Tuesday, December 24, 2024

Writing Style Aesthetics: Artifice vs. Verisimilitude


 For those who only want to see updates, here's a quick rundown of what I've been working on: editing for the Chapter 1 true route, first drafts for the final two alt routes, BGM/sound design edits, art drafts and design finalization. I'll try my best to make a Christmas Miracle happen and have something significant to show off or announce within the next few days. Feel free to ignore the rest of this post.

Something that's been tormenting me since I started writing Chapter 1 one is the quality of said writing---not in terms of my skill (or at least I hope not) but rather in how I'm limiting myself to a certain style. Chapter 1's protagonist is canonically not very good with the language arts and has a stilted, awkward way of communicating, so I'm not sure it would be "in character" to write anything particularly poetic or beautiful from her point of view. Of course, good prosaic styles exist (Hemingway and whatnot), but I'm not talking those forms of prose when I say this character is bad at communicating. If you were to read an essay she produced for a school project or something like that, you'd quickly clock it as a result of the nationwide budget cuts to education. If you've ever come across American teachers complaining about No Child Left Behind in response to their students' papers, then you should have a decent idea of what her work is like.

That's all well and good, and I think it's fine to cast shitty writers as protagonists, but what would this entail for her in-game narration? 

This is the opening chapter of the game. This is going to be everyone's first experience with the game, and it's inevitably going to color their expectations for the rest of it. What does it say about BFD and its writer if the writing blows major dick and is awful to read in the very first chapter?

I've been holding back when working on the Chapter 1 drafts in the name of "verisimilitude", or for maintaining a semblance of realism in the narration. Limiting my normal writing style to this extent has been quite eye-opening in terms of both my own skill and my conception of what "good writing" looks like, but at the same time, it's also been painful. Granted, I haven't written seriously in a long time, which dulls the pain a little. But still, it feels like I'm half-assing a very important part of the very first chapter of my very first game. I'm often left wondering if I should slacken this commitment to realism in favor of literary artifice; this includes things like more poetic descriptions and following standard English grammar rules, stuff that the Chapter 1 protagonist would almost never use if she was actually in charge of writing from her own perspective.

Of course, this isn't a unique phenomenon. The issue of accurately translating thoughts and conceptions into something tangible has plagued artists since the dawn of time. It's like nothing ever comes out as good as you imagine it, and you'll never be satisfied with your work no matter how much time you spend polishing it. In the words of the legendary Leonardohen Skynyrd DiCaprio, "Art is never finished, only abandoned."


These issues in BFD's writing come in couple different forms. I don't feel like going into all of them, but I'll highlight an example that should make my point clearer.

In writing circles, there are occasional debates about how much character dialogues should take from conversations in real life. Real speech is inundated with meaningless filler, which some argue should be eschewed in literary speech; this refers to things like "uh", "um", "like", or basically anything used to pad out statements when one is trying to put their thoughts into words. If you make a character say something like "Uh I um went to the store and uh I bought some uh milk and uh...", they'll come off as nervous, confused, or zonked. Even if real people talk like that regardless of personality or mood, they'll be interpreted in a specific light by readers because these types of filler words have been encoded as temperament signifiers in the sphere of language arts. They also tend to make sentences really annoying to read. However, if used in the right contexts, filler words can make dialogue sound more natural while also being easy on the eyes. The "right contexts" in question come about through the actual behaviors and feelings of the characters, and in certain mediums, they can come through the technical requirements and/or properties of a given medium. For visual novels with voice acting, filler words are often included liberally since the script being read by the audience is the same script used by the voice actors. Their inclusion can make the game's narration easier to follow since minimizing the differences between the written and spoken words can make the reading experience smoother (this is also likely why moans, screams, and various onomatopoeias are spelled out in H-scene dialogues).

In BFD, you'll see characters spouting filler words a lot. I chose to model the dialogue after the standard in other visual novels, which involves liberal filler word usage as described above. BFD doesn't have voice acting, but most other visual novels without voice acting use this same style. Maybe this is just my personal preference, but I feel that this style works well in the visual novel format; the on-screen depiction of characters' expressions supplements the filler in a way that wouldn't work in a purely textual medium. Plus, it allows me to convey emotions and moods in a more subtle way, expanding the potential circumstances in which many sprite and CG assets are used.

Again, this is not the only issue I've been dealing with in Chapter 1, and it is not representative of the issues with Chapter 1's writing as a whole. If anything, I made this post to organize some of my thoughts on imitating nature and art and which one I should prioritize in certain situations.

Thursday, October 24, 2024

Excuse me

 


It's been almost three months since I last posted an update, what the fuck is going on⁉️

Dear readers, I've been wondering that myself. What the fuck IS going on? Why is my time management so ass??

So basically, I'm a fifth year college student (failed a required class only offered once a year because I'm stupid and gay), and I'm also a double major taking my two major-specific senior thesis classes. On top of that, since I'm stupid and gay, I have to spend a lot of time working on assignments/studying to keep up with the non-thesis work. Of course, this is not a strong enough excuse to halt game development entirely, so I haven't been on hiatus or anything like that; I'm just stuck working at a very slow pace right now because of school.

 For the record, I'm still aiming for the chapter 1 release to be on January 16 for Appreciate a Dragon Day (or on January 29 for the Chinese New Year of the Snake if I need a little extra time). However, I want to make it clear that this slowing down of development might make those deadlines a little difficult, and I figured I'd post this now as a warning. I didn't think it was worthwhile to post this at all at first since I wanted to focus on actual progress (plus these kinds of announcements tend to make devs look flaky and unreliable), but I came around to the idea that this would be a good record of acknowledgement---acknowledgement of my personal life getting in the way of timely development before the deadlines close in. 

I hope you all understand, but you are free to call me a dumb lazy bitch anyway since I'm only in this situation due to being bad at school lol

Sunday, August 4, 2024

More Art

 

Just wanted to share some more practice art I made since I got the style nailed down. Above is a portion of chapter 1's protagonist.

Saturday, August 3, 2024

Clarification on "WHAT I HAVE DONE??????"

 Just wanted to clarify that I know the art I displayed in the last post is flawed in a few respects. I know the eyes are uneven and not round enough, I know the face is a weirdly proportioned, I know the detail in the hair strands looks somewhat odd given the detail of the rest of the head, and I know the pitch black outlines are a little jarring. I want to emphasize my previous words---you can expect the art to look like something "VERY SIMILAR" to this in the demo. I plan to polish this style for the final product. Rest assured, this piece was made for PRACTICE and PRACTICE ONLY. I'll have higher standards in place for the final sprites.

Oh, maybe I should bring this up now, but this style is specifically meant for the sprites; CGs will look similar, obviously (not going to change the whole ass style I set up and have been developing/deciding on for years now...okay there may be some variation in some of the CGs but these will be done on a CASE-BY-CASE, INFREQUENT basis), but more consideration will be given to the background environments and how light/shadows/colors should be affected in said environments. I ought to post some WIP CGs in the future to make this clearer.

Friday, August 2, 2024

Have I FINALLY DONE IT??????

 


Above is my most recent practice piece. I feel very satisfied with the end result; a lot of the things I was aiming for were hit, and a lot of the things I disliked were fixed. With this, I can confidently say that you can expect an art style very similar to this in chapter 1's demo release.

Thursday, August 1, 2024

Art is getting...better?

 

I think I'm finally starting to narrow down the specific issues I've been having with my art, and I'm finally starting to produce practice pieces that don't make me feel horribly disgusted. I know what I want to try next, and hopefully it'll result in something that looks like it could be in the demo.