Attachment

Some time ago, I used to find it odd when a person doesn’t finish all the endings in a visual novel. They’d talk about how a certain girl is just so hot/sweet/insert-whatever-here that the rest of the stories doesn’t really matter. I didn’t feel that kind of attraction for specific characters and just went ahead and completed all endings. However, this has changed with Asuseka, where I was distracted, DISTRACTED from the cute little romance by worrying about Yuuhi. Well, there have been other instances where one character captures all my attention, but they are usually A: a side character without their own story or B: part of the true ending, in which case it doesn’t matter if I don’t care about the rest of the characters any more.

Maybe it’s just because I always root for imoutos.

This is one of those stories where EVERY SINGLE TIME the 2 people are alone together they get interrupted by someone/something. And so-WHOA THE GUY ACTUALLY DECIDED TO FINISH WRITING THE NEXT VOLUME OF THE HARUHI NOVEL!

……

Or maybe it’s just because I get distracted too easily…

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7 thoughts on “Attachment

  1. I think distraction can have a lot to do with it. There are also certain types of games that are more suited to this sort of thing than others. If it’s a strictly moe-oriented title that doesn’t have a strong plot or any sort of true ending, then yeah — it could be easy to just say “I liked these two paths, and that’s enough”. It’s like you don’t want to ruin the good feelings you have for a game just by forcing your way through a path with a character you probably won’t like. Personally, though, most of my favourite games have been ones where they do encourage you to play through the different paths to build towards a true ending, because they tend to have stories that fit together more nicely. I guess that’s just personal preference, though; certainly I’ve played many games that aren’t like that and enjoyed those as well.

    The only other thing I will say is that I do find it weird when certain bloggers give what they call a “Review” of a game where they didn’t actually play through it all. That’s not really a review; more a first impression. But, anyway, that’s neither here nor there.

  2. Random poke: You spelled attachment wrong. Actually, it seems like it has been spelt that way before. I could say “substract” exists, but not really. So nevermind. There needs to be some official document of alternative spellings.

    In regards to the port, well, there’s a simple fact that finishing all the routes to a visual novel can take quite the time. The fact that route interest/performance also varies decreases the intent to finish all the routes. Also, bad endings exist, which is necessary for 100% completion (or CG for that matter).

    Of course it’s almost impossible to view all 100% of the text simply because of intricate combination of responses.

    The less route completions, the less control button to use because of general pathing. This also varies on the game system, as some have skip read options, or some can skip entire repeated scenes. Some vns have huge divergent pathing that give different aspects to the game, while some have a huge general pathing, and minor diverging just for the character endings.

    It gets even more complicated when even the girl’s endings themselves have a good ending, normal ending, and bad ending. (And this can multiply quickly).

    It also doesn’t help that not all vns are fully complete (or simply don’t end). Some spawn fandiscs and afterstories, some have new series. Sometimes they are definitely continuous to the previous game, but it can go to the point where it’s just fantasy segmentation.

    Anyhow that’s too much generalization. Asuseka would be a vn that’s far more plausible in going through different routes (or in your example, integrating so much worry that the *opportunity cost* hits). I’m using the word incorrectly, but vns definitely have variations of “opportunity cost” where not selecting a girl you gather something is either missing or unresolved. In most cases, the girls whose route you are not on does not usually garner any relevance (or existence for that matter) when you are on the route of a certain girl. Because of these alternatives, some games do extend upon the continuation of the non-route girl a little bit. Eh, there should be a term for this but I’m unaware of that at the moment. I haven’t played Asuseka, so I can’t specifically state this example, but I do see that it’s a quality game that I should get around to playing. (From what I see the worry is more due to the premise of the game.)

    And to think if the vns were played without walkthroughs, depending on the level of the selection choices, then bad endings would just cause frustration for a restart. (Some vns are really stringent on the choices.)

    It’s also to still possible to “talk about how a certain girl is just so hot/sweet/insert-whatever-here that the rest of the stories doesn’t really matter” because of the dominating presence of the favored girl. Sometimes the format leads to the preference to stay the same, and playing the other routes can still occur. To me, it’s either “first impression girl” (girl’s route you want to play going into the game), or “earned girl (girl’s route that did not garner first impression but after undergoing it, turns out to be really good.), but like you said even that can occur without finishing the visual novel.

    It’s easier to run 100% of a visual novel if doing so results in the full scope of the story (perhaps something that possesses a true end, or requiring the completion of routes for nearly the same reason), or if the individual routes were all pretty good. Although it’s nice to have vns run like that, many of them will have certain flaws at certain points of the game. Route cohesion could be bad.

    On a random note it’s really hard to read all the text of a visual novel in one sitting. Even if it’s the most engaging story there are breaks, and distractions are inevitable.

    There are also times when you either can’t read it all or bother to complete the full vn, but it’s so bloody straightforward that the summary you produce is 100% correct. (Some VNs have the pictures talk so loud that the summary is impossible to miss.)

    In some ways it really does depend on the vn.

