokemon, and to beat the Pokemon League, right? Well, in Red/Blue, you'd be right. In Sun/Moon, you're just scratching the surface.
In Sun/Moon, you can also play with your Pokemon more directly. Give them treats, rub their heads, build islands for them, offer them more items...there's just so much more you can do.
These features don't add 'storyline', but it makes the game more immersive, and makes you want to keep playing, because you can 'do other stuff' other than just battle.
You see what I'm saying? If you apply that to any game, you give your player more reason to keep playing, because they have more functionality to keep them coming back. Without adding storyline.
Games don't 'need' a storyline to be great. Just look at Minecraft (the original, not the last updates where suddenly there's 'things'. Sometimes people just want stupid fun, where they can unplug and just do a thing to unwind.
Same goes for 'waifu' type games/content. Sometimes they want meaningful interactions (typically women, but not always/only), sometimes they just want fanservice (and yes, you know what I mean by that).
It depends. Who's your core market/audience? What do they want? Do you want to put in both 'story' and 'fanservice'?
edited 2 hours ago
answered 2 hours ago
Fayth85Fayth85
4,975725
4,975725
Never doubt that women like these games too ^_^ Just saying.
– Fayth85
2 hours ago
add a comment |
Never doubt that women like these games too ^_^ Just saying.
– Fayth85
2 hours ago
Never doubt that women like these games too ^_^ Just saying.
– Fayth85
2 hours ago
Never doubt that women like these games too ^_^ Just saying.
– Fayth85
2 hours ago
add a comment |
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2
@Galastel It's a re-anglicisisation of the Japanese rendition of the English word 'Wife'. It's generally used to refer to fictional characters that one is romantically attracted to. A 'waifu game' is more officially known as a Dating Simulator or a Romance Visual Novel.
– Matthew Dave
8 hours ago
1
I think what the OP is referring to is a gacha game. I'm not sure how precise the linguistics or lexicography in question is.
– ShapeOfMatter
8 hours ago
1
A monad is a monoid in the category of endofunctors :)
– ShapeOfMatter
8 hours ago
7
This isn't a writing question, just low-hanging fruit. If you asked whether a (fill in the blank) should have a story, writers will say "YES! it is always better with a story." No exceptions.
– wetcircuit
7 hours ago
3
Fully agree with @wetcircuit. In that way, the question even seems off-topic and would fit better into some SE network about video game design. A better fitting question would be something about finding the right structure or emotional level for your waifu story, for example.
– Spectrosaurus
7 hours ago