    On an imouto note it does help when she’s like, the only family member that lives with the protagonist, you know. You get the “daily effect” and “support effect”, oh and imoutos are generally really cute. Yeah, they’re hard to beat, since the base premise and the higher familiarity gives huge advantages, especially if she’s a primary/lead girl.

    Usually a side character would catch my interest. The less relevant, the easier, because there’s no designated route, so the context isn’t predictable, and the allocation is low so the usage of the character can’t be annoying (character design helps too). Well, that factor highly depends on the game, though I inherently have “primary girl” rejection because the game premise already gives that girl base dominance.

    Eh it’s too difficult to generalize. I will agree that getting distracted is very easy.

    • Ah, I knew something was off…spell check doesn’t work on the titles for some reason, so I never really check…

      I didn’t mean finishing a game 100% when writing. Sure, there are some really simple games (like nanatsuiro drops) where there’s only like 2 options, so getting everything is simple, but when it comes to more complicated games (say F/SN for instance), there’s really no point in getting 100%. The only game with a boatload of choices that I completed 100% in was Ever17 (because there’s one last CG that can be unlocked with 100% completion), but there was little point to that, and most games won’t tell you if you’ve seen everything anyway.

      Generally, I get the true endings (if there are any), happy endings (if there are any), and normal endings (if there are any) of all characters.

      There is an example of something like what you stated. In Yuuhi’s path, we learn that her sister blames herself for her mother’s death. This would be a bit different though, because it’s more like cross spoiling rather than realizing there’s something missing. However, that fact gets revealed quite early on in the story, so it’s fine (would be horrible if that was a last plot twist though).

      Actually, in some games, you’re constantly worried that you’re going to die, so there’s that extra bit of tension (of course, some may see it as annoying, but everyone’s different).

      Yuuhi is the main girl (or at least, the girl that’s featured on the cover); she’s not living with the guy though (not HIS sister). And side characters don’t really apply in Asuseka (there are barely any), though I do agree with you in many other games.

      • Oops, reading “finishing all endings” felt like 100% to me (full route completion). Well, as we noticed, it varies on the games. Thanks for the examples, since I’ve played a lower variety than you. I shouldn’t be nit picking anyways, since I spelled post wrong (I typed “port”).

        I do see how your main point appears that if the visual novel has branching paths, to go through the different adventures because you get a different aspect. Picking just one route will render a lot missing (unless it’s a game with a huge general path as I stated). Well, games like Ever17 (Branched plots and then a true one) kind of make you go near 100% anyways, as several games are like this.

        Well, while something like Ever17 was positive directionally, it’s not really “opportunity cost” because of how closely integrated/correlated the routes are to each other. Of course there are games where new paths can manifest from specifically rejecting a girl that confesses to you somewhat early on in the game (most likely in a school setting game).

        As soon as I read true/happy/normal, I was thinking of those games that kind of have all three (or two of them) and it’s like man, that’s a lot. (Some vns have so much ending variation.) Well, it depends on the game. Since bad ends sometimes don’t resolve the issue in the route/plot (or it wouldn’t be a bad end if it did now would it) it’s probably okay to avoid. Usually the lead up to it makes sense and if it’s abrupt you don’t learn anything. (I can’t think of a bad end case where you actually learned more. Maybe in a dark type vn.)

        Cross spoiling is interesting because sometimes when you run different routes in the same game, if the timespan was about the same, you’d want some consistency. I’m sure you’ve played hundreds of vns where a different route is so much different it’s like the other girls don’t even exist anymore.

        Now, I suppose it’s also easier to do 100% or all routes on a game that only has like 3 girls or so. The more girls, the more routes.

        In terms of dying (or bad end) which is some sort of failure, generally vn playing ensues fail safe methods (walkthrough). Well it’s mostly to actually finish the story. However, these dying/bad end possibilities also make the good/happy/true endings more … earned? Like, the struggle to resolve the issue has been overcome, making the story even stronger (as opposed to other mediums which are linear, are generally fail safe. Of course some are semi-infinite and well I won’t get there.) Well, good stories integrate this linearly anyways, it’s just that in a vn it’s not fail safe due to decision points (which other mediums don’t have).

        Yeah, I was aware Asuseka runs a different distribution formula of characters. Imouto concept with the side character concept (or just about any other cliche) is so much easier to notice in a gakuen moe type vn.

        On a random note at least on a vn even though the guy and the girl’s route you are on can get interrupted frequently, since the game is done, there’s usually a guaranteed point that they go on uninterrupted (I’m assuming a kiss). This is different from another medium that could uh endlessly extend it. [Point being that I find the convenient interruption not as annoying in a vn since you have route assurance. A certain confession will usually be integrated, regardless of game. Some pull it off better than others but at least it occurs … hopefully (depends on vn too lol)]

  3. “A: a side character without their own story”

    Isn’t it sad, Sacchin?

    So far, I haven’t come across this problem, but I’ve only read a few VNs thus far.

    On an unrelated note, how can I get rid of my angry triangle avatar?

  4. Pingback: Soshite Ashita no Sekai Yori review « Calamitous Intent

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